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[Refactor] #38997 is_known_trap() とis_hidden_door()にplayer_type * 引数を追加 / Added playe...
[hengband/hengband.git] / src / floor-save.c
index 9514205..90fa7ef 100644 (file)
@@ -9,16 +9,22 @@
  * included in all such copies. \n
  * 2014 Deskull rearranged comment for Doxygen. \n
  */
+#pragma once
 
 #include "angband.h"
+#include "bldg.h"
+#include "core.h"
+#include "load.h"
 #include "util.h"
 
 #include "artifact.h"
 #include "dungeon.h"
 #include "floor.h"
+#include "floor-save.h"
 #include "floor-events.h"
 #include "floor-generate.h"
 #include "feature.h"
+#include "geometry.h"
 #include "grid.h"
 #include "monster.h"
 #include "quest.h"
 #include "cmd-basic.h"
 #include "files.h"
 #include "player-effects.h"
+#include "player-class.h"
+#include "player-personality.h"
 #include "world.h"
+#include "spells.h"
+#include "cmd-dump.h"
+#include "save.h"
+
+#include "view-mainwindow.h"
 
 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 */
+#define MAX_PARTY_MON 21 /*!< フロア移動時に先のフロアに連れて行けるペットの最大数 Maximum number of preservable pets */
+static monster_type party_mon[MAX_PARTY_MON]; /*!< フロア移動に保存するペットモンスターの配列 */
+
+/*
+ * Number of floor_id used from birth
+ */
+FLOOR_IDX max_floor_id;
 
+/*
+ * Sign for current process used in temporary files.
+ * Actually it is the start time of current process.
+ */
+u32b saved_floor_file_sign;
 
 /*!
  * @brief 保存フロア配列を初期化する / Initialize saved_floors array. 
- * @param force テンポラリファイルが残っていた場合も警告なしで強制的に削除する。
- * @details Make sure that old temporal files are not remaining as gurbages.
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @param force テンポラリファイルが残っていた場合も警告なしで強制的に削除するフラグ
+ * @details Make sure that old temporary files are not remaining as gurbages.
  * @return なし
  */
-void init_saved_floors(bool force)
+void init_saved_floors(player_type *creature_ptr, bool force)
 {
        char floor_savefile[1024];
        int i;
@@ -78,11 +103,11 @@ void init_saved_floors(bool force)
                {
                        if (!force)
                        {
-                               msg_print(_("エラー:古いテンポラリ・ファイルが残っています。", "Error: There are old temporal files."));
+                               msg_print(_("エラー:古いテンポラリ・ファイルが残っています。", "Error: There are old temporary files."));
                                msg_print(_("変愚蛮怒を二重に起動していないか確認してください。", "Make sure you are not running two game processes simultaneously."));
-                               msg_print(_("過去に変愚蛮怒がクラッシュした場合は一時ファイルを", "If the temporal files are garbages of old crashed process, "));
+                               msg_print(_("過去に変愚蛮怒がクラッシュした場合は一時ファイルを", "If the temporary files are garbages of old crashed process, "));
                                msg_print(_("強制的に削除して実行を続けられます。", "you can delete it safely."));
-                               if (!get_check(_("強制的に削除してもよろしいですか?", "Do you delete old temporal files? ")))
+                               if (!get_check(_("強制的に削除してもよろしいですか?", "Do you delete old temporary files? ")))
                                        quit(_("実行中止", "Aborted."));
                                force = TRUE;
                        }
@@ -96,7 +121,7 @@ void init_saved_floors(bool force)
                /* Grab permissions */
                safe_setuid_grab();
 
-               /* Simply kill the temporal file */ 
+               /* Simply kill the temporary file */ 
                (void)fd_kill(floor_savefile);
 
                /* Drop permissions */
@@ -111,14 +136,14 @@ void init_saved_floors(bool force)
        /* vist_mark is from 1 */
        latest_visit_mark = 1;
 
-       /* A sign to mark temporal files */
+       /* A sign to mark temporary files */
        saved_floor_file_sign = (u32b)time(NULL);
 
        /* No next floor yet */
        new_floor_id = 0;
 
        /* No change floor mode yet */
-       change_floor_mode = 0;
+       creature_ptr->change_floor_mode = 0;
 
 #ifdef SET_UID
 # ifdef SECURE
@@ -129,11 +154,12 @@ void init_saved_floors(bool force)
 }
 
 /*!
- * @brief 保存フロア用テンポラリファイルを削除する / Kill temporal files
+ * @brief 保存フロア用テンポラリファイルを削除する / Kill temporary files
  * @details Should be called just before the game quit.
+ * @param creature_ptr プレーヤーへの参照ポインタ
  * @return なし
  */
-void clear_saved_floor_files(void)
+void clear_saved_floor_files(player_type *creature_ptr)
 {
        char floor_savefile[1024];
        int i;
@@ -149,9 +175,9 @@ void clear_saved_floor_files(void)
        {
                saved_floor_type *sf_ptr = &saved_floors[i];
 
-               /* No temporal file */
+               /* No temporary file */
                if (!sf_ptr->floor_id) continue;
-               if (sf_ptr->floor_id == p_ptr->floor_id) continue;
+               if (sf_ptr->floor_id == creature_ptr->floor_id) continue;
 
                /* File name */
                sprintf(floor_savefile, "%s.F%02d", savefile, i);
@@ -159,7 +185,7 @@ void clear_saved_floor_files(void)
                /* Grab permissions */
                safe_setuid_grab();
 
-               /* Simply kill the temporal file */ 
+               /* Simply kill the temporary file */ 
                (void)fd_kill(floor_savefile);
 
                /* Drop permissions */
@@ -200,10 +226,11 @@ saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id)
 
 /*!
  * @brief 参照ポインタ先の保存フロアを抹消する / kill a saved floor and get an empty space
+ * @param creature_ptr プレーヤーへの参照ポインタ
  * @param sf_ptr 保存フロアの参照ポインタ
  * @return なし
  */
-static void kill_saved_floor(saved_floor_type *sf_ptr)
+static void kill_saved_floor(player_type *creature_ptr, saved_floor_type *sf_ptr)
 {
        char floor_savefile[1024];
        if (!sf_ptr) return;
@@ -211,12 +238,12 @@ static void kill_saved_floor(saved_floor_type *sf_ptr)
        /* Already empty */
        if (!sf_ptr->floor_id) return;
 
-       if (sf_ptr->floor_id == p_ptr->floor_id)
+       if (sf_ptr->floor_id == creature_ptr->floor_id)
        {
                /* Kill current floor */
-               p_ptr->floor_id = 0;
+               creature_ptr->floor_id = 0;
 
-               /* Current floor doesn't have temporal file */
+               /* Current floor doesn't have temporary file */
        }
        else 
        {
@@ -226,7 +253,7 @@ static void kill_saved_floor(saved_floor_type *sf_ptr)
                /* Grab permissions */
                safe_setuid_grab();
 
-               /* Simply kill the temporal file */ 
+               /* Simply kill the temporary file */ 
                (void)fd_kill(floor_savefile);
 
                /* Drop permissions */
@@ -240,11 +267,12 @@ static void kill_saved_floor(saved_floor_type *sf_ptr)
 
 /*!
  * @brief 新規に利用可能な保存フロアを返す / Initialize new saved floor and get its floor id.
+ * @param creature_ptr プレーヤーへの参照ポインタ
  * @return 利用可能な保存フロアID
  * @details
  * If number of saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
  */
-FLOOR_IDX get_new_floor_id(void)
+FLOOR_IDX get_new_floor_id(player_type *creature_ptr)
 {
        saved_floor_type *sf_ptr = NULL;
        FLOOR_IDX i;
@@ -269,7 +297,7 @@ FLOOR_IDX get_new_floor_id(void)
                        sf_ptr = &saved_floors[i];
 
                        /* Don't kill current floor */
-                       if (sf_ptr->floor_id == p_ptr->floor_id) continue;
+                       if (sf_ptr->floor_id == creature_ptr->floor_id) continue;
 
                        /* Don't kill newer */
                        if (sf_ptr->visit_mark > oldest_visit) continue;
@@ -280,7 +308,7 @@ FLOOR_IDX get_new_floor_id(void)
 
                /* Kill oldest saved floor */
                sf_ptr = &saved_floors[oldest];
-               kill_saved_floor(sf_ptr);
+               kill_saved_floor(creature_ptr, sf_ptr);
 
                /* Use it */
                i = oldest;
@@ -295,7 +323,7 @@ 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 = creature_ptr->current_floor_ptr->dun_level;
 
 
        /* Increment number of floor_id */
@@ -310,31 +338,34 @@ FLOOR_IDX get_new_floor_id(void)
 
 /*!
  * @brief フロア切り替え時の処理フラグを追加する / Prepare mode flags of changing floor
+ * @param creature_ptr プレーヤーへの参照ポインタ
  * @param mode 追加したい所持フラグ
  * @return なし
  */
-void prepare_change_floor_mode(BIT_FLAGS mode)
+void prepare_change_floor_mode(player_type *creature_ptr, BIT_FLAGS mode)
 {
-       change_floor_mode |= mode;
+       creature_ptr->change_floor_mode |= mode;
 }
 
 /*!
  * @brief 階段移動先のフロアが生成できない時に簡単な行き止まりマップを作成する / Builds the dead end
  * @return なし
  */
-static void build_dead_end(void)
+static void build_dead_end(player_type *creature_ptr)
 {
        POSITION x, y;
 
-       /* Clear and empty the current_floor_ptr->grid_array */
-       clear_cave();
+       clear_cave(creature_ptr);
+
+       /* Mega-Hack -- no player yet */
+       creature_ptr->x = creature_ptr->y = 0;
 
        /* Fill the arrays of floors and walls in the good proportions */
        set_floor_and_wall(0);
 
        /* Smallest area */
-       current_floor_ptr->height = SCREEN_HGT;
-       current_floor_ptr->width = SCREEN_WID;
+       creature_ptr->current_floor_ptr->height = SCREEN_HGT;
+       creature_ptr->current_floor_ptr->width = SCREEN_WID;
 
        /* Filled with permanent walls */
        for (y = 0; y < MAX_HGT; y++)
@@ -342,30 +373,27 @@ static void build_dead_end(void)
                for (x = 0; x < MAX_WID; x++)
                {
                        /* Create "solid" perma-wall */
-                       place_solid_perm_bold(y, x);
+                       place_bold(creature_ptr, y, x, solid_perm);
                }
        }
 
        /* Place at center of the floor */
-       p_ptr->y = current_floor_ptr->height / 2;
-       p_ptr->x = current_floor_ptr->width / 2;
+       creature_ptr->y = creature_ptr->current_floor_ptr->height / 2;
+       creature_ptr->x = creature_ptr->current_floor_ptr->width / 2;
 
        /* Give one square */
-       place_floor_bold(p_ptr->y, p_ptr->x);
+       place_bold(creature_ptr, creature_ptr->y, creature_ptr->x, floor);
 
-       wipe_generate_random_floor_flags();
+       wipe_generate_random_floor_flags(creature_ptr->current_floor_ptr);
 }
 
 
-
-#define MAX_PARTY_MON 21 /*!< フロア移動時に先のフロアに連れて行けるペットの最大数 Maximum number of preservable pets */
-static monster_type party_mon[MAX_PARTY_MON]; /*!< フロア移動に保存するペットモンスターの配列 */
-
 /*!
  * @brief フロア移動時のペット保存処理 / Preserve_pets
+ * @param master_ptr プレーヤーへの参照ポインタ
  * @return なし
  */
-static void preserve_pet(void)
+static void preserve_pet(player_type *master_ptr)
 {
        int num;
        MONSTER_IDX i;
@@ -375,16 +403,16 @@ static void preserve_pet(void)
                party_mon[num].r_idx = 0;
        }
 
-       if (p_ptr->riding)
+       if (master_ptr->riding)
        {
-               monster_type *m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
+               monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[master_ptr->riding];
 
                /* Pet of other pet don't follow. */
                if (m_ptr->parent_m_idx)
                {
-                       p_ptr->riding = 0;
-                       p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
-                       p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
+                       master_ptr->riding = 0;
+                       master_ptr->pet_extra_flags &= ~(PF_TWO_HANDS);
+                       master_ptr->riding_ryoute = master_ptr->old_riding_ryoute = FALSE;
                }
                else
                {
@@ -392,7 +420,7 @@ static void preserve_pet(void)
                        (void)COPY(&party_mon[0], m_ptr, monster_type);
 
                        /* Delete from this floor */
-                       delete_monster_idx(p_ptr->riding);
+                       delete_monster_idx(master_ptr, master_ptr->riding);
                }
        }
 
@@ -400,15 +428,15 @@ static void preserve_pet(void)
         * If player is in wild mode, no pets are preserved
         * except a monster whom player riding
         */
-       if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
+       if (!master_ptr->wild_mode && !master_ptr->current_floor_ptr->inside_arena && !master_ptr->phase_out)
        {
-               for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
+               for (i = master_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 = &master_ptr->current_floor_ptr->m_list[i];
 
                        if (!monster_is_valid(m_ptr)) continue;
                        if (!is_pet(m_ptr)) continue;
-                       if (i == p_ptr->riding) continue;
+                       if (i == master_ptr->riding) continue;
 
                        if (reinit_wilderness)
                        {
@@ -416,7 +444,7 @@ static void preserve_pet(void)
                        }
                        else
                        {
-                               POSITION dis = distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx);
+                               POSITION dis = distance(master_ptr->y, master_ptr->x, m_ptr->fy, m_ptr->fx);
 
                                /* Confused (etc.) monsters don't follow. */
                                if (MON_CONFUSED(m_ptr) || MON_STUNNED(m_ptr) || MON_CSLEEP(m_ptr)) continue;
@@ -429,8 +457,8 @@ static void preserve_pet(void)
                                 * when you or the pet can see the other.
                                 */
                                if (m_ptr->nickname && 
-                                   ((player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
-                                    (los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))))
+                                   ((player_has_los_bold(master_ptr, m_ptr->fy, m_ptr->fx) && projectable(master_ptr, master_ptr->y, master_ptr->x, m_ptr->fy, m_ptr->fx)) ||
+                                    (los(master_ptr, m_ptr->fy, m_ptr->fx, master_ptr->y, master_ptr->x) && projectable(master_ptr, m_ptr->fy, m_ptr->fx, master_ptr->y, master_ptr->x))))
                                {
                                        if (dis > 3) continue;
                                }
@@ -440,51 +468,51 @@ static void preserve_pet(void)
                                }
                        }
 
-                       (void)COPY(&party_mon[num], &current_floor_ptr->m_list[i], monster_type);
+                       (void)COPY(&party_mon[num], &master_ptr->current_floor_ptr->m_list[i], monster_type);
 
                        num++;
 
                        /* Delete from this floor */
-                       delete_monster_idx(i);
+                       delete_monster_idx(master_ptr, i);
                }
        }
 
        if (record_named_pet)
        {
-               for (i = m_max - 1; i >=1; i--)
+               for (i = master_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
                {
-                       monster_type *m_ptr = &current_floor_ptr->m_list[i];
+                       monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[i];
                        GAME_TEXT m_name[MAX_NLEN];
 
                        if (!monster_is_valid(m_ptr)) continue;
                        if (!is_pet(m_ptr)) continue;
                        if (!m_ptr->nickname) continue;
-                       if (p_ptr->riding == i) continue;
+                       if (master_ptr->riding == i) continue;
 
-                       monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-                       do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
+                       monster_desc(master_ptr, m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
+                       exe_write_diary(master_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
                }
        }
 
 
        /* Pet of other pet may disappear. */
-       for (i = m_max - 1; i >=1; i--)
+       for (i = master_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
        {
-               monster_type *m_ptr = &current_floor_ptr->m_list[i];
+               monster_type *m_ptr = &master_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 && !master_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
                {
                        /* Its parent have gone, it also goes away. */
 
                        if (is_seen(m_ptr))
                        {
                                GAME_TEXT m_name[MAX_NLEN];
-                               monster_desc(m_name, m_ptr, 0);
+                               monster_desc(master_ptr, m_name, m_ptr, 0);
                                msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
                        }
 
-                       delete_monster_idx(i);
+                       delete_monster_idx(master_ptr, i);
                }
        }
 }
@@ -492,15 +520,16 @@ static void preserve_pet(void)
 
 /*!
  * @brief フロア移動時にペットを伴った場合の準備処理 / Pre-calculate the racial counters of preserved pets
+ * @param master_ptr プレーヤーへの参照ポインタ
  * @return なし
  * @details
  * To prevent multiple generation of unique monster who is the minion of player
  */
-void precalc_cur_num_of_pet(void)
+void precalc_cur_num_of_pet(player_type *player_ptr)
 {
        monster_type *m_ptr;
        int i;
-       int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
+       int max_num = player_ptr->wild_mode ? 1 : MAX_PARTY_MON;
 
        for (i = 0; i < max_num; i++)
        {
@@ -516,12 +545,13 @@ 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
+ * @param master_ptr プレーヤーへの参照ポインタ
  * @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++)
        {
@@ -532,12 +562,12 @@ static void place_pet(void)
 
                if (i == 0)
                {
-                       m_idx = m_pop();
-                       p_ptr->riding = m_idx;
+                       m_idx = m_pop(master_ptr);
+                       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
@@ -549,20 +579,20 @@ static void place_pet(void)
                        {
                                for (j = 1000; j > 0; j--)
                                {
-                                       scatter(&cy, &cx, p_ptr->y, p_ptr->x, d, 0);
+                                       scatter(master_ptr, &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;
                        }
-                       m_idx = (d == 6) ? 0 : m_pop();
+                       m_idx = (d == 6) ? 0 : m_pop(master_ptr);
                }
 
                if (m_idx)
                {
-                       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
+                       monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[m_idx];
                        monster_race *r_ptr;
 
-                       current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
+                       master_ptr->current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
 
                        m_ptr->r_idx = party_mon[i].r_idx;
 
@@ -572,6 +602,7 @@ static void place_pet(void)
 
                        m_ptr->fy = cy;
                        m_ptr->fx = cx;
+                       m_ptr->current_floor_ptr = master_ptr->current_floor_ptr;
                        m_ptr->ml = TRUE;
                        m_ptr->mtimed[MTIMED_CSLEEP] = 0;
                        m_ptr->hold_o_idx = 0;
@@ -585,21 +616,15 @@ static void place_pet(void)
                                /* Must repair monsters */
                                repair_monsters = TRUE;
                        }
-                       update_monster(m_idx, TRUE);
-                       lite_spot(cy, cx);
+                       update_monster(master_ptr, m_idx, TRUE);
+                       lite_spot(master_ptr, cy, cx);
 
                        /* Pre-calculated in precalc_cur_num_of_pet() */
                        /* 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) master_ptr->current_floor_ptr->num_repro++;
 
-                       /* Hack -- Notice new multi-hued monsters */
-                       {
-                               monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
-                               if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
-                                       shimmer_monsters = TRUE;
-                       }
                }
                else
                {
@@ -607,12 +632,12 @@ static void place_pet(void)
                        monster_race *r_ptr = real_r_ptr(m_ptr);
                        GAME_TEXT m_name[MAX_NLEN];
 
-                       monster_desc(m_name, m_ptr, 0);
+                       monster_desc(master_ptr, m_name, m_ptr, 0);
                        msg_format(_("%sとはぐれてしまった。", "You have lost sight of %s."), m_name);
                        if (record_named_pet && m_ptr->nickname)
                        {
-                               monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-                               do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
+                               monster_desc(master_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
+                               exe_write_diary(master_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
                        }
 
                        /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
@@ -634,15 +659,15 @@ static void place_pet(void)
  * while new floor creation since dungeons may be re-created by\n
  * auto-scum option.\n
  */
-static void update_unique_artifact(s16b cur_floor_id)
+static void update_unique_artifact(floor_type *floor_ptr, s16b cur_floor_id)
 {
        int i;
 
        /* Maintain unique monsters */
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < floor_ptr->m_max; i++)
        {
                monster_race *r_ptr;
-               monster_type *m_ptr = &current_floor_ptr->m_list[i];
+               monster_type *m_ptr = &floor_ptr->m_list[i];
 
                if (!monster_is_valid(m_ptr)) continue;
 
@@ -658,12 +683,11 @@ static void update_unique_artifact(s16b cur_floor_id)
        }
 
        /* Maintain artifatcs */
-       for (i = 1; i < o_max; i++)
+       for (i = 1; i < floor_ptr->o_max; i++)
        {
-               object_type *o_ptr = &current_floor_ptr->o_list[i];
+               object_type *o_ptr = &floor_ptr->o_list[i];
 
-               /* Skip dead objects */
-               if (!o_ptr->k_idx) continue;
+               if (!OBJECT_IS_VALID(o_ptr)) continue;
 
                /* Memorize location of the artifact */
                if (object_is_fixed_artifact(o_ptr))
@@ -678,13 +702,13 @@ 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;
@@ -710,27 +734,27 @@ 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;
+               if (!cave_empty_bold(protected_ptr->current_floor_ptr, 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;
@@ -748,7 +772,7 @@ static void get_out_monster(void)
  * @param sf_ptr 移動元の保存フロア構造体参照ポインタ
  * @return なし
  */
-static void locate_connected_stairs(saved_floor_type *sf_ptr)
+static void locate_connected_stairs(player_type *creature_ptr, floor_type *floor_ptr, saved_floor_type *sf_ptr, BIT_FLAGS floor_mode)
 {
        POSITION x, y, sx = 0, sy = 0;
        POSITION x_table[20];
@@ -757,15 +781,15 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr)
        int i;
 
        /* Search usable stairs */
-       for (y = 0; y < current_floor_ptr->height; y++)
+       for (y = 0; y < floor_ptr->height; y++)
        {
-               for (x = 0; x < current_floor_ptr->width; x++)
+               for (x = 0; x < floor_ptr->width; x++)
                {
-                       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
+                       grid_type *g_ptr = &floor_ptr->grid_array[y][x];
                        feature_type *f_ptr = &f_info[g_ptr->feat];
                        bool ok = FALSE;
 
-                       if (change_floor_mode & CFM_UP)
+                       if (floor_mode & CFM_UP)
                        {
                                if (have_flag(f_ptr->flags, FF_LESS) && have_flag(f_ptr->flags, FF_STAIRS) &&
                                    !have_flag(f_ptr->flags, FF_SPECIAL))
@@ -782,7 +806,7 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr)
                                }
                        }
 
-                       else if (change_floor_mode & CFM_DOWN)
+                       else if (floor_mode & CFM_DOWN)
                        {
                                if (have_flag(f_ptr->flags, FF_MORE) && have_flag(f_ptr->flags, FF_STAIRS) &&
                                    !have_flag(f_ptr->flags, FF_SPECIAL))
@@ -819,16 +843,16 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr)
        if (sx)
        {
                /* Already fixed */
-               p_ptr->y = sy;
-               p_ptr->x = sx;
+               creature_ptr->y = sy;
+               creature_ptr->x = sx;
        }
        else if (!num)
        {
                /* No stairs found! -- No return */
-               prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
+               prepare_change_floor_mode(creature_ptr, 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(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat)) floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].special = 0;
        }
        else
        {
@@ -836,42 +860,44 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr)
                i = randint0(num);
 
                /* Point stair location */
-               p_ptr->y = y_table[i];
-               p_ptr->x = x_table[i];
+               creature_ptr->y = y_table[i];
+               creature_ptr->x = x_table[i];
        }
 }
 
 /*!
  * @brief 現在のフロアを離れるに伴って行なわれる保存処理
  * / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
+ * @param creature_ptr プレーヤーへの参照ポインタ
  * @return なし
  */
-void leave_floor(void)
+void leave_floor(player_type *creature_ptr)
 {
        grid_type *g_ptr = NULL;
        feature_type *f_ptr;
        saved_floor_type *sf_ptr;
        MONRACE_IDX quest_r_idx = 0;
        DUNGEON_IDX i;
-
+       FLOOR_IDX tmp_floor_idx = 0;
+       
        /* Preserve pets and prepare to take these to next floor */
-       preserve_pet();
+       preserve_pet(creature_ptr);
 
        /* Remove all mirrors without explosion */
-       remove_all_mirrors(FALSE);
+       remove_all_mirrors(creature_ptr, FALSE);
 
-       if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(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 &&
-           (change_floor_mode & CFM_SAVE_FLOORS) &&
-           !(change_floor_mode & CFM_NO_RETURN))
+       if (!creature_ptr->floor_id &&
+           (creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
+           !(creature_ptr->change_floor_mode & CFM_NO_RETURN))
        {
-           /* Get temporal floor_id */
-           p_ptr->floor_id = get_new_floor_id();
+           /* Get temporary floor_id */
+               tmp_floor_idx = get_new_floor_id(creature_ptr);
        }
 
        /* Search the quest monster index */
@@ -880,8 +906,8 @@ void leave_floor(void)
                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 == creature_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;
@@ -889,10 +915,10 @@ void leave_floor(void)
        }
 
        /* Maintain quest monsters */
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < creature_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 = &creature_ptr->current_floor_ptr->m_list[i];
 
                if (!monster_is_valid(m_ptr)) continue;
 
@@ -907,16 +933,15 @@ void leave_floor(void)
                    (r_ptr->flags7 & RF7_NAZGUL)) continue;
 
                /* Delete non-unique quest monsters */
-               delete_monster_idx(i);
+               delete_monster_idx(creature_ptr, i);
        }
 
        /* 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];
 
-               /* Skip dead objects */
-               if (!o_ptr->k_idx) continue;
+               if (!OBJECT_IS_VALID(o_ptr)) continue;
 
                /* Delete old memorized location of the artifact */
                if (object_is_fixed_artifact(o_ptr))
@@ -926,19 +951,19 @@ void leave_floor(void)
        }
 
        /* Extract current floor info or NULL */
-       sf_ptr = get_sf_ptr(p_ptr->floor_id);
+       sf_ptr = get_sf_ptr(tmp_floor_idx);
 
        /* Choose random stairs */
-       if ((change_floor_mode & CFM_RAND_CONNECT) && p_ptr->floor_id)
+       if ((creature_ptr->change_floor_mode & CFM_RAND_CONNECT) && tmp_floor_idx)
        {
-               locate_connected_stairs(sf_ptr);
+               locate_connected_stairs(creature_ptr, creature_ptr->current_floor_ptr, sf_ptr, creature_ptr->change_floor_mode);
        }
 
        /* Extract new dungeon level */
-       if (change_floor_mode & CFM_SAVE_FLOORS)
+       if (creature_ptr->change_floor_mode & CFM_SAVE_FLOORS)
        {
                /* Extract stair position */
-               g_ptr = &current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+               g_ptr = &creature_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? */
@@ -951,122 +976,121 @@ void leave_floor(void)
                /* Mark shaft up/down */
                if (have_flag(f_ptr->flags, FF_STAIRS) && have_flag(f_ptr->flags, FF_SHAFT))
                {
-                       prepare_change_floor_mode(CFM_SHAFT);
+                       prepare_change_floor_mode(creature_ptr, CFM_SHAFT);
                }
        }
 
        /* Climb up/down some sort of stairs */
-       if (change_floor_mode & (CFM_DOWN | CFM_UP))
+       if (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP))
        {
                int move_num = 0;
 
                /* Extract level movement number */
-               if (change_floor_mode & CFM_DOWN) move_num = 1;
-               else if (change_floor_mode & CFM_UP) move_num = -1;
+               if (creature_ptr->change_floor_mode & CFM_DOWN) move_num = 1;
+               else if (creature_ptr->change_floor_mode & CFM_UP) move_num = -1;
 
                /* Shafts are deeper than normal stairs */
-               if (change_floor_mode & CFM_SHAFT)
+               if (creature_ptr->change_floor_mode & CFM_SHAFT)
                        move_num += SGN(move_num);
 
                /* Get out from or Enter the dungeon */
-               if (change_floor_mode & CFM_DOWN)
+               if (creature_ptr->change_floor_mode & CFM_DOWN)
                {
-                       if (!current_floor_ptr->dun_level)
-                               move_num = d_info[p_ptr->dungeon_idx].mindepth;
+                       if (!creature_ptr->current_floor_ptr->dun_level)
+                               move_num = d_info[creature_ptr->dungeon_idx].mindepth;
                }
-               else if (change_floor_mode & CFM_UP)
+               else if (creature_ptr->change_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 (creature_ptr->current_floor_ptr->dun_level + move_num < d_info[creature_ptr->dungeon_idx].mindepth)
+                               move_num = -creature_ptr->current_floor_ptr->dun_level;
                }
 
-               current_floor_ptr->dun_level += move_num;
+               creature_ptr->current_floor_ptr->dun_level += move_num;
        }
 
        /* Leaving the dungeon to town */
-       if (!current_floor_ptr->dun_level && p_ptr->dungeon_idx)
+       if (!creature_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 */
-               change_floor_mode &= ~CFM_SAVE_FLOORS;
+               creature_ptr->change_floor_mode &= ~CFM_SAVE_FLOORS; // TODO
        }
 
        /* Kill some old saved floors */
-       if (!(change_floor_mode & CFM_SAVE_FLOORS))
+       if (!(creature_ptr->change_floor_mode & CFM_SAVE_FLOORS))
        {
                /* Kill all saved floors */
                for (i = 0; i < MAX_SAVED_FLOORS; i++)
-                       kill_saved_floor(&saved_floors[i]);
+                       kill_saved_floor(creature_ptr, &saved_floors[i]);
 
                /* Reset visit_mark count */
                latest_visit_mark = 1;
        }
-       else if (change_floor_mode & CFM_NO_RETURN)
+       else if (creature_ptr->change_floor_mode & CFM_NO_RETURN)
        {
                /* Kill current floor */
-               kill_saved_floor(sf_ptr);
+               kill_saved_floor(creature_ptr, sf_ptr);
        }
 
        /* No current floor -- Left/Enter dungeon etc... */
-       if (!p_ptr->floor_id)
+       if (!tmp_floor_idx)
        {
                /* No longer need to save current floor */
                return;
        }
 
-
        /* Mark next floor_id on the previous floor */
        if (!new_floor_id)
        {
                /* Get new id */
-               new_floor_id = get_new_floor_id();
+               new_floor_id = get_new_floor_id(creature_ptr);
 
                /* Connect from here */
                if (g_ptr && !feat_uses_special(g_ptr->feat))
                {
-                       g_ptr->special = new_floor_id;
+                       g_ptr->special = tmp_floor_idx;
                }
        }
 
        /* Fix connection -- level teleportation or trap door */
-       if (change_floor_mode & CFM_RAND_CONNECT)
+       if (creature_ptr->change_floor_mode & CFM_RAND_CONNECT)
        {
-               if (change_floor_mode & CFM_UP)
+               if (creature_ptr->change_floor_mode & CFM_UP)
                        sf_ptr->upper_floor_id = new_floor_id;
-               else if (change_floor_mode & CFM_DOWN)
+               else if (creature_ptr->change_floor_mode & CFM_DOWN)
                        sf_ptr->lower_floor_id = new_floor_id;
        }
 
        /* If you can return, you need to save previous floor */
-       if ((change_floor_mode & CFM_SAVE_FLOORS) &&
-           !(change_floor_mode & CFM_NO_RETURN))
+       if ((creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
+           !(creature_ptr->change_floor_mode & CFM_NO_RETURN))
        {
                /* Get out of the my way! */
-               get_out_monster();
+               get_out_monster(creature_ptr->current_floor_ptr, creature_ptr);
 
-               /* Record the last visit current_world_ptr->game_turn of current floor */
+               /* Record the last visit turn of current floor */
                sf_ptr->last_visit = current_world_ptr->game_turn;
 
-               forget_lite();
-               forget_view();
-               clear_mon_lite();
+               forget_lite(creature_ptr->current_floor_ptr);
+               forget_view(creature_ptr->current_floor_ptr);
+               clear_mon_lite(creature_ptr->current_floor_ptr);
 
                /* Save current floor */
-               if (!save_floor(sf_ptr, 0))
+               if (!save_floor(creature_ptr, sf_ptr, 0))
                {
                        /* Save failed -- No return */
-                       prepare_change_floor_mode(CFM_NO_RETURN);
+                       prepare_change_floor_mode(creature_ptr, CFM_NO_RETURN);
 
                        /* Kill current floor */
-                       kill_saved_floor(get_sf_ptr(p_ptr->floor_id));
+                       kill_saved_floor(creature_ptr, get_sf_ptr(creature_ptr->floor_id));
                }
        }
 }
@@ -1074,22 +1098,23 @@ void leave_floor(void)
 
 /*!
  * @brief フロアの切り替え処理 / Enter new floor.
+ * @param creature_ptr プレーヤーへの参照ポインタ
  * @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 temporary file.  If the floor is new one, new floor\n
  * will be generated.\n
  */
-void change_floor(void)
+void change_floor(player_type *creature_ptr)
 {
        saved_floor_type *sf_ptr;
        bool loaded = FALSE;
 
        /* The dungeon is not ready */
-       character_dungeon = FALSE;
+       current_world_ptr->character_dungeon = FALSE;
 
        /* No longer in the trap detecteded region */
-       p_ptr->dtrap = FALSE;
+       creature_ptr->dtrap = FALSE;
 
        /* Mega-Hack -- no panel yet */
        panel_row_min = 0;
@@ -1098,14 +1123,13 @@ void change_floor(void)
        panel_col_max = 0;
 
        /* Mega-Hack -- not ambushed on the wildness? */
-       p_ptr->ambush_flag = FALSE;
+       creature_ptr->ambush_flag = FALSE;
 
        /* No saved floors (On the surface etc.) */
-       if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
-           !(change_floor_mode & CFM_FIRST_FLOOR))
+       if (!(creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
+           !(creature_ptr->change_floor_mode & CFM_FIRST_FLOOR))
        {
-               /* Create current_floor_ptr->grid_array */
-               generate_random_floor();
+               generate_floor(creature_ptr);
 
                /* Paranoia -- No new saved floor */
                new_floor_id = 0;
@@ -1118,7 +1142,7 @@ void change_floor(void)
                if (!new_floor_id)
                {
                        /* Get new id */
-                       new_floor_id = get_new_floor_id();
+                       new_floor_id = get_new_floor_id(creature_ptr);
                }
 
                /* Pointer for infomations of new floor */
@@ -1128,18 +1152,18 @@ void change_floor(void)
                if (sf_ptr->last_visit)
                {
                        /* Old saved floor is exist */
-                       if (load_floor(sf_ptr, 0))
+                       if (load_floor(creature_ptr, sf_ptr, 0))
                        {
                                loaded = TRUE;
 
                                /* Forbid return stairs */
-                               if (change_floor_mode & CFM_NO_RETURN)
+                               if (creature_ptr->change_floor_mode & CFM_NO_RETURN)
                                {
-                                       grid_type *g_ptr = &current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+                                       grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
 
                                        if (!feat_uses_special(g_ptr->feat))
                                        {
-                                               if (change_floor_mode & (CFM_DOWN | CFM_UP))
+                                               if (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP))
                                                {
                                                        /* Reset to floor */
                                                        g_ptr->feat = feat_ground_type[randint0(100)];
@@ -1158,30 +1182,30 @@ void change_floor(void)
                 * Stair creation/Teleport level/Trap door will take
                 * you the same floor when you used it later again.
                 */
-               if (p_ptr->floor_id)
+               if (creature_ptr->floor_id)
                {
-                       saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);
+                       saved_floor_type *cur_sf_ptr = get_sf_ptr(creature_ptr->floor_id);
 
-                       if (change_floor_mode & CFM_UP)
+                       if (creature_ptr->change_floor_mode & CFM_UP)
                        {
                                /* New floor is right-above */
                                if (cur_sf_ptr->upper_floor_id == new_floor_id)
-                                       sf_ptr->lower_floor_id = p_ptr->floor_id;
+                                       sf_ptr->lower_floor_id = creature_ptr->floor_id;
                        }
-                       else if (change_floor_mode & CFM_DOWN)
+                       else if (creature_ptr->change_floor_mode & CFM_DOWN)
                        {
                                /* New floor is right-under */
                                if (cur_sf_ptr->lower_floor_id == new_floor_id)
-                                       sf_ptr->upper_floor_id = p_ptr->floor_id;
+                                       sf_ptr->upper_floor_id = creature_ptr->floor_id;
                        }
                }
 
                /* Break connection to killed floor */
                else
                {
-                       if (change_floor_mode & CFM_UP)
+                       if (creature_ptr->change_floor_mode & CFM_UP)
                                sf_ptr->lower_floor_id = 0;
-                       else if (change_floor_mode & CFM_DOWN)
+                       else if (creature_ptr->change_floor_mode & CFM_DOWN)
                                sf_ptr->upper_floor_id = 0;
                }
 
@@ -1191,17 +1215,17 @@ void change_floor(void)
                        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;
+                       int alloc_chance = d_info[creature_ptr->dungeon_idx].max_m_alloc_chance;
                        GAME_TURN alloc_times;
 
                        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++)
+                       for (i = 1; i < creature_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 = &creature_ptr->current_floor_ptr->m_list[i];
 
                                if (!monster_is_valid(m_ptr)) continue;
 
@@ -1211,12 +1235,12 @@ void change_floor(void)
                                        m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
 
                                        /* Remove timed status (except MTIMED_CSLEEP) */
-                                       (void)set_monster_fast(i, 0);
-                                       (void)set_monster_slow(i, 0);
-                                       (void)set_monster_stunned(i, 0);
-                                       (void)set_monster_confused(i, 0);
-                                       (void)set_monster_monfear(i, 0);
-                                       (void)set_monster_invulner(i, 0, FALSE);
+                                       (void)set_monster_fast(creature_ptr, i, 0);
+                                       (void)set_monster_slow(creature_ptr, i, 0);
+                                       (void)set_monster_stunned(creature_ptr, i, 0);
+                                       (void)set_monster_confused(creature_ptr, i, 0);
+                                       (void)set_monster_monfear(creature_ptr, i, 0);
+                                       (void)set_monster_invulner(creature_ptr, i, 0, FALSE);
                                }
 
                                /* Extract real monster race */
@@ -1230,17 +1254,16 @@ void change_floor(void)
                                if (r_ptr->floor_id != new_floor_id)
                                {
                                        /* Disapper from here */
-                                       delete_monster_idx(i);
+                                       delete_monster_idx(creature_ptr, i);
                                }
                        }
 
                        /* Maintain artifatcs */
-                       for (i = 1; i < o_max; i++)
+                       for (i = 1; i < creature_ptr->current_floor_ptr->o_max; i++)
                        {
-                               object_type *o_ptr = &current_floor_ptr->o_list[i];
+                               object_type *o_ptr = &creature_ptr->current_floor_ptr->o_list[i];
 
-                               /* Skip dead objects */
-                               if (!o_ptr->k_idx) continue;
+                               if (!OBJECT_IS_VALID(o_ptr)) continue;
 
                                /* Ignore non-artifact */
                                if (!object_is_fixed_artifact(o_ptr)) continue;
@@ -1249,7 +1272,7 @@ void change_floor(void)
                                if (a_info[o_ptr->name1].floor_id != new_floor_id)
                                {
                                        /* Disappear from here */
-                                       delete_object_idx(i);
+                                       delete_object_idx(creature_ptr, i);
                                }
                                else
                                {
@@ -1258,7 +1281,7 @@ void change_floor(void)
                                }
                        }
 
-                       (void)place_quest_monsters();
+                       (void)place_quest_monsters(creature_ptr);
 
                        /* Place some random monsters */
                        alloc_times = absence_ticks / alloc_chance;
@@ -1269,7 +1292,7 @@ void change_floor(void)
                        for (i = 0; i < alloc_times; i++)
                        {
                                /* Make a (group of) new monster */
-                               (void)alloc_monster(0, 0);
+                               (void)alloc_monster(creature_ptr, 0, 0);
                        }
 
                }
@@ -1279,72 +1302,71 @@ void change_floor(void)
                {
                        if (sf_ptr->last_visit)
                        {
-                               /* Temporal file is broken? */
+                               /* Temporary file is broken? */
                                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();
+                               build_dead_end(creature_ptr);
 
                                /* Break connection */
-                               if (change_floor_mode & CFM_UP)
+                               if (creature_ptr->change_floor_mode & CFM_UP)
                                {
                                        sf_ptr->upper_floor_id = 0;
                                }
-                               else if (change_floor_mode & CFM_DOWN)
+                               else if (creature_ptr->change_floor_mode & CFM_DOWN)
                                {
                                        sf_ptr->lower_floor_id = 0;
                                }
                        }
                        else
                        {
-                               /* Newly create current_floor_ptr->grid_array */
-                               generate_random_floor();
+                               generate_floor(creature_ptr);
                        }
 
-                       /* Record last visit current_world_ptr->game_turn */
+                       /* Record last visit 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 dun_level value */
+                       sf_ptr->dun_level = creature_ptr->current_floor_ptr->dun_level;
 
                        /* Create connected stairs */
-                       if (!(change_floor_mode & CFM_NO_RETURN))
+                       if (!(creature_ptr->change_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 = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
 
                                /*** Create connected stairs ***/
 
                                /* No stairs down from Quest */
-                               if ((change_floor_mode & CFM_UP) && !quest_number(current_floor_ptr->dun_level))
+                               if ((creature_ptr->change_floor_mode & CFM_UP) && !quest_number(creature_ptr, creature_ptr->current_floor_ptr->dun_level))
                                {
-                                       g_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
+                                       g_ptr->feat = (creature_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(creature_ptr, feat_down_stair, FF_SHAFT) : feat_down_stair;
                                }
 
                                /* No stairs up when ironman_downward */
-                               else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
+                               else if ((creature_ptr->change_floor_mode & CFM_DOWN) && !ironman_downward)
                                {
-                                       g_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
+                                       g_ptr->feat = (creature_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(creature_ptr, feat_up_stair, FF_SHAFT) : feat_up_stair;
                                }
 
                                /* Paranoia -- Clear mimic */
                                g_ptr->mimic = 0;
 
                                /* Connect to previous floor */
-                               g_ptr->special = p_ptr->floor_id;
+                               g_ptr->special = creature_ptr->floor_id;
                        }
                }
 
                /* Arrive at random grid */
-               if (change_floor_mode & (CFM_RAND_PLACE))
+               if (creature_ptr->change_floor_mode & (CFM_RAND_PLACE))
                {
-                       (void)new_player_spot();
+                       (void)new_player_spot(creature_ptr);
                }
 
                /* You see stairs blocked */
-               else if ((change_floor_mode & CFM_NO_RETURN) && (change_floor_mode & (CFM_DOWN | CFM_UP)))
+               else if ((creature_ptr->change_floor_mode & CFM_NO_RETURN) && (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP)))
                {
-                       if (!p_ptr->blind)
+                       if (!creature_ptr->blind)
                        {
                                msg_print(_("突然階段が塞がれてしまった。", "Suddenly the stairs is blocked!"));
                        }
@@ -1357,42 +1379,43 @@ void change_floor(void)
                /*
                 * Update visit mark
                 *
-                * 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
+                * 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
                 * oldest saved floor.
                 */
                sf_ptr->visit_mark = latest_visit_mark++;
        }
 
        /* Place preserved pet monsters */
-       place_pet();
+       place_pet(creature_ptr);
 
        /* Reset travel target place */
-       forget_travel_flow();
+       forget_travel_flow(creature_ptr->current_floor_ptr);
 
        /* Hack -- maintain unique and artifacts */
-       update_unique_artifact(new_floor_id);
+       update_unique_artifact(creature_ptr->current_floor_ptr, new_floor_id);
 
        /* Now the player is in new floor */
-       p_ptr->floor_id = new_floor_id;
+       creature_ptr->floor_id = new_floor_id;
 
        /* The dungeon is ready */
-       character_dungeon = TRUE;
+       current_world_ptr->character_dungeon = TRUE;
 
        /* Hack -- Munchkin characters always get whole map */
-       if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
-               wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
+       if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+               wiz_lite(creature_ptr, (bool)(creature_ptr->pclass == CLASS_NINJA));
 
        /* Remember when this level was "created" */
-       current_floor_ptr->generated_turn = current_world_ptr->game_turn;
+       creature_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 = 0;
+       creature_ptr->feeling_turn = creature_ptr->current_floor_ptr->generated_turn;
+       creature_ptr->feeling = 0;
 
        /* Clear all flags */
-       change_floor_mode = 0L;
+       creature_ptr->change_floor_mode = 0L;
 
-       select_floor_music();
+       select_floor_music(creature_ptr);
+       creature_ptr->change_floor_mode = 0;
 }