/* Object (and possible trap) */
if ((random & RANDOM_OBJECT) && (random & RANDOM_TRAP))
{
- object_level = current_floor_ptr->base_level + object_index;
+ current_floor_ptr->object_level = current_floor_ptr->base_level + object_index;
/*
* Random trap and random treasure defined
place_trap(*y, *x);
}
- object_level = current_floor_ptr->base_level;
+ current_floor_ptr->object_level = current_floor_ptr->base_level;
}
else if (random & RANDOM_OBJECT)
{
- object_level = current_floor_ptr->base_level + object_index;
+ current_floor_ptr->object_level = current_floor_ptr->base_level + object_index;
/* Create an out of deep object */
if (randint0(100) < 75)
else
place_object(*y, *x, AM_GOOD | AM_GREAT);
- object_level = current_floor_ptr->base_level;
+ current_floor_ptr->object_level = current_floor_ptr->base_level;
}
/* Random trap */
else if (random & RANDOM_TRAP)