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[Refactor] #38995 world_type 構造体に turn を game_turn に改名して取り込む。 / Rename turn to game_t...
[hengbandforosx/hengbandosx.git] / src / floor-save.c
index 7677e23..122a56d 100644 (file)
  */
 
 #include "angband.h"
+#include "floor.h"
 #include "generate.h"
 #include "grid.h"
+#include "monster.h"
+#include "quest.h"
+#include "wild.h"
+#include "spells-floor.h"
 
 
-static s16b new_floor_id;       /*!<次のフロアのID / floor_id of the destination */
+static FLOOR_IDX new_floor_id;  /*!<次のフロアのID / floor_id of the destination */
 static u32b change_floor_mode;  /*!<フロア移行処理に関するフラグ / Mode flags for changing floor */
 static u32b latest_visit_mark;  /*!<フロアを渡った回数?(確認中) / Max number of visit_mark */
 
@@ -229,10 +234,10 @@ static void kill_saved_floor(saved_floor_type *sf_ptr)
  * @details
  * If number of saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
  */
-s16b get_new_floor_id(void)
+FLOOR_IDX get_new_floor_id(void)
 {
        saved_floor_type *sf_ptr = NULL;
-       s16b i;
+       FLOOR_IDX i;
 
        /* Look for empty space */
        for (i = 0; i < MAX_SAVED_FLOORS; i++)
@@ -280,7 +285,7 @@ s16b get_new_floor_id(void)
        sf_ptr->visit_mark = latest_visit_mark++;
 
        /* sf_ptr->dun_level may be changed later */
-       sf_ptr->dun_level = dun_level;
+       sf_ptr->dun_level = current_floor_ptr->dun_level;
 
 
        /* Increment number of floor_id */
@@ -311,15 +316,15 @@ static void build_dead_end(void)
 {
        POSITION x, y;
 
-       /* Clear and empty the cave */
+       /* Clear and empty the current_floor_ptr->grid_array */
        clear_cave();
 
        /* Fill the arrays of floors and walls in the good proportions */
        set_floor_and_wall(0);
 
        /* Smallest area */
-       cur_hgt = SCREEN_HGT;
-       cur_wid = SCREEN_WID;
+       current_floor_ptr->height = SCREEN_HGT;
+       current_floor_ptr->width = SCREEN_WID;
 
        /* Filled with permanent walls */
        for (y = 0; y < MAX_HGT; y++)
@@ -332,13 +337,13 @@ static void build_dead_end(void)
        }
 
        /* Place at center of the floor */
-       p_ptr->y = cur_hgt / 2;
-       p_ptr->x = cur_wid / 2;
+       p_ptr->y = current_floor_ptr->height / 2;
+       p_ptr->x = current_floor_ptr->width / 2;
 
        /* Give one square */
        place_floor_bold(p_ptr->y, p_ptr->x);
 
-       wipe_generate_cave_flags();
+       wipe_generate_random_floor_flags();
 }
 
 
@@ -362,7 +367,7 @@ static void preserve_pet(void)
 
        if (p_ptr->riding)
        {
-               monster_type *m_ptr = &m_list[p_ptr->riding];
+               monster_type *m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
 
                /* Pet of other pet don't follow. */
                if (m_ptr->parent_m_idx)
@@ -389,7 +394,7 @@ static void preserve_pet(void)
        {
                for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
                {
-                       monster_type *m_ptr = &m_list[i];
+                       monster_type *m_ptr = &current_floor_ptr->m_list[i];
 
                        if (!m_ptr->r_idx) continue;
                        if (!is_pet(m_ptr)) continue;
@@ -425,7 +430,7 @@ static void preserve_pet(void)
                                }
                        }
 
-                       (void)COPY(&party_mon[num], &m_list[i], monster_type);
+                       (void)COPY(&party_mon[num], &current_floor_ptr->m_list[i], monster_type);
 
                        num++;
 
@@ -438,7 +443,7 @@ static void preserve_pet(void)
        {
                for (i = m_max - 1; i >=1; i--)
                {
-                       monster_type *m_ptr = &m_list[i];
+                       monster_type *m_ptr = &current_floor_ptr->m_list[i];
                        GAME_TEXT m_name[MAX_NLEN];
 
                        if (!m_ptr->r_idx) continue;
@@ -455,10 +460,10 @@ static void preserve_pet(void)
        /* Pet of other pet may disappear. */
        for (i = m_max - 1; i >=1; i--)
        {
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
 
                /* Are there its parent? */
-               if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
+               if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
                {
                        /* Its parent have gone, it also goes away. */
 
@@ -530,7 +535,7 @@ static void place_pet(void)
                        int j;
                        POSITION d;
 
-                       for (d = 1; d < 6; d++)
+                       for (d = 1; d < A_MAX; d++)
                        {
                                for (j = 1000; j > 0; j--)
                                {
@@ -544,10 +549,10 @@ static void place_pet(void)
 
                if (m_idx)
                {
-                       monster_type *m_ptr = &m_list[m_idx];
+                       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
                        monster_race *r_ptr;
 
-                       cave[cy][cx].m_idx = m_idx;
+                       current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
 
                        m_ptr->r_idx = party_mon[i].r_idx;
 
@@ -579,7 +584,7 @@ static void place_pet(void)
                        /* r_ptr->cur_num++; */
 
                        /* Hack -- Count the number of "reproducers" */
-                       if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
+                       if (r_ptr->flags2 & RF2_MULTIPLY) current_floor_ptr->num_repro++;
 
                        /* Hack -- Notice new multi-hued monsters */
                        {
@@ -629,7 +634,7 @@ static void update_unique_artifact(s16b cur_floor_id)
        for (i = 1; i < m_max; i++)
        {
                monster_race *r_ptr;
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
 
                /* Skip dead monsters */
                if (!m_ptr->r_idx) continue;
@@ -648,7 +653,7 @@ static void update_unique_artifact(s16b cur_floor_id)
        /* Maintain artifatcs */
        for (i = 1; i < o_max; i++)
        {
-               object_type *o_ptr = &o_list[i];
+               object_type *o_ptr = &current_floor_ptr->o_list[i];
 
                /* Skip dead objects */
                if (!o_ptr->k_idx) continue;
@@ -672,7 +677,7 @@ static void get_out_monster(void)
        POSITION dis = 1;
        POSITION oy = p_ptr->y;
        POSITION ox = p_ptr->x;
-       MONSTER_IDX m_idx = cave[oy][ox].m_idx;
+       MONSTER_IDX m_idx = current_floor_ptr->grid_array[oy][ox].m_idx;
 
        /* Nothing to do if no monster */
        if (!m_idx) return;
@@ -704,21 +709,21 @@ static void get_out_monster(void)
                if (!cave_empty_bold(ny, nx)) continue;
 
                /* Hack -- no teleport onto glyph of warding */
-               if (is_glyph_grid(&cave[ny][nx])) continue;
-               if (is_explosive_rune_grid(&cave[ny][nx])) continue;
+               if (is_glyph_grid(&current_floor_ptr->grid_array[ny][nx])) continue;
+               if (is_explosive_rune_grid(&current_floor_ptr->grid_array[ny][nx])) continue;
 
                /* ...nor onto the Pattern */
                if (pattern_tile(ny, nx)) continue;
 
                /*** It's a good place ***/
 
-               m_ptr = &m_list[m_idx];
+               m_ptr = &current_floor_ptr->m_list[m_idx];
 
                /* Update the old location */
-               cave[oy][ox].m_idx = 0;
+               current_floor_ptr->grid_array[oy][ox].m_idx = 0;
 
                /* Update the new location */
-               cave[ny][nx].m_idx = m_idx;
+               current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
 
                /* Move the monster */
                m_ptr->fy = ny;
@@ -732,7 +737,7 @@ static void get_out_monster(void)
 }
 
 /*!
- * マス構造体のspecial要素を利用する地形かどうかを判定するマクロ / Is this feature has special meaning (except floor_id) with c_ptr->special?
+ * マス構造体のspecial要素を利用する地形かどうかを判定するマクロ / Is this feature has special meaning (except floor_id) with g_ptr->special?
  */
 #define feat_uses_special(F) (have_flag(f_info[(F)].flags, FF_SPECIAL))
 
@@ -751,12 +756,12 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr)
        int i;
 
        /* Search usable stairs */
-       for (y = 0; y < cur_hgt; y++)
+       for (y = 0; y < current_floor_ptr->height; y++)
        {
-               for (x = 0; x < cur_wid; x++)
+               for (x = 0; x < current_floor_ptr->width; x++)
                {
-                       cave_type *c_ptr = &cave[y][x];
-                       feature_type *f_ptr = &f_info[c_ptr->feat];
+                       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
+                       feature_type *f_ptr = &f_info[g_ptr->feat];
                        bool ok = FALSE;
 
                        if (change_floor_mode & CFM_UP)
@@ -767,8 +772,8 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr)
                                        ok = TRUE;
 
                                        /* Found fixed stairs? */
-                                       if (c_ptr->special &&
-                                           c_ptr->special == sf_ptr->upper_floor_id)
+                                       if (g_ptr->special &&
+                                           g_ptr->special == sf_ptr->upper_floor_id)
                                        {
                                                sx = x;
                                                sy = y;
@@ -784,8 +789,8 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr)
                                        ok = TRUE;
 
                                        /* Found fixed stairs */
-                                       if (c_ptr->special &&
-                                           c_ptr->special == sf_ptr->lower_floor_id)
+                                       if (g_ptr->special &&
+                                           g_ptr->special == sf_ptr->lower_floor_id)
                                        {
                                                sx = x;
                                                sy = y;
@@ -822,7 +827,7 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr)
                prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
 
                /* Mega Hack -- It's not the stairs you enter.  Disable it.  */
-               if (!feat_uses_special(cave[p_ptr->y][p_ptr->x].feat)) cave[p_ptr->y][p_ptr->x].special = 0;
+               if (!feat_uses_special(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat)) current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special = 0;
        }
        else
        {
@@ -842,7 +847,7 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr)
  */
 void leave_floor(void)
 {
-       cave_type *c_ptr = NULL;
+       grid_type *g_ptr = NULL;
        feature_type *f_ptr;
        saved_floor_type *sf_ptr;
        MONRACE_IDX quest_r_idx = 0;
@@ -868,15 +873,14 @@ void leave_floor(void)
            p_ptr->floor_id = get_new_floor_id();
        }
 
-
        /* Search the quest monster index */
        for (i = 0; i < max_q_idx; i++)
        {
                if ((quest[i].status == QUEST_STATUS_TAKEN) &&
                    ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
                    (quest[i].type == QUEST_TYPE_RANDOM)) &&
-                   (quest[i].level == dun_level) &&
-                   (dungeon_type == quest[i].dungeon) &&
+                   (quest[i].level == current_floor_ptr->dun_level) &&
+                   (p_ptr->dungeon_idx == quest[i].dungeon) &&
                    !(quest[i].flags & QUEST_FLAG_PRESET))
                {
                        quest_r_idx = quest[i].r_idx;
@@ -887,7 +891,7 @@ void leave_floor(void)
        for (i = 1; i < m_max; i++)
        {
                monster_race *r_ptr;
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
 
                /* Skip dead monsters */
                if (!m_ptr->r_idx) continue;
@@ -934,14 +938,14 @@ void leave_floor(void)
        if (change_floor_mode & CFM_SAVE_FLOORS)
        {
                /* Extract stair position */
-               c_ptr = &cave[p_ptr->y][p_ptr->x];
-               f_ptr = &f_info[c_ptr->feat];
+               g_ptr = &current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+               f_ptr = &f_info[g_ptr->feat];
 
                /* Get back to old saved floor? */
-               if (c_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(c_ptr->special))
+               if (g_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(g_ptr->special))
                {
                        /* Saved floor is exist.  Use it. */
-                       new_floor_id = c_ptr->special;
+                       new_floor_id = g_ptr->special;
                }
 
                /* Mark shaft up/down */
@@ -967,29 +971,29 @@ void leave_floor(void)
                /* Get out from or Enter the dungeon */
                if (change_floor_mode & CFM_DOWN)
                {
-                       if (!dun_level)
-                               move_num = d_info[dungeon_type].mindepth;
+                       if (!current_floor_ptr->dun_level)
+                               move_num = d_info[p_ptr->dungeon_idx].mindepth;
                }
                else if (change_floor_mode & CFM_UP)
                {
-                       if (dun_level + move_num < d_info[dungeon_type].mindepth)
-                               move_num = -dun_level;
+                       if (current_floor_ptr->dun_level + move_num < d_info[p_ptr->dungeon_idx].mindepth)
+                               move_num = -current_floor_ptr->dun_level;
                }
 
-               dun_level += move_num;
+               current_floor_ptr->dun_level += move_num;
        }
 
        /* Leaving the dungeon to town */
-       if (!dun_level && dungeon_type)
+       if (!current_floor_ptr->dun_level && p_ptr->dungeon_idx)
        {
                p_ptr->leaving_dungeon = TRUE;
                if (!vanilla_town && !lite_town)
                {
-                       p_ptr->wilderness_y = d_info[dungeon_type].dy;
-                       p_ptr->wilderness_x = d_info[dungeon_type].dx;
+                       p_ptr->wilderness_y = d_info[p_ptr->dungeon_idx].dy;
+                       p_ptr->wilderness_x = d_info[p_ptr->dungeon_idx].dx;
                }
-               p_ptr->recall_dungeon = dungeon_type;
-               dungeon_type = 0;
+               p_ptr->recall_dungeon = p_ptr->dungeon_idx;
+               p_ptr->dungeon_idx = 0;
 
                /* Reach to the surface -- Clear all saved floors */
                change_floor_mode &= ~CFM_SAVE_FLOORS;
@@ -1026,9 +1030,9 @@ void leave_floor(void)
                new_floor_id = get_new_floor_id();
 
                /* Connect from here */
-               if (c_ptr && !feat_uses_special(c_ptr->feat))
+               if (g_ptr && !feat_uses_special(g_ptr->feat))
                {
-                       c_ptr->special = new_floor_id;
+                       g_ptr->special = new_floor_id;
                }
        }
 
@@ -1048,16 +1052,11 @@ void leave_floor(void)
                /* Get out of the my way! */
                get_out_monster();
 
-               /* Record the last visit turn of current floor */
-               sf_ptr->last_visit = turn;
+               /* Record the last visit current_world_ptr->game_turn of current floor */
+               sf_ptr->last_visit = current_world_ptr->game_turn;
 
-               /* Forget the lite */
                forget_lite();
-
-               /* Forget the view */
                forget_view();
-
-               /* Forget the view */
                clear_mon_lite();
 
                /* Save current floor */
@@ -1078,7 +1077,7 @@ void leave_floor(void)
  * @return なし
  * @details
  * If the floor is an old saved floor, it will be\n
- * restored from the temporal file.  If the floor is new one, new cave\n
+ * restored from the temporal file.  If the floor is new one, new current_floor_ptr->grid_array\n
  * will be generated.\n
  */
 void change_floor(void)
@@ -1105,8 +1104,8 @@ void change_floor(void)
        if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
            !(change_floor_mode & CFM_FIRST_FLOOR))
        {
-               /* Create cave */
-               generate_cave();
+               /* Create current_floor_ptr->grid_array */
+               generate_random_floor();
 
                /* Paranoia -- No new saved floor */
                new_floor_id = 0;
@@ -1136,17 +1135,17 @@ void change_floor(void)
                                /* Forbid return stairs */
                                if (change_floor_mode & CFM_NO_RETURN)
                                {
-                                       cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+                                       grid_type *g_ptr = &current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
 
-                                       if (!feat_uses_special(c_ptr->feat))
+                                       if (!feat_uses_special(g_ptr->feat))
                                        {
                                                if (change_floor_mode & (CFM_DOWN | CFM_UP))
                                                {
                                                        /* Reset to floor */
-                                                       c_ptr->feat = floor_type[randint0(100)];
+                                                       g_ptr->feat = feat_ground_type[randint0(100)];
                                                }
 
-                                               c_ptr->special = 0;
+                                               g_ptr->special = 0;
                                        }
                                }
                        }
@@ -1189,20 +1188,20 @@ void change_floor(void)
                /* Maintain monsters and artifacts */
                if (loaded)
                {
-                       IDX i;
-                       s32b tmp_last_visit = sf_ptr->last_visit;
-                       s32b absence_ticks;
-                       int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
-                       int alloc_times;
+                       MONSTER_IDX i;
+                       GAME_TURN tmp_last_visit = sf_ptr->last_visit;
+                       GAME_TURN absence_ticks;
+                       int alloc_chance = d_info[p_ptr->dungeon_idx].max_m_alloc_chance;
+                       GAME_TURN alloc_times;
 
-                       while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
-                       absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;
+                       while (tmp_last_visit > current_world_ptr->game_turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
+                       absence_ticks = (current_world_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
 
                        /* Maintain monsters */
                        for (i = 1; i < m_max; i++)
                        {
                                monster_race *r_ptr;
-                               monster_type *m_ptr = &m_list[i];
+                               monster_type *m_ptr = &current_floor_ptr->m_list[i];
 
                                /* Skip dead monsters */
                                if (!m_ptr->r_idx) continue;
@@ -1239,7 +1238,7 @@ void change_floor(void)
                        /* Maintain artifatcs */
                        for (i = 1; i < o_max; i++)
                        {
-                               object_type *o_ptr = &o_list[i];
+                               object_type *o_ptr = &current_floor_ptr->o_list[i];
 
                                /* Skip dead objects */
                                if (!o_ptr->k_idx) continue;
@@ -1299,41 +1298,41 @@ void change_floor(void)
                        }
                        else
                        {
-                               /* Newly create cave */
-                               generate_cave();
+                               /* Newly create current_floor_ptr->grid_array */
+                               generate_random_floor();
                        }
 
-                       /* Record last visit turn */
-                       sf_ptr->last_visit = turn;
+                       /* Record last visit current_world_ptr->game_turn */
+                       sf_ptr->last_visit = current_world_ptr->game_turn;
 
-                       /* Set correct dun_level value */
-                       sf_ptr->dun_level = dun_level;
+                       /* Set correct current_floor_ptr->dun_level value */
+                       sf_ptr->dun_level = current_floor_ptr->dun_level;
 
                        /* Create connected stairs */
                        if (!(change_floor_mode & CFM_NO_RETURN))
                        {
                                /* Extract stair position */
-                               cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+                               grid_type *g_ptr = &current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
 
                                /*** Create connected stairs ***/
 
                                /* No stairs down from Quest */
-                               if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
+                               if ((change_floor_mode & CFM_UP) && !quest_number(current_floor_ptr->dun_level))
                                {
-                                       c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
+                                       g_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
                                }
 
                                /* No stairs up when ironman_downward */
                                else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
                                {
-                                       c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
+                                       g_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
                                }
 
                                /* Paranoia -- Clear mimic */
-                               c_ptr->mimic = 0;
+                               g_ptr->mimic = 0;
 
                                /* Connect to previous floor */
-                               c_ptr->special = p_ptr->floor_id;
+                               g_ptr->special = p_ptr->floor_id;
                        }
                }
 
@@ -1344,8 +1343,7 @@ void change_floor(void)
                }
 
                /* You see stairs blocked */
-               else if ((change_floor_mode & CFM_NO_RETURN) &&
-                        (change_floor_mode & (CFM_DOWN | CFM_UP)))
+               else if ((change_floor_mode & CFM_NO_RETURN) && (change_floor_mode & (CFM_DOWN | CFM_UP)))
                {
                        if (!p_ptr->blind)
                        {
@@ -1360,9 +1358,9 @@ void change_floor(void)
                /*
                 * Update visit mark
                 *
-                * The "turn" is not always different number because
-                * the level teleport doesn't take any turn.  Use
-                * visit mark instead of last visit turn to find the
+                * The "current_world_ptr->game_turn" is not always different number because
+                * the level teleport doesn't take any current_world_ptr->game_turn.  Use
+                * visit mark instead of last visit current_world_ptr->game_turn to find the
                 * oldest saved floor.
                 */
                sf_ptr->visit_mark = latest_visit_mark++;
@@ -1388,7 +1386,7 @@ void change_floor(void)
                wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
 
        /* Remember when this level was "created" */
-       old_turn = turn;
+       old_turn = current_world_ptr->game_turn;
 
        /* No dungeon feeling yet */
        p_ptr->feeling_turn = old_turn;
@@ -1412,17 +1410,17 @@ void stair_creation(void)
 
        bool up = TRUE;
        bool down = TRUE;
-       s16b dest_floor_id = 0;
+       FLOOR_IDX dest_floor_id = 0;
 
 
        /* Forbid up staircases on Ironman mode */
        if (ironman_downward) up = FALSE;
 
        /* Forbid down staircases on quest level */
-       if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) down = FALSE;
+       if (quest_number(current_floor_ptr->dun_level) || (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth)) down = FALSE;
 
        /* No effect out of standard dungeon floor */
-       if (!dun_level || (!up && !down) ||
+       if (!current_floor_ptr->dun_level || (!up && !down) ||
            (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) ||
            p_ptr->inside_arena || p_ptr->inside_battle)
        {
@@ -1475,19 +1473,19 @@ void stair_creation(void)
        {
                POSITION x, y;
 
-               for (y = 0; y < cur_hgt; y++)
+               for (y = 0; y < current_floor_ptr->height; y++)
                {
-                       for (x = 0; x < cur_wid; x++)
+                       for (x = 0; x < current_floor_ptr->width; x++)
                        {
-                               cave_type *c_ptr = &cave[y][x];
+                               grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
 
-                               if (!c_ptr->special) continue;
-                               if (feat_uses_special(c_ptr->feat)) continue;
-                               if (c_ptr->special != dest_floor_id) continue;
+                               if (!g_ptr->special) continue;
+                               if (feat_uses_special(g_ptr->feat)) continue;
+                               if (g_ptr->special != dest_floor_id) continue;
 
                                /* Remove old stairs */
-                               c_ptr->special = 0;
-                               cave_set_feat(y, x, floor_type[randint0(100)]);
+                               g_ptr->special = 0;
+                               cave_set_feat(y, x, feat_ground_type[randint0(100)]);
                        }
                }
        }
@@ -1512,17 +1510,17 @@ void stair_creation(void)
        if (up)
        {
                cave_set_feat(p_ptr->y, p_ptr->x,
-                       (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level <= dun_level - 2)) ?
+                       (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level <= current_floor_ptr->dun_level - 2)) ?
                        feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair);
        }
        else
        {
                cave_set_feat(p_ptr->y, p_ptr->x,
-                       (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level >= dun_level + 2)) ?
+                       (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level >= current_floor_ptr->dun_level + 2)) ?
                        feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair);
        }
 
 
        /* Connect this stairs to the destination */
-       cave[p_ptr->y][p_ptr->x].special = dest_floor_id;
+       current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special = dest_floor_id;
 }