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[Refactor] #38997 set_blessed() に player_type * 引数を追加.
[hengband/hengband.git] / src / spells2.c
index 64d7f0a..aed46b7 100644 (file)
  */
 
 #include "angband.h"
+#include "core.h"
+#include "util.h"
+
+#include "creature.h"
+
+#include "artifact.h"
 #include "cmd-pet.h"
+#include "cmd-dump.h"
+#include "floor.h"
 #include "grid.h"
 #include "trap.h"
 #include "monsterrace-hook.h"
 #include "melee.h"
 #include "world.h"
-#include "projection.h"
+#include "spells.h"
 #include "spells-summon.h"
 #include "mutation.h"
 #include "quest.h"
 #include "avatar.h"
 
 #include "spells-status.h"
+#include "spells-floor.h"
 #include "realm-hex.h"
+#include "autopick.h"
+#include "object-flavor.h"
 #include "object-hook.h"
+#include "monster-status.h"
+#include "player-move.h"
+#include "player-status.h"
+#include "player-effects.h"
+#include "player-skill.h"
+#include "player-class.h"
+#include "player-damage.h"
+
+#include "dungeon.h"
+#include "floor-events.h"
+#include "feature.h"
+#include "view-mainwindow.h"
+#include "objectkind.h"
+#include "monsterrace.h"
+#include "targeting.h"
+#include "realm-song.h"
+#include "english.h"
 
 /*!
  * @brief プレイヤー周辺の地形を感知する
@@ -44,13 +72,13 @@ static bool detect_feat_flag(POSITION range, int flag, bool known)
        if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
        /* Scan the current panel */
-       for (y = 1; y < cur_hgt - 1; y++)
+       for (y = 1; y < current_floor_ptr->height - 1; y++)
        {
-               for (x = 1; x <= cur_wid - 1; x++)
+               for (x = 1; x <= current_floor_ptr->width - 1; x++)
                {
                        int dist = distance(p_ptr->y, p_ptr->x, y, x);
                        if (dist > range) continue;
-                       g_ptr = &grid_array[y][x];
+                       g_ptr = &current_floor_ptr->grid_array[y][x];
 
                        /* Hack -- Safe */
                        if (flag == FF_TRAP)
@@ -66,17 +94,11 @@ static bool detect_feat_flag(POSITION range, int flag, bool known)
                                }
                        }
 
-                       /* Detect flags */
                        if (cave_have_flag_grid(g_ptr, flag))
                        {
-                               /* Detect secrets */
                                disclose_grid(y, x);
-
-                               /* Hack -- Memorize */
                                g_ptr->info |= (CAVE_MARK);
-
                                lite_spot(y, x);
-
                                detect = TRUE;
                        }
                }
@@ -176,15 +198,12 @@ bool detect_objects_gold(POSITION range)
        if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
 
        /* Scan objects */
-       for (i = 1; i < o_max; i++)
+       for (i = 1; i < current_floor_ptr->o_max; i++)
        {
-               object_type *o_ptr = &o_list[i];
-
-               /* Skip dead objects */
-               if (!o_ptr->k_idx) continue;
+               object_type *o_ptr = &current_floor_ptr->o_list[i];
 
-               /* Skip held objects */
-               if (o_ptr->held_m_idx) continue;
+               if (!OBJECT_IS_VALID(o_ptr)) continue;
+               if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
 
                y = o_ptr->iy;
                x = o_ptr->ix;
@@ -231,15 +250,12 @@ bool detect_objects_normal(POSITION range)
        if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
 
        /* Scan objects */
-       for (i = 1; i < o_max; i++)
+       for (i = 1; i < current_floor_ptr->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;
-
-               /* Skip held objects */
-               if (o_ptr->held_m_idx) continue;
+               if (!OBJECT_IS_VALID(o_ptr)) continue;
+               if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
 
                y = o_ptr->iy;
                x = o_ptr->ix;
@@ -294,15 +310,12 @@ bool detect_objects_magic(POSITION range)
        if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
        /* Scan all objects */
-       for (i = 1; i < o_max; i++)
+       for (i = 1; i < current_floor_ptr->o_max; i++)
        {
-               object_type *o_ptr = &o_list[i];
-
-               /* Skip dead objects */
-               if (!o_ptr->k_idx) continue;
+               object_type *o_ptr = &current_floor_ptr->o_list[i];
 
-               /* Skip held objects */
-               if (o_ptr->held_m_idx) continue;
+               if (!OBJECT_IS_VALID(o_ptr)) continue;
+               if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
 
                y = o_ptr->iy;
                x = o_ptr->ix;
@@ -368,13 +381,11 @@ bool detect_monsters_normal(POSITION range)
 
        if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < current_floor_ptr->m_max; i++)
        {
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-               /* Skip dead monsters */
-               if (!m_ptr->r_idx) continue;
+               if (!monster_is_valid(m_ptr)) continue;
 
                y = m_ptr->fy;
                x = m_ptr->fx;
@@ -416,13 +427,12 @@ bool detect_monsters_invis(POSITION range)
 
        if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < current_floor_ptr->m_max; i++)
        {
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
-               /* Skip dead monsters */
-               if (!m_ptr->r_idx) continue;
+               if (!monster_is_valid(m_ptr)) continue;
 
                y = m_ptr->fy;
                x = m_ptr->fx;
@@ -469,13 +479,11 @@ bool detect_monsters_evil(POSITION range)
 
        if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < current_floor_ptr->m_max; i++)
        {
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-               /* Skip dead monsters */
-               if (!m_ptr->r_idx) continue;
+               if (!monster_is_valid(m_ptr)) continue;
 
                y = m_ptr->fy;
                x = m_ptr->fx;
@@ -526,12 +534,10 @@ bool detect_monsters_nonliving(POSITION range)
 
        if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < current_floor_ptr->m_max; i++)
        {
-               monster_type *m_ptr = &m_list[i];
-
-               /* Skip dead monsters */
-               if (!m_ptr->r_idx) continue;
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
+               if (!monster_is_valid(m_ptr)) continue;
 
                y = m_ptr->fy;
                x = m_ptr->fx;
@@ -576,13 +582,11 @@ bool detect_monsters_mind(POSITION range)
 
        if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < current_floor_ptr->m_max; i++)
        {
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-               /* Skip dead monsters */
-               if (!m_ptr->r_idx) continue;
+               if (!monster_is_valid(m_ptr)) continue;
 
                y = m_ptr->fy;
                x = m_ptr->fx;
@@ -629,13 +633,11 @@ bool detect_monsters_string(POSITION range, concptr Match)
 
        if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < current_floor_ptr->m_max; i++)
        {
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-               /* Skip dead monsters */
-               if (!m_ptr->r_idx) continue;
+               if (!monster_is_valid(m_ptr)) continue;
 
                y = m_ptr->fy;
                x = m_ptr->fx;
@@ -684,13 +686,11 @@ bool detect_monsters_xxx(POSITION range, u32b match_flag)
 
        if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < current_floor_ptr->m_max; i++)
        {
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-               /* Skip dead monsters */
-               if (!m_ptr->r_idx) continue;
+               if (!monster_is_valid(m_ptr)) continue;
 
                y = m_ptr->fy;
                x = m_ptr->fx;
@@ -785,14 +785,11 @@ bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
        BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
        bool obvious = FALSE;
 
-
        /* Mark all (nearby) monsters */
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < current_floor_ptr->m_max; i++)
        {
-               monster_type *m_ptr = &m_list[i];
-
-               /* Paranoia -- Skip dead monsters */
-               if (!m_ptr->r_idx) continue;
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
+               if (!monster_is_valid(m_ptr)) continue;
 
                y = m_ptr->fy;
                x = m_ptr->fx;
@@ -801,19 +798,19 @@ bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
                if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
 
                /* Mark the monster */
-               m_ptr->mflag |= (MFLAG_TEMP);
+               m_ptr->mflag |= (MFLAG_LOS);
        }
 
        /* Affect all marked monsters */
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < current_floor_ptr->m_max; i++)
        {
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
 
                /* Skip unmarked monsters */
-               if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
+               if (!(m_ptr->mflag & (MFLAG_LOS))) continue;
 
                /* Remove mark */
-               m_ptr->mflag &= ~(MFLAG_TEMP);
+               m_ptr->mflag &= ~(MFLAG_LOS);
 
                y = m_ptr->fy;
                x = m_ptr->fx;
@@ -918,9 +915,9 @@ bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
        if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
        int k = 3 * creature_ptr->lev;
        if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
-       if (set_poisoned(0)) ident = TRUE;
-       if (set_afraid(0)) ident = TRUE;
-       if (hp_player(50)) ident = TRUE;
+       if (set_poisoned(p_ptr, 0)) ident = TRUE;
+       if (set_afraid(p_ptr, 0)) ident = TRUE;
+       if (hp_player(p_ptr, 50)) ident = TRUE;
        if (set_stun(0)) ident = TRUE;
        if (set_cut(0)) ident = TRUE;
        return ident;
@@ -977,12 +974,10 @@ void aggravate_monsters(MONSTER_IDX who)
        bool speed = FALSE;
 
        /* Aggravate everyone nearby */
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < current_floor_ptr->m_max; i++)
        {
-               monster_type *m_ptr = &m_list[i];
-
-               /* Paranoia -- Skip dead monsters */
-               if (!m_ptr->r_idx) continue;
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
+               if (!monster_is_valid(m_ptr)) continue;
 
                /* Skip aggravating monster (or player) */
                if (i == who) continue;
@@ -1028,7 +1023,7 @@ void aggravate_monsters(MONSTER_IDX who)
 bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
 {
        int          msec = delay_factor * delay_factor * delay_factor;
-       monster_type *m_ptr = &m_list[m_idx];
+       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
        bool         resist = FALSE;
 
@@ -1038,7 +1033,7 @@ bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side,
        if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
        else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
        else if (m_idx == p_ptr->riding) resist = TRUE;
-       else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
+       else if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->phase_out) resist = TRUE;
        else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
        else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
 
@@ -1117,7 +1112,7 @@ bool symbol_genocide(int power, bool player_cast)
        bool result = FALSE;
 
        /* Prevent genocide in quest levels */
-       if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
+       if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->phase_out)
        {
                msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
                return (FALSE);
@@ -1127,13 +1122,11 @@ bool symbol_genocide(int power, bool player_cast)
        while (!get_com(_("どの種類(文字)のモンスターを抹殺しますか: ", "Choose a monster race (by symbol) to genocide: "), &typ, FALSE)) ;
 
        /* Delete the monsters of that "type" */
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < current_floor_ptr->m_max; i++)
        {
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-               /* Paranoia -- Skip dead monsters */
-               if (!m_ptr->r_idx) continue;
+               if (!monster_is_valid(m_ptr)) continue;
 
                /* Skip "wrong" monsters */
                if (r_ptr->d_char != typ) continue;
@@ -1163,18 +1156,16 @@ bool mass_genocide(int power, bool player_cast)
        bool result = FALSE;
 
        /* Prevent mass genocide in quest levels */
-       if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
+       if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->phase_out)
        {
                return (FALSE);
        }
 
        /* Delete the (nearby) monsters */
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < current_floor_ptr->m_max; i++)
        {
-               monster_type *m_ptr = &m_list[i];
-
-               /* Paranoia -- Skip dead monsters */
-               if (!m_ptr->r_idx) continue;
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
+               if (!monster_is_valid(m_ptr)) continue;
 
                /* Skip distant monsters */
                if (m_ptr->cdis > MAX_SIGHT) continue;
@@ -1205,19 +1196,17 @@ bool mass_genocide_undead(int power, bool player_cast)
        bool result = FALSE;
 
        /* Prevent mass genocide in quest levels */
-       if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
+       if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->phase_out)
        {
                return (FALSE);
        }
 
        /* Delete the (nearby) monsters */
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < current_floor_ptr->m_max; i++)
        {
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-               /* Paranoia -- Skip dead monsters */
-               if (!m_ptr->r_idx) continue;
+               if (!monster_is_valid(m_ptr)) continue;
 
                if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
 
@@ -1257,13 +1246,11 @@ bool probing(void)
        Term->scr->cv = 1;
 
        /* Probe all (nearby) monsters */
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < current_floor_ptr->m_max; i++)
        {
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-               /* Paranoia -- Skip dead monsters */
-               if (!m_ptr->r_idx) continue;
+               if (!monster_is_valid(m_ptr)) continue;
 
                /* Require line of sight */
                if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
@@ -1374,745 +1361,6 @@ bool probing(void)
        return (probe);
 }
 
-
-
-/*!
- * @brief *破壊*処理を行う / The spell of destruction
- * @param y1 破壊の中心Y座標
- * @param x1 破壊の中心X座標 
- * @param r 破壊の半径
- * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
- * @return 効力があった場合TRUEを返す
- * @details
- * <pre>
- * This spell "deletes" monsters (instead of "killing" them).
- *
- * Later we may use one function for both "destruction" and
- * "earthquake" by using the "full" to select "destruction".
- * </pre>
- */
-bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
-{
-       POSITION y, x;
-       int k, t;
-       grid_type *g_ptr;
-       bool flag = FALSE;
-
-       /* Prevent destruction of quest levels and town */
-       if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
-       {
-               return (FALSE);
-       }
-
-       /* Lose monster light */
-       if (!in_generate) clear_mon_lite();
-
-       /* Big area of affect */
-       for (y = (y1 - r); y <= (y1 + r); y++)
-       {
-               for (x = (x1 - r); x <= (x1 + r); x++)
-               {
-                       /* Skip illegal grids */
-                       if (!in_bounds(y, x)) continue;
-
-                       /* Extract the distance */
-                       k = distance(y1, x1, y, x);
-
-                       /* Stay in the circle of death */
-                       if (k > r) continue;
-                       g_ptr = &grid_array[y][x];
-
-                       /* Lose room and vault */
-                       g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
-                       /* Lose light and knowledge */
-                       g_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
-
-                       if (!in_generate) /* Normal */
-                       {
-                               /* Lose unsafety */
-                               g_ptr->info &= ~(CAVE_UNSAFE);
-
-                               /* Hack -- Notice player affect */
-                               if (player_bold(y, x))
-                               {
-                                       /* Hurt the player later */
-                                       flag = TRUE;
-
-                                       /* Do not hurt this grid */
-                                       continue;
-                               }
-                       }
-
-                       /* Hack -- Skip the epicenter */
-                       if ((y == y1) && (x == x1)) continue;
-
-                       if (g_ptr->m_idx)
-                       {
-                               monster_type *m_ptr = &m_list[g_ptr->m_idx];
-                               monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-                               if (in_generate) /* In generation */
-                               {
-                                       /* Delete the monster (if any) */
-                                       delete_monster(y, x);
-                               }
-                               else if (r_ptr->flags1 & RF1_QUESTOR)
-                               {
-                                       /* Heal the monster */
-                                       m_ptr->hp = m_ptr->maxhp;
-
-                                       /* Try to teleport away quest monsters */
-                                       if (!teleport_away(g_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
-                               }
-                               else
-                               {
-                                       if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
-                                       {
-                                               GAME_TEXT m_name[MAX_NLEN];
-
-                                               monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-                                               do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
-                                       }
-
-                                       /* Delete the monster (if any) */
-                                       delete_monster(y, x);
-                               }
-                       }
-
-                       /* During generation, destroyed artifacts are "preserved" */
-                       if (preserve_mode || in_generate)
-                       {
-                               OBJECT_IDX this_o_idx, next_o_idx = 0;
-
-                               /* Scan all objects in the grid */
-                               for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
-                               {
-                                       object_type *o_ptr;
-                                       o_ptr = &o_list[this_o_idx];
-
-                                       /* Acquire next object */
-                                       next_o_idx = o_ptr->next_o_idx;
-
-                                       /* Hack -- Preserve unknown artifacts */
-                                       if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
-                                       {
-                                               /* Mega-Hack -- Preserve the artifact */
-                                               a_info[o_ptr->name1].cur_num = 0;
-
-                                               if (in_generate && cheat_peek)
-                                               {
-                                                       GAME_TEXT o_name[MAX_NLEN];
-                                                       object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
-                                                       msg_format(_("伝説のアイテム (%s) は生成中に*破壊*された。", "Artifact (%s) was *destroyed* during generation."), o_name);
-                                               }
-                                       }
-                                       else if (in_generate && cheat_peek && o_ptr->art_name)
-                                       {
-                                               msg_print(_("ランダム・アーティファクトの1つは生成中に*破壊*された。", 
-                                                                       "One of the random artifacts was *destroyed* during generation."));
-                                       }
-                               }
-                       }
-
-                       delete_object(y, x);
-
-                       /* Destroy "non-permanent" grids */
-                       if (!cave_perma_grid(g_ptr))
-                       {
-                               /* Wall (or floor) type */
-                               t = randint0(200);
-
-                               if (!in_generate) /* Normal */
-                               {
-                                       if (t < 20)
-                                       {
-                                               /* Create granite wall */
-                                               cave_set_feat(y, x, feat_granite);
-                                       }
-                                       else if (t < 70)
-                                       {
-                                               /* Create quartz vein */
-                                               cave_set_feat(y, x, feat_quartz_vein);
-                                       }
-                                       else if (t < 100)
-                                       {
-                                               /* Create magma vein */
-                                               cave_set_feat(y, x, feat_magma_vein);
-                                       }
-                                       else
-                                       {
-                                               /* Create floor */
-                                               cave_set_feat(y, x, feat_ground_type[randint0(100)]);
-                                       }
-                               }
-                               else /* In generation */
-                               {
-                                       if (t < 20)
-                                       {
-                                               /* Create granite wall */
-                                               place_extra_grid(g_ptr);
-                                       }
-                                       else if (t < 70)
-                                       {
-                                               /* Create quartz vein */
-                                               g_ptr->feat = feat_quartz_vein;
-                                       }
-                                       else if (t < 100)
-                                       {
-                                               /* Create magma vein */
-                                               g_ptr->feat = feat_magma_vein;
-                                       }
-                                       else
-                                       {
-                                               /* Create floor */
-                                               place_floor_grid(g_ptr);
-                                       }
-
-                                       /* Clear garbage of hidden trap or door */
-                                       g_ptr->mimic = 0;
-                               }
-                       }
-               }
-       }
-
-       if (!in_generate)
-       {
-               /* Process "re-glowing" */
-               for (y = (y1 - r); y <= (y1 + r); y++)
-               {
-                       for (x = (x1 - r); x <= (x1 + r); x++)
-                       {
-                               /* Skip illegal grids */
-                               if (!in_bounds(y, x)) continue;
-
-                               /* Extract the distance */
-                               k = distance(y1, x1, y, x);
-
-                               /* Stay in the circle of death */
-                               if (k > r) continue;
-                               g_ptr = &grid_array[y][x];
-
-                               if (is_mirror_grid(g_ptr)) g_ptr->info |= CAVE_GLOW;
-                               else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
-                               {
-                                       DIRECTION i;
-                                       POSITION yy, xx;
-                                       grid_type *cc_ptr;
-
-                                       for (i = 0; i < 9; i++)
-                                       {
-                                               yy = y + ddy_ddd[i];
-                                               xx = x + ddx_ddd[i];
-                                               if (!in_bounds2(yy, xx)) continue;
-                                               cc_ptr = &grid_array[yy][xx];
-                                               if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
-                                               {
-                                                       g_ptr->info |= CAVE_GLOW;
-                                                       break;
-                                               }
-                                       }
-                               }
-                       }
-               }
-
-               /* Hack -- Affect player */
-               if (flag)
-               {
-                       msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
-
-                       /* Blind the player */
-                       if (!p_ptr->resist_blind && !p_ptr->resist_lite)
-                       {
-                               /* Become blind */
-                               (void)set_blind(p_ptr->blind + 10 + randint1(10));
-                       }
-               }
-
-               forget_flow();
-
-               /* Mega-Hack -- Forget the view and lite */
-               p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
-               p_ptr->redraw |= (PR_MAP);
-               p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
-               if (p_ptr->special_defense & NINJA_S_STEALTH)
-               {
-                       if (grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
-               }
-       }
-
-       /* Success */
-       return (TRUE);
-}
-
-
-/*!
- * @brief 地震処理(サブルーチン) /
- * Induce an "earthquake" of the given radius at the given location.
- * @return 効力があった場合TRUEを返す
- * @param cy 中心Y座標
- * @param cx 中心X座標
- * @param r 効果半径
- * @param m_idx 地震を起こしたモンスターID(0ならばプレイヤー)
- * @details
- * <pre>
- *
- * This will turn some walls into floors and some floors into walls.
- *
- * The player will take damage and "jump" into a safe grid if possible,
- * otherwise, he will "tunnel" through the rubble instantaneously.
- *
- * Monsters will take damage, and "jump" into a safe grid if possible,
- * otherwise they will be "buried" in the rubble, disappearing from
- * the level in the same way that they do when genocided.
- *
- * Note that thus the player and monsters (except eaters of walls and
- * passers through walls) will never occupy the same grid as a wall.
- * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
- * for a single turn, unless that monster can pass_walls or kill_walls.
- * This has allowed massive simplification of the "monster" code.
- * </pre>
- */
-bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
-{
-       DIRECTION i;
-       int t;
-       POSITION y, x, yy, xx, dy, dx;
-       int damage = 0;
-       int sn = 0;
-       POSITION sy = 0, sx = 0;
-       bool hurt = FALSE;
-       grid_type *g_ptr;
-       bool map[32][32];
-
-       /* Prevent destruction of quest levels and town */
-       if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
-       {
-               return (FALSE);
-       }
-
-       /* Paranoia -- Enforce maximum range */
-       if (r > 12) r = 12;
-
-       /* Clear the "maximal blast" area */
-       for (y = 0; y < 32; y++)
-       {
-               for (x = 0; x < 32; x++)
-               {
-                       map[y][x] = FALSE;
-               }
-       }
-
-       /* Check around the epicenter */
-       for (dy = -r; dy <= r; dy++)
-       {
-               for (dx = -r; dx <= r; dx++)
-               {
-                       /* Extract the location */
-                       yy = cy + dy;
-                       xx = cx + dx;
-
-                       /* Skip illegal grids */
-                       if (!in_bounds(yy, xx)) continue;
-
-                       /* Skip distant grids */
-                       if (distance(cy, cx, yy, xx) > r) continue;
-                       g_ptr = &grid_array[yy][xx];
-
-                       /* Lose room and vault / Lose light and knowledge */
-                       g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
-                       g_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
-
-                       /* Skip the epicenter */
-                       if (!dx && !dy) continue;
-
-                       /* Skip most grids */
-                       if (randint0(100) < 85) continue;
-
-                       /* Damage this grid */
-                       map[16+yy-cy][16+xx-cx] = TRUE;
-
-                       /* Hack -- Take note of player damage */
-                       if (player_bold(yy, xx)) hurt = TRUE;
-               }
-       }
-
-       /* First, affect the player (if necessary) */
-       if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
-       {
-               /* Check around the player */
-               for (i = 0; i < 8; i++)
-               {
-                       /* Access the location */
-                       y = p_ptr->y + ddy_ddd[i];
-                       x = p_ptr->x + ddx_ddd[i];
-
-                       /* Skip non-empty grids */
-                       if (!cave_empty_bold(y, x)) continue;
-
-                       /* Important -- Skip "quake" grids */
-                       if (map[16+y-cy][16+x-cx]) continue;
-
-                       if (grid_array[y][x].m_idx) continue;
-
-                       /* Count "safe" grids */
-                       sn++;
-
-                       /* Randomize choice */
-                       if (randint0(sn) > 0) continue;
-
-                       /* Save the safe location */
-                       sy = y; sx = x;
-               }
-
-               /* Random message */
-               switch (randint1(3))
-               {
-                       case 1:
-                       {
-                               msg_print(_("ダンジョンの壁が崩れた!", "The grid_array ceiling collapses!"));
-                               break;
-                       }
-                       case 2:
-                       {
-                               msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The grid_array floor twists in an unnatural way!"));
-                               break;
-                       }
-                       default:
-                       {
-                               msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The grid_array quakes!  You are pummeled with debris!"));
-                               break;
-                       }
-               }
-
-               /* Hurt the player a lot */
-               if (!sn)
-               {
-                       /* Message and damage */
-                       msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
-                       damage = 200;
-               }
-
-               /* Destroy the grid, and push the player to safety */
-               else
-               {
-                       /* Calculate results */
-                       switch (randint1(3))
-                       {
-                               case 1:
-                               {
-                                       msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
-                                       damage = 0;
-                                       break;
-                               }
-                               case 2:
-                               {
-                                       msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
-                                       damage = damroll(10, 4);
-                                       (void)set_stun(p_ptr->stun + randint1(50));
-                                       break;
-                               }
-                               case 3:
-                               {
-                                       msg_print(_("あなたは床と壁との間に挟まれてしまった!", "You are crushed between the floor and ceiling!"));
-                                       damage = damroll(10, 4);
-                                       (void)set_stun(p_ptr->stun + randint1(50));
-                                       break;
-                               }
-                       }
-
-                       /* Move the player to the safe location */
-                       (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
-               }
-
-               /* Important -- no wall on player */
-               map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
-
-               if (damage)
-               {
-                       concptr killer;
-
-                       if (m_idx)
-                       {
-                               GAME_TEXT m_name[MAX_NLEN];
-                               monster_type *m_ptr = &m_list[m_idx];
-
-                               /* Get the monster's real name */
-                               monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-
-                               killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
-                       }
-                       else
-                       {
-                               killer = _("地震", "an earthquake");
-                       }
-
-                       take_hit(DAMAGE_ATTACK, damage, killer, -1);
-               }
-       }
-
-       /* Examine the quaked region */
-       for (dy = -r; dy <= r; dy++)
-       {
-               for (dx = -r; dx <= r; dx++)
-               {
-                       /* Extract the location */
-                       yy = cy + dy;
-                       xx = cx + dx;
-
-                       /* Skip unaffected grids */
-                       if (!map[16+yy-cy][16+xx-cx]) continue;
-                       g_ptr = &grid_array[yy][xx];
-
-                       if (g_ptr->m_idx == p_ptr->riding) continue;
-
-                       /* Process monsters */
-                       if (g_ptr->m_idx)
-                       {
-                               monster_type *m_ptr = &m_list[g_ptr->m_idx];
-                               monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-                               /* Quest monsters */
-                               if (r_ptr->flags1 & RF1_QUESTOR)
-                               {
-                                       /* No wall on quest monsters */
-                                       map[16+yy-cy][16+xx-cx] = FALSE;
-
-                                       continue;
-                               }
-
-                               /* Most monsters cannot co-exist with rock */
-                               if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
-                                   !(r_ptr->flags2 & (RF2_PASS_WALL)))
-                               {
-                                       GAME_TEXT m_name[MAX_NLEN];
-
-                                       /* Assume not safe */
-                                       sn = 0;
-
-                                       /* Monster can move to escape the wall */
-                                       if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
-                                       {
-                                               /* Look for safety */
-                                               for (i = 0; i < 8; i++)
-                                               {
-                                                       y = yy + ddy_ddd[i];
-                                                       x = xx + ddx_ddd[i];
-
-                                                       /* Skip non-empty grids */
-                                                       if (!cave_empty_bold(y, x)) continue;
-
-                                                       /* Hack -- no safety on glyph of warding */
-                                                       if (is_glyph_grid(&grid_array[y][x])) continue;
-                                                       if (is_explosive_rune_grid(&grid_array[y][x])) continue;
-
-                                                       /* ... nor on the Pattern */
-                                                       if (pattern_tile(y, x)) continue;
-
-                                                       /* Important -- Skip "quake" grids */
-                                                       if (map[16+y-cy][16+x-cx]) continue;
-
-                                                       if (grid_array[y][x].m_idx) continue;
-                                                       if (player_bold(y, x)) continue;
-
-                                                       /* Count "safe" grids */
-                                                       sn++;
-
-                                                       /* Randomize choice */
-                                                       if (randint0(sn) > 0) continue;
-
-                                                       /* Save the safe grid */
-                                                       sy = y; sx = x;
-                                               }
-                                       }
-
-                                       monster_desc(m_name, m_ptr, 0);
-
-                                       /* Scream in pain */
-                                       if (!ignore_unview || is_seen(m_ptr)) msg_format(_("%^sは苦痛で泣きわめいた!", "%^s wails out in pain!"), m_name);
-
-                                       /* Take damage from the quake */
-                                       damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
-
-                                       /* Monster is certainly awake */
-                                       (void)set_monster_csleep(g_ptr->m_idx, 0);
-
-                                       /* Apply damage directly */
-                                       m_ptr->hp -= damage;
-
-                                       /* Delete (not kill) "dead" monsters */
-                                       if (m_ptr->hp < 0)
-                                       {
-                                               if (!ignore_unview || is_seen(m_ptr)) 
-                                                       msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
-
-                                               if (g_ptr->m_idx)
-                                               {
-                                                       if (record_named_pet && is_pet(&m_list[g_ptr->m_idx]) && m_list[g_ptr->m_idx].nickname)
-                                                       {
-                                                               char m2_name[MAX_NLEN];
-
-                                                               monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
-                                                               do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
-                                                       }
-                                               }
-
-                                               delete_monster(yy, xx);
-
-                                               /* No longer safe */
-                                               sn = 0;
-                                       }
-
-                                       /* Hack -- Escape from the rock */
-                                       if (sn)
-                                       {
-                                               IDX m_idx_aux = grid_array[yy][xx].m_idx;
-
-                                               /* Update the old location */
-                                               grid_array[yy][xx].m_idx = 0;
-
-                                               /* Update the new location */
-                                               grid_array[sy][sx].m_idx = m_idx_aux;
-
-                                               /* Move the monster */
-                                               m_ptr->fy = sy;
-                                               m_ptr->fx = sx;
-
-                                               update_monster(m_idx, TRUE);
-                                               lite_spot(yy, xx);
-                                               lite_spot(sy, sx);
-                                       }
-                               }
-                       }
-               }
-       }
-
-       /* Lose monster light */
-       clear_mon_lite();
-
-       /* Examine the quaked region */
-       for (dy = -r; dy <= r; dy++)
-       {
-               for (dx = -r; dx <= r; dx++)
-               {
-                       /* Extract the location */
-                       yy = cy + dy;
-                       xx = cx + dx;
-
-                       /* Skip unaffected grids */
-                       if (!map[16+yy-cy][16+xx-cx]) continue;
-
-                       g_ptr = &grid_array[yy][xx];
-
-                       /* Paranoia -- never affect player */
-/*                     if (player_bold(yy, xx)) continue; */
-
-                       /* Destroy location (if valid) */
-                       if (cave_valid_bold(yy, xx))
-                       {
-                               delete_object(yy, xx);
-
-                               /* Wall (or floor) type */
-                               t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
-
-                               /* Granite */
-                               if (t < 20)
-                               {
-                                       /* Create granite wall */
-                                       cave_set_feat(yy, xx, feat_granite);
-                               }
-
-                               /* Quartz */
-                               else if (t < 70)
-                               {
-                                       /* Create quartz vein */
-                                       cave_set_feat(yy, xx, feat_quartz_vein);
-                               }
-
-                               /* Magma */
-                               else if (t < 100)
-                               {
-                                       /* Create magma vein */
-                                       cave_set_feat(yy, xx, feat_magma_vein);
-                               }
-
-                               /* Floor */
-                               else
-                               {
-                                       /* Create floor */
-                                       cave_set_feat(yy, xx, feat_ground_type[randint0(100)]);
-                               }
-                       }
-               }
-       }
-
-       /* Process "re-glowing" */
-       for (dy = -r; dy <= r; dy++)
-       {
-               for (dx = -r; dx <= r; dx++)
-               {
-                       /* Extract the location */
-                       yy = cy + dy;
-                       xx = cx + dx;
-
-                       /* Skip illegal grids */
-                       if (!in_bounds(yy, xx)) continue;
-
-                       /* Skip distant grids */
-                       if (distance(cy, cx, yy, xx) > r) continue;
-                       g_ptr = &grid_array[yy][xx];
-
-                       if (is_mirror_grid(g_ptr)) g_ptr->info |= CAVE_GLOW;
-                       else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
-                       {
-                               DIRECTION ii;
-                               POSITION yyy, xxx;
-                               grid_type *cc_ptr;
-
-                               for (ii = 0; ii < 9; ii++)
-                               {
-                                       yyy = yy + ddy_ddd[ii];
-                                       xxx = xx + ddx_ddd[ii];
-                                       if (!in_bounds2(yyy, xxx)) continue;
-                                       cc_ptr = &grid_array[yyy][xxx];
-                                       if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
-                                       {
-                                               g_ptr->info |= CAVE_GLOW;
-                                               break;
-                                       }
-                               }
-                       }
-               }
-       }
-
-       /* Mega-Hack -- Forget the view and lite */
-       p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
-       p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
-       p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
-       if (p_ptr->special_defense & NINJA_S_STEALTH)
-       {
-               if (grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
-       }
-
-       /* Success */
-       return (TRUE);
-}
-
-/*!
- * @brief 地震処理(プレイヤーの中心発動) /
- * Induce an "earthquake" of the given radius at the given location.
- * @return 効力があった場合TRUEを返す
- * @param cy 中心Y座標
- * @param cx 中心X座標
- * @param r 効果半径
- */
-bool earthquake(POSITION cy, POSITION cx, POSITION r)
-{
-       return earthquake_aux(cy, cx, r, 0);
-}
-
 /*!
  * @brief ペット爆破処理 /
  * @return なし
@@ -2122,9 +1370,9 @@ void discharge_minion(void)
        MONSTER_IDX i;
        bool okay = TRUE;
 
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < current_floor_ptr->m_max; i++)
        {
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
                if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
                if (m_ptr->nickname) okay = FALSE;
        }
@@ -2133,10 +1381,10 @@ void discharge_minion(void)
                if (!get_check(_("本当に全ペットを爆破しますか?", "You will blast all pets. Are you sure? ")))
                        return;
        }
-       for (i = 1; i < m_max; i++)
+       for (i = 1; i < current_floor_ptr->m_max; i++)
        {
                HIT_POINT dam;
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
                monster_race *r_ptr;
 
                if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
@@ -2192,12 +1440,12 @@ static void cave_temp_room_lite(void)
        int i;
 
        /* Clear them all */
-       for (i = 0; i < temp_n; i++)
+       for (i = 0; i < tmp_pos.n; i++)
        {
-               POSITION y = temp_y[i];
-               POSITION x = temp_x[i];
+               POSITION y = tmp_pos.y[i];
+               POSITION x = tmp_pos.x[i];
 
-               grid_type *g_ptr = &grid_array[y][x];
+               grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
 
                /* No longer in the array */
                g_ptr->info &= ~(CAVE_TEMP);
@@ -2211,8 +1459,8 @@ static void cave_temp_room_lite(void)
                /* Process affected monsters */
                if (g_ptr->m_idx)
                {
-                       int chance = 25;
-                       monster_type    *m_ptr = &m_list[g_ptr->m_idx];
+                       PERCENTAGE chance = 25;
+                       monster_type    *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
                        monster_race    *r_ptr = &r_info[m_ptr->r_idx];
                        update_monster(g_ptr->m_idx, FALSE);
 
@@ -2244,7 +1492,7 @@ static void cave_temp_room_lite(void)
        }
 
        /* None left */
-       temp_n = 0;
+       tmp_pos.n = 0;
 }
 
 
@@ -2266,13 +1514,13 @@ static void cave_temp_room_unlite(void)
        int i;
 
        /* Clear them all */
-       for (i = 0; i < temp_n; i++)
+       for (i = 0; i < tmp_pos.n; i++)
        {
-               POSITION y = temp_y[i];
-               POSITION x = temp_x[i];
+               POSITION y = tmp_pos.y[i];
+               POSITION x = tmp_pos.x[i];
                int j;
 
-               grid_type *g_ptr = &grid_array[y][x];
+               grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
                bool do_dark = !is_mirror_grid(g_ptr);
 
                /* No longer in the array */
@@ -2281,7 +1529,7 @@ static void cave_temp_room_unlite(void)
                /* Darken the grid */
                if (do_dark)
                {
-                       if (dun_level || !is_daytime())
+                       if (current_floor_ptr->dun_level || !is_daytime())
                        {
                                for (j = 0; j < 9; j++)
                                {
@@ -2290,7 +1538,7 @@ static void cave_temp_room_unlite(void)
 
                                        if (in_bounds2(by, bx))
                                        {
-                                               grid_type *cc_ptr = &grid_array[by][bx];
+                                               grid_type *cc_ptr = &current_floor_ptr->grid_array[by][bx];
 
                                                if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
                                                {
@@ -2325,7 +1573,7 @@ static void cave_temp_room_unlite(void)
        }
 
        /* None left */
-       temp_n = 0;
+       tmp_pos.n = 0;
 }
 
 
@@ -2394,7 +1642,7 @@ static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITIO
 
 
 /*!
- * @brief 部屋内にある一点の周囲に該当する地形数かいくつあるかをグローバル変数temp_nに返す / Aux function -- see below
+ * @brief 部屋内にある一点の周囲に該当する地形数かいくつあるかをグローバル変数tmp_pos.nに返す / Aux function -- see below
  * @param y 部屋内のy座標1点
  * @param x 部屋内のx座標1点
  * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
@@ -2404,7 +1652,7 @@ static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITIO
 static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
 {
        grid_type *g_ptr;
-       g_ptr = &grid_array[y][x];
+       g_ptr = &current_floor_ptr->grid_array[y][x];
 
        /* Avoid infinite recursion */
        if (g_ptr->info & (CAVE_TEMP)) return;
@@ -2434,15 +1682,15 @@ static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pa
        }
 
        /* Paranoia -- verify space */
-       if (temp_n == TEMP_MAX) return;
+       if (tmp_pos.n == TEMP_MAX) return;
 
        /* Mark the grid as "seen" */
        g_ptr->info |= (CAVE_TEMP);
 
        /* Add it to the "seen" set */
-       temp_y[temp_n] = y;
-       temp_x[temp_n] = x;
-       temp_n++;
+       tmp_pos.y[tmp_pos.n] = y;
+       tmp_pos.x[tmp_pos.n] = x;
+       tmp_pos.n++;
 }
 
 /*!
@@ -2457,7 +1705,7 @@ static bool cave_pass_lite_bold(POSITION y, POSITION x)
 }
 
 /*!
- * @brief 部屋内にある一点の周囲がいくつ光を通すかをグローバル変数temp_nに返す / Aux function -- see below
+ * @brief 部屋内にある一点の周囲がいくつ光を通すかをグローバル変数tmp_pos.nに返す / Aux function -- see below
  * @param y 指定Y座標
  * @param x 指定X座標
  * @return なし
@@ -2480,7 +1728,7 @@ static bool cave_pass_dark_bold(POSITION y, POSITION x)
 
 
 /*!
- * @brief 部屋内にある一点の周囲がいくつ射線を通すかをグローバル変数temp_nに返す / Aux function -- see below
+ * @brief 部屋内にある一点の周囲がいくつ射線を通すかをグローバル変数tmp_pos.nに返す / Aux function -- see below
  * @param y 指定Y座標
  * @param x 指定X座標
  * @return なし
@@ -2506,9 +1754,9 @@ void lite_room(POSITION y1, POSITION x1)
        cave_temp_lite_room_aux(y1, x1);
 
        /* While grids are in the queue, add their neighbors */
-       for (i = 0; i < temp_n; i++)
+       for (i = 0; i < tmp_pos.n; i++)
        {
-               x = temp_x[i], y = temp_y[i];
+               x = tmp_pos.x[i], y = tmp_pos.y[i];
 
                /* Walls get lit, but stop light */
                if (!cave_pass_lite_bold(y, x)) continue;
@@ -2531,7 +1779,7 @@ void lite_room(POSITION y1, POSITION x1)
 
        if (p_ptr->special_defense & NINJA_S_STEALTH)
        {
-               if (grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
+               if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
        }
 }
 
@@ -2551,9 +1799,9 @@ void unlite_room(POSITION y1, POSITION x1)
        cave_temp_unlite_room_aux(y1, x1);
 
        /* Spread, breadth first */
-       for (i = 0; i < temp_n; i++)
+       for (i = 0; i < tmp_pos.n; i++)
        {
-               x = temp_x[i], y = temp_y[i];
+               x = tmp_pos.x[i], y = tmp_pos.y[i];
 
                /* Walls get dark, but stop darkness */
                if (!cave_pass_dark_bold(y, x)) continue;
@@ -2646,7 +1894,6 @@ bool unlite_area(HIT_POINT dam, POSITION rad)
 {
        BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
 
-       /* Hack -- Message */
        if (!p_ptr->blind)
        {
                msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
@@ -2904,7 +2151,7 @@ bool teleport_swap(DIRECTION dir)
                tx = p_ptr->x + ddx[dir];
                ty = p_ptr->y + ddy[dir];
        }
-       g_ptr = &grid_array[ty][tx];
+       g_ptr = &current_floor_ptr->grid_array[ty][tx];
 
        if (p_ptr->anti_tele)
        {
@@ -2924,7 +2171,7 @@ bool teleport_swap(DIRECTION dir)
                return FALSE;
        }
 
-       m_ptr = &m_list[g_ptr->m_idx];
+       m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
        r_ptr = &r_info[m_ptr->r_idx];
 
        (void)set_monster_csleep(g_ptr->m_idx, 0);
@@ -3310,7 +2557,7 @@ bool activate_ty_curse(bool stop_ty, int *count)
                        if (!(*count))
                        {
                                msg_print(_("地面が揺れた...", "The ground trembles..."));
-                               earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
+                               earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10), 0);
                                if (!one_in_(6)) break;
                        }
                case 30: case 31:
@@ -3346,7 +2593,7 @@ bool activate_ty_curse(bool stop_ty, int *count)
                        (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
                        if (!one_in_(6)) break;
                case 7: case 8: case 9: case 18:
-                       (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
+                       (*count) += summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
                        if (!one_in_(6)) break;
                case 10: case 11: case 12:
                        msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
@@ -3361,14 +2608,14 @@ bool activate_ty_curse(bool stop_ty, int *count)
                        {
                                msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
                                if (p_ptr->free_act)
-                                       set_paralyzed(p_ptr->paralyzed + randint1(3));
+                                       set_paralyzed(p_ptr, p_ptr->paralyzed + randint1(3));
                                else
-                                       set_paralyzed(p_ptr->paralyzed + randint1(13));
+                                       set_paralyzed(p_ptr, p_ptr->paralyzed + randint1(13));
                                stop_ty = TRUE;
                        }
                        if (!one_in_(6)) break;
                case 21: case 22: case 23:
-                       (void)do_dec_stat(randint0(6));
+                       (void)do_dec_stat(p_ptr, randint0(6));
                        if (!one_in_(6)) break;
                case 24:
                        msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
@@ -3378,7 +2625,7 @@ bool activate_ty_curse(bool stop_ty, int *count)
                        /*
                         * Only summon Cyberdemons deep in the dungeon.
                         */
-                       if ((dun_level > 65) && !stop_ty)
+                       if ((current_floor_ptr->dun_level > 65) && !stop_ty)
                        {
                                (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
                                stop_ty = TRUE;
@@ -3390,7 +2637,7 @@ bool activate_ty_curse(bool stop_ty, int *count)
                        {
                                do
                                {
-                                       (void)do_dec_stat(i);
+                                       (void)do_dec_stat(p_ptr, i);
                                }
                                while (one_in_(2));
 
@@ -3433,58 +2680,58 @@ int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
 
        if (!pet) mode |= PM_NO_PET;
 
-       summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
+       summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : current_floor_ptr->dun_level);
 
-       for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
+       for (i = 0; i < (randint1(7) + (current_floor_ptr->dun_level / 40)); i++)
        {
-               switch (randint1(25) + (dun_level / 20))
+               switch (randint1(25) + (current_floor_ptr->dun_level / 20))
                {
                        case 1: case 2:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
                                break;
                        case 3: case 4:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
                                break;
                        case 5: case 6:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
                                break;
                        case 7: case 8:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
                                break;
                        case 9: case 10:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
                                break;
                        case 11: case 12:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
                                break;
                        case 13: case 14:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
                                break;
                        case 15: case 16:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
                                break;
                        case 17:
                                if (can_pet) break;
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
                                break;
                        case 18: case 19:
                                if (can_pet) break;
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
                                break;
                        case 20: case 21:
                                if (!can_pet) mode |= PM_ALLOW_UNIQUE;
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
                                break;
                        case 22: case 23:
                                if (!can_pet) mode |= PM_ALLOW_UNIQUE;
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
                                break;
                        case 24:
-                               count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
                                break;
                        default:
                                if (!can_pet) mode |= PM_ALLOW_UNIQUE;
-                               count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
+                               count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
                }
        }
 
@@ -3517,7 +2764,7 @@ void wall_breaker(void)
        }
        else if (randint1(100) > 30)
        {
-               earthquake(p_ptr->y, p_ptr->x, 1);
+               earthquake(p_ptr->y, p_ptr->x, 1, 0);
        }
        else
        {
@@ -3771,7 +3018,7 @@ bool rush_attack(bool *mdeath)
                ty = target_row;
        }
 
-       if (in_bounds(ty, tx)) tm_idx = grid_array[ty][tx].m_idx;
+       if (in_bounds(ty, tx)) tm_idx = current_floor_ptr->grid_array[ty][tx].m_idx;
 
        path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
        project_length = 0;
@@ -3791,7 +3038,7 @@ bool rush_attack(bool *mdeath)
                int ny = GRID_Y(path_g[i]);
                int nx = GRID_X(path_g[i]);
 
-               if (cave_empty_bold(ny, nx) && player_can_enter(grid_array[ny][nx].feat, 0))
+               if (cave_empty_bold(ny, nx) && player_can_enter(current_floor_ptr->grid_array[ny][nx].feat, 0))
                {
                        ty = ny;
                        tx = nx;
@@ -3800,7 +3047,7 @@ bool rush_attack(bool *mdeath)
                        continue;
                }
 
-               if (!grid_array[ny][nx].m_idx)
+               if (!current_floor_ptr->grid_array[ny][nx].m_idx)
                {
                        if (tm_idx)
                        {
@@ -3817,12 +3064,12 @@ bool rush_attack(bool *mdeath)
 
                /* Move player before updating the monster */
                if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
-               update_monster(grid_array[ny][nx].m_idx, TRUE);
+               update_monster(current_floor_ptr->grid_array[ny][nx].m_idx, TRUE);
 
                /* Found a monster */
-               m_ptr = &m_list[grid_array[ny][nx].m_idx];
+               m_ptr = &current_floor_ptr->m_list[current_floor_ptr->grid_array[ny][nx].m_idx];
 
-               if (tm_idx != grid_array[ny][nx].m_idx)
+               if (tm_idx != current_floor_ptr->grid_array[ny][nx].m_idx)
                {
 #ifdef JP
                        msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
@@ -3863,11 +3110,11 @@ void remove_all_mirrors(bool explode)
 {
        POSITION x, y;
 
-       for (x = 0; x < cur_wid; x++)
+       for (x = 0; x < current_floor_ptr->width; x++)
        {
-               for (y = 0; y < cur_hgt; y++)
+               for (y = 0; y < current_floor_ptr->height; y++)
                {
-                       if (is_mirror_grid(&grid_array[y][x]))
+                       if (is_mirror_grid(&current_floor_ptr->grid_array[y][x]))
                        {
                                remove_mirror(y, x);
                                if (explode)
@@ -3896,12 +3143,12 @@ void ring_of_power(DIRECTION dir)
                sound(SOUND_EVIL);
 
                /* Decrease all stats (permanently) */
-               (void)dec_stat(A_STR, 50, TRUE);
-               (void)dec_stat(A_INT, 50, TRUE);
-               (void)dec_stat(A_WIS, 50, TRUE);
-               (void)dec_stat(A_DEX, 50, TRUE);
-               (void)dec_stat(A_CON, 50, TRUE);
-               (void)dec_stat(A_CHR, 50, TRUE);
+               (void)dec_stat(p_ptr, A_STR, 50, TRUE);
+               (void)dec_stat(p_ptr, A_INT, 50, TRUE);
+               (void)dec_stat(p_ptr, A_WIS, 50, TRUE);
+               (void)dec_stat(p_ptr, A_DEX, 50, TRUE);
+               (void)dec_stat(p_ptr, A_CON, 50, TRUE);
+               (void)dec_stat(p_ptr, A_CHR, 50, TRUE);
 
                /* Lose some experience (permanently) */
                p_ptr->exp -= (p_ptr->exp / 4);
@@ -3998,11 +3245,11 @@ void wild_magic(int spell)
                aggravate_monsters(0);
                break;
        case 26:
-               earthquake(p_ptr->y, p_ptr->x, 5);
+               earthquake(p_ptr->y, p_ptr->x, 5, 0);
                break;
        case 27:
        case 28:
-               (void)gain_random_mutation(0);
+               (void)gain_mutation(p_ptr, 0);
                break;
        case 29:
        case 30:
@@ -4021,7 +3268,7 @@ void wild_magic(int spell)
        case 35:
                while (counter++ < 8)
                {
-                       (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
+                       (void)summon_specific(0, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
                }
                break;
        case 36:
@@ -4134,7 +3381,7 @@ bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad)
                if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
 
                /* Stopped by monsters */
-               if ((dir != 5) && grid_array[ny][nx].m_idx != 0) break;
+               if ((dir != 5) && current_floor_ptr->grid_array[ny][nx].m_idx != 0) break;
 
                /* Save the new location */
                x = nx;
@@ -4244,7 +3491,7 @@ void cast_wonder(DIRECTION dir)
        else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
        else if (die < 104)
        {
-               earthquake(p_ptr->y, p_ptr->x, 12);
+               earthquake(p_ptr->y, p_ptr->x, 12, 0);
        }
        else if (die < 106)
        {
@@ -4260,7 +3507,7 @@ void cast_wonder(DIRECTION dir)
                dispel_monsters(150);
                slow_monsters(plev);
                sleep_monsters(plev);
-               hp_player(300);
+               hp_player(p_ptr, 300);
        }
 }
 
@@ -4302,21 +3549,21 @@ void cast_invoke_spirits(DIRECTION dir)
                msg_print(_("なんてこった!あなたの周りの地面から朽ちた人影が立ち上がってきた!",
                        "Oh no! Mouldering forms rise from the earth around you!"));
 
-               (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
+               (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
                chg_virtue(V_UNLIFE, 1);
        }
        else if (die < 14)
        {
                msg_print(_("名状し難い邪悪な存在があなたの心を通り過ぎて行った...", "An unnamable evil brushes against your mind..."));
 
-               set_afraid(p_ptr->afraid + randint1(4) + 4);
+               set_afraid(p_ptr, p_ptr->afraid + randint1(4) + 4);
        }
        else if (die < 26)
        {
                msg_print(_("あなたの頭に大量の幽霊たちの騒々しい声が押し寄せてきた...",
                        "Your head is invaded by a horde of gibbering spectral voices..."));
 
-               set_confused(p_ptr->confused + randint1(4) + 4);
+               set_confused(p_ptr, p_ptr->confused + randint1(4) + 4);
        }
        else if (die < 31)
        {
@@ -4385,7 +3632,7 @@ void cast_invoke_spirits(DIRECTION dir)
        }
        else if (die < 104)
        {
-               earthquake(p_ptr->y, p_ptr->x, 12);
+               earthquake(p_ptr->y, p_ptr->x, 12, 0);
        }
        else if (die < 106)
        {
@@ -4404,7 +3651,7 @@ void cast_invoke_spirits(DIRECTION dir)
                dispel_monsters(150);
                slow_monsters(plev);
                sleep_monsters(plev);
-               hp_player(300);
+               hp_player(p_ptr, 300);
        }
 
        if (die < 31)
@@ -4462,7 +3709,7 @@ void cast_shuffle(void)
        else if (die < 14)
        {
                msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
-               summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
+               summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
        }
        else if (die < 18)
        {
@@ -4478,13 +3725,13 @@ void cast_shuffle(void)
        else if (die < 26)
        {
                msg_print(_("《愚者》だ。", "It's the Fool."));
-               do_dec_stat(A_INT);
-               do_dec_stat(A_WIS);
+               do_dec_stat(p_ptr, A_INT);
+               do_dec_stat(p_ptr, A_WIS);
        }
        else if (die < 30)
        {
                msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
-               trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
+               trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
        }
        else if (die < 33)
        {
@@ -4504,7 +3751,7 @@ void cast_shuffle(void)
        else if (die < 42)
        {
                msg_print(_("《正義》だ。", "It's Justice."));
-               set_blessed(p_ptr->lev, FALSE);
+               set_blessed(p_ptr, p_ptr->lev, FALSE);
        }
        else if (die < 47)
        {
@@ -4530,27 +3777,27 @@ void cast_shuffle(void)
        {
                msg_print(_("《塔》だ。", "It's the Tower."));
 
-               earthquake(p_ptr->y, p_ptr->x, 5);
+               earthquake(p_ptr->y, p_ptr->x, 5, 0);
        }
        else if (die < 82)
        {
                msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
-               trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_MOLD, 0L);
+               trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_MOLD, 0L);
        }
        else if (die < 84)
        {
                msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
-               trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_BAT, 0L);
+               trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_BAT, 0L);
        }
        else if (die < 86)
        {
                msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
-               trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_VORTEX, 0L);
+               trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_VORTEX, 0L);
        }
        else if (die < 88)
        {
                msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
-               trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
+               trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
        }
        else if (die < 96)
        {
@@ -4618,7 +3865,7 @@ bool_hack vampirism(void)
        if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
        y = p_ptr->y + ddy[dir];
        x = p_ptr->x + ddx[dir];
-       g_ptr = &grid_array[y][x];
+       g_ptr = &current_floor_ptr->grid_array[y][x];
 
        stop_mouth();
 
@@ -4636,7 +3883,7 @@ bool_hack vampirism(void)
        {
                if (p_ptr->food < PY_FOOD_FULL)
                        /* No heal if we are "full" */
-                       (void)hp_player(dummy);
+                       (void)hp_player(p_ptr, dummy);
                else
                        msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
 
@@ -4661,7 +3908,7 @@ bool panic_hit(void)
        if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
        y = p_ptr->y + ddy[dir];
        x = p_ptr->x + ddx[dir];
-       if (grid_array[y][x].m_idx)
+       if (current_floor_ptr->grid_array[y][x].m_idx)
        {
                py_attack(y, x, 0);
                if (randint0(p_ptr->skill_dis) < 7)
@@ -4680,7 +3927,7 @@ bool panic_hit(void)
 }
 
 /*!
-* @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the inventory (or on the floor)
+* @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the p_ptr->inventory_list (or on the floor)
 * @return なし
 * @note
 * currently this function allows pseudo-id of any object,
@@ -4703,7 +3950,7 @@ bool psychometry(void)
        q = _("どのアイテムを調べますか?", "Meditate on which item? ");
        s = _("調べるアイテムがありません。", "You have nothing appropriate.");
 
-       o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+       o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
        if (!o_ptr) return (FALSE);
 
        /* It is fully known, no information needed */
@@ -4968,7 +4215,7 @@ void hayagake(player_type *creature_ptr)
        }
        else
        {
-               grid_type *g_ptr = &grid_array[creature_ptr->y][creature_ptr->x];
+               grid_type *g_ptr = &current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
                feature_type *f_ptr = &f_info[g_ptr->feat];
 
                if (!have_flag(f_ptr->flags, FF_PROJECT) ||
@@ -4992,7 +4239,7 @@ bool double_attack(player_type *creature_ptr)
        if (!get_rep_dir(&dir, FALSE)) return FALSE;
        y = creature_ptr->y + ddy[dir];
        x = creature_ptr->x + ddx[dir];
-       if (grid_array[y][x].m_idx)
+       if (current_floor_ptr->grid_array[y][x].m_idx)
        {
                if (one_in_(3))
                        msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
@@ -5005,7 +4252,7 @@ bool double_attack(player_type *creature_ptr)
                                "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
 
                py_attack(y, x, 0);
-               if (grid_array[y][x].m_idx)
+               if (current_floor_ptr->grid_array[y][x].m_idx)
                {
                        handle_stuff();
                        py_attack(y, x, 0);
@@ -5045,7 +4292,7 @@ bool comvert_mp_to_hp(player_type *creature_ptr)
        if (creature_ptr->csp >= creature_ptr->lev / 5)
        {
                creature_ptr->csp -= creature_ptr->lev / 5;
-               hp_player(creature_ptr->lev);
+               hp_player(p_ptr, creature_ptr->lev);
        }
        else
        {
@@ -5073,7 +4320,7 @@ bool mirror_concentration(player_type *creature_ptr)
                msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
                return FALSE;
        }
-       if (is_mirror_grid(&grid_array[creature_ptr->y][creature_ptr->x]))
+       if (is_mirror_grid(&current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x]))
        {
                msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
 
@@ -5104,7 +4351,7 @@ bool sword_dancing(player_type *creature_ptr)
                dir = randint0(8);
                y = creature_ptr->y + ddy_ddd[dir];
                x = creature_ptr->x + ddx_ddd[dir];
-               g_ptr = &grid_array[y][x];
+               g_ptr = &current_floor_ptr->grid_array[y][x];
 
                /* Hack -- attack monsters */
                if (g_ptr->m_idx)
@@ -5142,7 +4389,7 @@ bool rodeo(player_type *creature_ptr)
        }
        if (!do_riding(TRUE)) return TRUE;
 
-       m_ptr = &m_list[creature_ptr->riding];
+       m_ptr = &current_floor_ptr->m_list[creature_ptr->riding];
        r_ptr = &r_info[m_ptr->r_idx];
        monster_desc(m_name, m_ptr, 0);
        msg_format(_("%sに乗った。", "You ride on %s."), m_name);
@@ -5154,7 +4401,7 @@ bool rodeo(player_type *creature_ptr)
        if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
        if (rlev > 60) rlev = 60 + (rlev - 60) / 2;
        if ((randint1(creature_ptr->skill_exp[GINOU_RIDING] / 120 + creature_ptr->lev * 2 / 3) > rlev)
-               && one_in_(2) && !creature_ptr->inside_arena && !creature_ptr->inside_battle
+               && one_in_(2) && !creature_ptr->inside_arena && !creature_ptr->phase_out
                && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
                && (rlev < creature_ptr->lev * 3 / 2 + randint0(creature_ptr->lev / 5)))
        {
@@ -5165,8 +4412,6 @@ bool rodeo(player_type *creature_ptr)
        {
                msg_format(_("%sに振り落とされた!", "You have thrown off by %s."), m_name);
                rakuba(1, TRUE);
-
-               /* Paranoia */
                /* 落馬処理に失敗してもとにかく乗馬解除 */
                creature_ptr->riding = 0;
        }