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[Refactor] #38993 object_level を floor_type に取り込む。 / Move object_level to floor_type...
[hengband/hengband.git] / src / init1.c
index e4d33c2..30100ca 100644 (file)
@@ -4058,7 +4058,7 @@ static errr process_dungeon_file_aux(char *buf, int ymin, int xmin, int ymax, in
                        /* 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
@@ -4073,11 +4073,11 @@ static errr process_dungeon_file_aux(char *buf, int ymin, int xmin, int ymax, in
                                        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)
@@ -4087,7 +4087,7 @@ static errr process_dungeon_file_aux(char *buf, int ymin, int xmin, int ymax, in
                                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)