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[Refactor] #38997 get_out_monster() に floor_type * と player_type * 引数を追加. / Add floor...
[hengband/hengband.git] / src / floor-save.c
index 0507143..695206d 100644 (file)
@@ -315,7 +315,7 @@ FLOOR_IDX get_new_floor_id(void)
        sf_ptr->visit_mark = latest_visit_mark++;
 
        /* sf_ptr->dun_level may be changed later */
-       sf_ptr->dun_level = current_floor_ptr->dun_level;
+       sf_ptr->dun_level = p_ptr->current_floor_ptr->dun_level;
 
 
        /* Increment number of floor_id */
@@ -396,7 +396,7 @@ static void preserve_pet(void)
 
        if (p_ptr->riding)
        {
-               monster_type *m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
+               monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->riding];
 
                /* Pet of other pet don't follow. */
                if (m_ptr->parent_m_idx)
@@ -421,9 +421,9 @@ static void preserve_pet(void)
         */
        if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->phase_out)
        {
-               for (i = current_floor_ptr->m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
+               for (i = p_ptr->current_floor_ptr->m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
                {
-                       monster_type *m_ptr = &current_floor_ptr->m_list[i];
+                       monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
 
                        if (!monster_is_valid(m_ptr)) continue;
                        if (!is_pet(m_ptr)) continue;
@@ -459,7 +459,7 @@ static void preserve_pet(void)
                                }
                        }
 
-                       (void)COPY(&party_mon[num], &current_floor_ptr->m_list[i], monster_type);
+                       (void)COPY(&party_mon[num], &p_ptr->current_floor_ptr->m_list[i], monster_type);
 
                        num++;
 
@@ -470,9 +470,9 @@ static void preserve_pet(void)
 
        if (record_named_pet)
        {
-               for (i = current_floor_ptr->m_max - 1; i >=1; i--)
+               for (i = p_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
                {
-                       monster_type *m_ptr = &current_floor_ptr->m_list[i];
+                       monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
                        GAME_TEXT m_name[MAX_NLEN];
 
                        if (!monster_is_valid(m_ptr)) continue;
@@ -487,12 +487,12 @@ static void preserve_pet(void)
 
 
        /* Pet of other pet may disappear. */
-       for (i = current_floor_ptr->m_max - 1; i >=1; i--)
+       for (i = p_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
        {
-               monster_type *m_ptr = &current_floor_ptr->m_list[i];
+               monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
 
                /* Are there its parent? */
-               if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
+               if (m_ptr->parent_m_idx && !p_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
                {
                        /* Its parent have gone, it also goes away. */
 
@@ -537,10 +537,10 @@ void precalc_cur_num_of_pet(void)
  * @brief 移動先のフロアに伴ったペットを配置する / Place preserved pet monsters on new floor
  * @return なし
  */
-static void place_pet(void)
+static void place_pet(player_type *master_ptr)
 {
        int i;
-       int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
+       int max_num = master_ptr->wild_mode ? 1 : MAX_PARTY_MON;
 
        for (i = 0; i < max_num; i++)
        {
@@ -552,11 +552,11 @@ static void place_pet(void)
                if (i == 0)
                {
                        m_idx = m_pop();
-                       p_ptr->riding = m_idx;
+                       master_ptr->riding = m_idx;
                        if (m_idx)
                        {
-                               cy = p_ptr->y;
-                               cx = p_ptr->x;
+                               cy = master_ptr->y;
+                               cx = master_ptr->x;
                        }
                }
                else
@@ -568,7 +568,7 @@ static void place_pet(void)
                        {
                                for (j = 1000; j > 0; j--)
                                {
-                                       scatter(&cy, &cx, p_ptr->y, p_ptr->x, d, 0);
+                                       scatter(&cy, &cx, master_ptr->y, master_ptr->x, d, 0);
                                        if (monster_can_enter(cy, cx, &r_info[party_mon[i].r_idx], 0)) break;
                                }
                                if (j) break;
@@ -578,10 +578,10 @@ static void place_pet(void)
 
                if (m_idx)
                {
-                       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
+                       monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
                        monster_race *r_ptr;
 
-                       current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
+                       p_ptr->current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
 
                        m_ptr->r_idx = party_mon[i].r_idx;
 
@@ -611,7 +611,7 @@ static void place_pet(void)
                        /* r_ptr->cur_num++; */
 
                        /* Hack -- Count the number of "reproducers" */
-                       if (r_ptr->flags2 & RF2_MULTIPLY) current_floor_ptr->num_repro++;
+                       if (r_ptr->flags2 & RF2_MULTIPLY) p_ptr->current_floor_ptr->num_repro++;
 
                }
                else
@@ -625,7 +625,7 @@ static void place_pet(void)
                        if (record_named_pet && m_ptr->nickname)
                        {
                                monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-                               exe_write_diary(p_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
+                               exe_write_diary(master_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
                        }
 
                        /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
@@ -652,10 +652,10 @@ static void update_unique_artifact(s16b cur_floor_id)
        int i;
 
        /* Maintain unique monsters */
-       for (i = 1; i < current_floor_ptr->m_max; i++)
+       for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
        {
                monster_race *r_ptr;
-               monster_type *m_ptr = &current_floor_ptr->m_list[i];
+               monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
 
                if (!monster_is_valid(m_ptr)) continue;
 
@@ -671,9 +671,9 @@ static void update_unique_artifact(s16b cur_floor_id)
        }
 
        /* Maintain artifatcs */
-       for (i = 1; i < current_floor_ptr->o_max; i++)
+       for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
        {
-               object_type *o_ptr = &current_floor_ptr->o_list[i];
+               object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[i];
 
                if (!OBJECT_IS_VALID(o_ptr)) continue;
 
@@ -690,13 +690,13 @@ static void update_unique_artifact(s16b cur_floor_id)
  * @brief フロア移動時、プレイヤーの移動先モンスターが既にいた場合ランダムな近隣に移動させる / When a monster is at a place where player will return,
  * @return なし
  */
-static void get_out_monster(void)
+static void get_out_monster(floor_type *floor_ptr, player_type *protected_ptr)
 {
        int tries = 0;
        POSITION dis = 1;
-       POSITION oy = p_ptr->y;
-       POSITION ox = p_ptr->x;
-       MONSTER_IDX m_idx = current_floor_ptr->grid_array[oy][ox].m_idx;
+       POSITION oy = protected_ptr->y;
+       POSITION ox = protected_ptr->x;
+       MONSTER_IDX m_idx = floor_ptr->grid_array[oy][ox].m_idx;
 
        /* Nothing to do if no monster */
        if (!m_idx) return;
@@ -722,27 +722,27 @@ static void get_out_monster(void)
                if (tries > 20 * dis * dis) dis++;
 
                /* Ignore illegal locations */
-               if (!in_bounds(ny, nx)) continue;
+               if (!in_bounds(floor_ptr, ny, nx)) continue;
 
                /* Require "empty" floor space */
                if (!cave_empty_bold(ny, nx)) continue;
 
                /* Hack -- no teleport onto glyph of warding */
-               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;
+               if (is_glyph_grid(&floor_ptr->grid_array[ny][nx])) continue;
+               if (is_explosive_rune_grid(&floor_ptr->grid_array[ny][nx])) continue;
 
                /* ...nor onto the Pattern */
                if (pattern_tile(ny, nx)) continue;
 
                /*** It's a good place ***/
 
-               m_ptr = &current_floor_ptr->m_list[m_idx];
+               m_ptr = &floor_ptr->m_list[m_idx];
 
                /* Update the old location */
-               current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+               floor_ptr->grid_array[oy][ox].m_idx = 0;
 
                /* Update the new location */
-               current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
+               floor_ptr->grid_array[ny][nx].m_idx = m_idx;
 
                /* Move the monster */
                m_ptr->fy = ny;
@@ -769,11 +769,11 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr, BIT_FLAGS floor_mo
        int i;
 
        /* Search usable stairs */
-       for (y = 0; y < current_floor_ptr->height; y++)
+       for (y = 0; y < p_ptr->current_floor_ptr->height; y++)
        {
-               for (x = 0; x < current_floor_ptr->width; x++)
+               for (x = 0; x < p_ptr->current_floor_ptr->width; x++)
                {
-                       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
+                       grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
                        feature_type *f_ptr = &f_info[g_ptr->feat];
                        bool ok = FALSE;
 
@@ -840,7 +840,7 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr, BIT_FLAGS floor_mo
                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(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;
+               if (!feat_uses_special(p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat)) p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special = 0;
        }
        else
        {
@@ -858,7 +858,7 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr, BIT_FLAGS floor_mo
  * / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
  * @return なし
  */
-void leave_floor(BIT_FLAGS floor_mode)
+void leave_floor(player_type *creature_ptr, BIT_FLAGS floor_mode)
 {
        grid_type *g_ptr = NULL;
        feature_type *f_ptr;
@@ -872,18 +872,18 @@ void leave_floor(BIT_FLAGS floor_mode)
        /* Remove all mirrors without explosion */
        remove_all_mirrors(FALSE);
 
-       if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(p_ptr, FALSE);
+       if (creature_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(creature_ptr, FALSE);
 
        /* New floor is not yet prepared */
        new_floor_id = 0;
 
        /* Temporary get a floor_id (for Arena) */
-       if (!p_ptr->floor_id &&
+       if (!creature_ptr->floor_id &&
            (floor_mode & CFM_SAVE_FLOORS) &&
            !(floor_mode & CFM_NO_RETURN))
        {
            /* Get temporal floor_id */
-           p_ptr->floor_id = get_new_floor_id();
+           creature_ptr->floor_id = get_new_floor_id();
        }
 
        /* Search the quest monster index */
@@ -892,8 +892,8 @@ void leave_floor(BIT_FLAGS floor_mode)
                if ((quest[i].status == QUEST_STATUS_TAKEN) &&
                    ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
                    (quest[i].type == QUEST_TYPE_RANDOM)) &&
-                   (quest[i].level == current_floor_ptr->dun_level) &&
-                   (p_ptr->dungeon_idx == quest[i].dungeon) &&
+                   (quest[i].level == p_ptr->current_floor_ptr->dun_level) &&
+                   (creature_ptr->dungeon_idx == quest[i].dungeon) &&
                    !(quest[i].flags & QUEST_FLAG_PRESET))
                {
                        quest_r_idx = quest[i].r_idx;
@@ -901,10 +901,10 @@ void leave_floor(BIT_FLAGS floor_mode)
        }
 
        /* Maintain quest monsters */
-       for (i = 1; i < current_floor_ptr->m_max; i++)
+       for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
        {
                monster_race *r_ptr;
-               monster_type *m_ptr = &current_floor_ptr->m_list[i];
+               monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
 
                if (!monster_is_valid(m_ptr)) continue;
 
@@ -925,7 +925,7 @@ void leave_floor(BIT_FLAGS floor_mode)
        /* Check if there is a same item */
        for (i = 0; i < INVEN_PACK; i++)
        {
-               object_type *o_ptr = &p_ptr->inventory_list[i];
+               object_type *o_ptr = &creature_ptr->inventory_list[i];
 
                if (!OBJECT_IS_VALID(o_ptr)) continue;
 
@@ -937,10 +937,10 @@ void leave_floor(BIT_FLAGS floor_mode)
        }
 
        /* Extract current floor info or NULL */
-       sf_ptr = get_sf_ptr(p_ptr->floor_id);
+       sf_ptr = get_sf_ptr(creature_ptr->floor_id);
 
        /* Choose random stairs */
-       if ((floor_mode & CFM_RAND_CONNECT) && p_ptr->floor_id)
+       if ((floor_mode & CFM_RAND_CONNECT) && creature_ptr->floor_id)
        {
                locate_connected_stairs(sf_ptr, floor_mode);
        }
@@ -949,7 +949,7 @@ void leave_floor(BIT_FLAGS floor_mode)
        if (floor_mode & CFM_SAVE_FLOORS)
        {
                /* Extract stair position */
-               g_ptr = &current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+               g_ptr = &p_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
                f_ptr = &f_info[g_ptr->feat];
 
                /* Get back to old saved floor? */
@@ -982,29 +982,29 @@ void leave_floor(BIT_FLAGS floor_mode)
                /* Get out from or Enter the dungeon */
                if (floor_mode & CFM_DOWN)
                {
-                       if (!current_floor_ptr->dun_level)
-                               move_num = d_info[p_ptr->dungeon_idx].mindepth;
+                       if (!p_ptr->current_floor_ptr->dun_level)
+                               move_num = d_info[creature_ptr->dungeon_idx].mindepth;
                }
                else if (floor_mode & CFM_UP)
                {
-                       if (current_floor_ptr->dun_level + move_num < d_info[p_ptr->dungeon_idx].mindepth)
-                               move_num = -current_floor_ptr->dun_level;
+                       if (p_ptr->current_floor_ptr->dun_level + move_num < d_info[creature_ptr->dungeon_idx].mindepth)
+                               move_num = -p_ptr->current_floor_ptr->dun_level;
                }
 
-               current_floor_ptr->dun_level += move_num;
+               p_ptr->current_floor_ptr->dun_level += move_num;
        }
 
        /* Leaving the dungeon to town */
-       if (!current_floor_ptr->dun_level && p_ptr->dungeon_idx)
+       if (!p_ptr->current_floor_ptr->dun_level && creature_ptr->dungeon_idx)
        {
-               p_ptr->leaving_dungeon = TRUE;
+               creature_ptr->leaving_dungeon = TRUE;
                if (!vanilla_town && !lite_town)
                {
-                       p_ptr->wilderness_y = d_info[p_ptr->dungeon_idx].dy;
-                       p_ptr->wilderness_x = d_info[p_ptr->dungeon_idx].dx;
+                       creature_ptr->wilderness_y = d_info[creature_ptr->dungeon_idx].dy;
+                       creature_ptr->wilderness_x = d_info[creature_ptr->dungeon_idx].dx;
                }
-               p_ptr->recall_dungeon = p_ptr->dungeon_idx;
-               p_ptr->dungeon_idx = 0;
+               creature_ptr->recall_dungeon = creature_ptr->dungeon_idx;
+               creature_ptr->dungeon_idx = 0;
 
                /* Reach to the surface -- Clear all saved floors */
                floor_mode &= ~CFM_SAVE_FLOORS;
@@ -1027,7 +1027,7 @@ void leave_floor(BIT_FLAGS floor_mode)
        }
 
        /* No current floor -- Left/Enter dungeon etc... */
-       if (!p_ptr->floor_id)
+       if (!creature_ptr->floor_id)
        {
                /* No longer need to save current floor */
                return;
@@ -1061,14 +1061,14 @@ void leave_floor(BIT_FLAGS floor_mode)
            !(floor_mode & CFM_NO_RETURN))
        {
                /* Get out of the my way! */
-               get_out_monster();
+               get_out_monster(p_ptr->current_floor_ptr, creature_ptr);
 
                /* Record the last visit current_world_ptr->game_turn of current floor */
                sf_ptr->last_visit = current_world_ptr->game_turn;
 
-               forget_lite();
+               forget_lite(p_ptr->current_floor_ptr);
                forget_view();
-               clear_mon_lite();
+               clear_mon_lite(p_ptr->current_floor_ptr);
 
                /* Save current floor */
                if (!save_floor(sf_ptr, 0))
@@ -1077,7 +1077,7 @@ void leave_floor(BIT_FLAGS floor_mode)
                        prepare_change_floor_mode(CFM_NO_RETURN);
 
                        /* Kill current floor */
-                       kill_saved_floor(get_sf_ptr(p_ptr->floor_id));
+                       kill_saved_floor(get_sf_ptr(creature_ptr->floor_id));
                }
        }
 }
@@ -1088,7 +1088,7 @@ void leave_floor(BIT_FLAGS floor_mode)
  * @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 current_floor_ptr->grid_array\n
+ * restored from the temporal file.  If the floor is new one, new p_ptr->current_floor_ptr->grid_array\n
  * will be generated.\n
  */
 void change_floor(BIT_FLAGS floor_mode)
@@ -1115,8 +1115,8 @@ void change_floor(BIT_FLAGS floor_mode)
        if (!(floor_mode & CFM_SAVE_FLOORS) &&
            !(floor_mode & CFM_FIRST_FLOOR))
        {
-               /* Create current_floor_ptr->grid_array */
-               generate_random_floor();
+               /* Create p_ptr->current_floor_ptr->grid_array */
+               generate_random_floor(p_ptr->current_floor_ptr);
 
                /* Paranoia -- No new saved floor */
                new_floor_id = 0;
@@ -1146,7 +1146,7 @@ void change_floor(BIT_FLAGS floor_mode)
                                /* Forbid return stairs */
                                if (floor_mode & CFM_NO_RETURN)
                                {
-                                       grid_type *g_ptr = &current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+                                       grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
 
                                        if (!feat_uses_special(g_ptr->feat))
                                        {
@@ -1209,10 +1209,10 @@ void change_floor(BIT_FLAGS floor_mode)
                        absence_ticks = (current_world_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
 
                        /* Maintain monsters */
-                       for (i = 1; i < current_floor_ptr->m_max; i++)
+                       for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
                        {
                                monster_race *r_ptr;
-                               monster_type *m_ptr = &current_floor_ptr->m_list[i];
+                               monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
 
                                if (!monster_is_valid(m_ptr)) continue;
 
@@ -1246,9 +1246,9 @@ void change_floor(BIT_FLAGS floor_mode)
                        }
 
                        /* Maintain artifatcs */
-                       for (i = 1; i < current_floor_ptr->o_max; i++)
+                       for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
                        {
-                               object_type *o_ptr = &current_floor_ptr->o_list[i];
+                               object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[i];
 
                                if (!OBJECT_IS_VALID(o_ptr)) continue;
 
@@ -1293,7 +1293,7 @@ void change_floor(BIT_FLAGS floor_mode)
                                msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
 
                                /* Create simple dead end */
-                               build_dead_end(current_floor_ptr);
+                               build_dead_end(p_ptr->current_floor_ptr);
 
                                /* Break connection */
                                if (floor_mode & CFM_UP)
@@ -1307,26 +1307,26 @@ void change_floor(BIT_FLAGS floor_mode)
                        }
                        else
                        {
-                               /* Newly create current_floor_ptr->grid_array */
-                               generate_random_floor();
+                               /* Newly create p_ptr->current_floor_ptr->grid_array */
+                               generate_random_floor(p_ptr->current_floor_ptr);
                        }
 
                        /* Record last visit current_world_ptr->game_turn */
                        sf_ptr->last_visit = current_world_ptr->game_turn;
 
-                       /* Set correct current_floor_ptr->dun_level value */
-                       sf_ptr->dun_level = current_floor_ptr->dun_level;
+                       /* Set correct p_ptr->current_floor_ptr->dun_level value */
+                       sf_ptr->dun_level = p_ptr->current_floor_ptr->dun_level;
 
                        /* Create connected stairs */
                        if (!(floor_mode & CFM_NO_RETURN))
                        {
                                /* Extract stair position */
-                               grid_type *g_ptr = &current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+                               grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
 
                                /*** Create connected stairs ***/
 
                                /* No stairs down from Quest */
-                               if ((floor_mode & CFM_UP) && !quest_number(current_floor_ptr->dun_level))
+                               if ((floor_mode & CFM_UP) && !quest_number(p_ptr->current_floor_ptr->dun_level))
                                {
                                        g_ptr->feat = (floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
                                }
@@ -1376,7 +1376,7 @@ void change_floor(BIT_FLAGS floor_mode)
        }
 
        /* Place preserved pet monsters */
-       place_pet();
+       place_pet(p_ptr);
 
        /* Reset travel target place */
        forget_travel_flow();
@@ -1392,18 +1392,18 @@ void change_floor(BIT_FLAGS floor_mode)
 
        /* Hack -- Munchkin characters always get whole map */
        if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
-               wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
+               wiz_lite(p_ptr, (bool)(p_ptr->pclass == CLASS_NINJA));
 
        /* Remember when this level was "created" */
-       current_floor_ptr->generated_turn = current_world_ptr->game_turn;
+       p_ptr->current_floor_ptr->generated_turn = current_world_ptr->game_turn;
 
        /* No dungeon feeling yet */
-       p_ptr->feeling_turn = current_floor_ptr->generated_turn;
+       p_ptr->feeling_turn = p_ptr->current_floor_ptr->generated_turn;
        p_ptr->feeling = 0;
 
        /* Clear all flags */
        floor_mode = 0L;
 
-       select_floor_music();
+       select_floor_music(p_ptr);
        p_ptr->change_floor_mode = 0;
 }