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[Refactor] #37353 externs.h から util.h への宣言移動。
[hengband/hengband.git] / src / spells3.c
index a1b0d41..e382dfc 100644 (file)
  */
 
 #include "angband.h"
+#include "util.h"
+
 #include "floor.h"
+#include "object-boost.h"
+#include "object-flavor.h"
 #include "object-hook.h"
 #include "melee.h"
+#include "player-move.h"
 #include "player-status.h"
-#include "projection.h"
 #include "spells-summon.h"
 #include "quest.h"
 #include "artifact.h"
 #include "avatar.h"
+#include "spells.h"
+#include "spells-floor.h"
+#include "grid.h"
+#include "monster-process.h"
+#include "monster-status.h"
+#include "monster-spell.h"
+#include "cmd-spell.h"
+#include "snipe.h"
+#include "floor-save.h"
+#include "files.h"
+#include "player-effects.h"
+#include "view-mainwindow.h"
+#include "mind.h"
 
 
 /*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
@@ -46,10 +63,8 @@ bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
 
        bool look = TRUE;
 
-       monster_type *m_ptr = &m_list[m_idx];
-
-       /* Paranoia */
-       if (!m_ptr->r_idx) return (FALSE);
+       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
+       if (!monster_is_valid(m_ptr)) return (FALSE);
 
        oy = m_ptr->fy;
        ox = m_ptr->fx;
@@ -91,7 +106,7 @@ bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
 
                        /* No teleporting into vaults and such */
                        if (!(p_ptr->inside_quest || p_ptr->inside_arena))
-                               if (cave[ny][nx].info & CAVE_ICKY) continue;
+                               if (current_floor_ptr->grid_array[ny][nx].info & CAVE_ICKY) continue;
 
                        /* This grid looks good */
                        look = FALSE;
@@ -113,10 +128,10 @@ bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
        sound(SOUND_TPOTHER);
 
        /* Update the old location */
-       cave[oy][ox].m_idx = 0;
+       current_floor_ptr->grid_array[oy][ox].m_idx = 0;
 
        /* Update the new location */
-       cave[ny][nx].m_idx = m_idx;
+       current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
 
        /* Move the monster */
        m_ptr->fy = ny;
@@ -153,9 +168,7 @@ void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power,
        int attempts = 500;
        POSITION dis = 2;
        bool look = TRUE;
-       monster_type *m_ptr = &m_list[m_idx];
-
-       /* Paranoia */
+       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
        if(!m_ptr->r_idx) return;
 
        /* "Skill" test */
@@ -193,7 +206,7 @@ void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power,
                        if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
 
                        /* No teleporting into vaults and such */
-                       /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
+                       /* if (current_floor_ptr->grid_array[ny][nx].info & (CAVE_ICKY)) continue; */
 
                        /* This grid looks good */
                        look = FALSE;
@@ -214,10 +227,10 @@ void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power,
        sound(SOUND_TPOTHER);
 
        /* Update the old location */
-       cave[oy][ox].m_idx = 0;
+       current_floor_ptr->grid_array[oy][ox].m_idx = 0;
 
        /* Update the new location */
-       cave[ny][nx].m_idx = m_idx;
+       current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
 
        /* Move the monster */
        m_ptr->fy = ny;
@@ -262,9 +275,9 @@ bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
        int min, pick, i;
 
        int left = MAX(1, p_ptr->x - dis);
-       int right = MIN(cur_wid - 2, p_ptr->x + dis);
+       int right = MIN(current_floor_ptr->width - 2, p_ptr->x + dis);
        int top = MAX(1, p_ptr->y - dis);
-       int bottom = MIN(cur_hgt - 2, p_ptr->y + dis);
+       int bottom = MIN(current_floor_ptr->height - 2, p_ptr->y + dis);
 
        if (p_ptr->wild_mode) return FALSE;
 
@@ -381,12 +394,12 @@ void teleport_player(POSITION dis, BIT_FLAGS mode)
        {
                for (yy = -1; yy < 2; yy++)
                {
-                       MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
+                       MONSTER_IDX tmp_m_idx = current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
 
                        /* A monster except your mount may follow */
                        if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
                        {
-                               monster_type *m_ptr = &m_list[tmp_m_idx];
+                               monster_type *m_ptr = &current_floor_ptr->m_list[tmp_m_idx];
                                monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
                                /*
@@ -423,12 +436,12 @@ void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
        {
                for (yy = -1; yy < 2; yy++)
                {
-                       MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
+                       MONSTER_IDX tmp_m_idx = current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
 
                        /* A monster except your mount or caster may follow */
                        if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
                        {
-                               monster_type *m_ptr = &m_list[tmp_m_idx];
+                               monster_type *m_ptr = &current_floor_ptr->m_list[tmp_m_idx];
                                monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
                                /*
@@ -482,7 +495,7 @@ void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
                }
 
                /* Accept any grid when wizard mode */
-               if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
+               if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!current_floor_ptr->grid_array[y][x].m_idx || (current_floor_ptr->grid_array[y][x].m_idx == p_ptr->riding))) break;
 
                /* Accept teleportable floor grids */
                if (cave_player_teleportable_bold(y, x, mode)) break;
@@ -502,7 +515,7 @@ void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
 
 void teleport_away_followable(MONSTER_IDX m_idx)
 {
-       monster_type *m_ptr = &m_list[m_idx];
+       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
        POSITION oldfy = m_ptr->fy;
        POSITION oldfx = m_ptr->fx;
        bool old_ml = m_ptr->ml;
@@ -510,7 +523,7 @@ void teleport_away_followable(MONSTER_IDX m_idx)
 
        teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
 
-       if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
+       if (old_ml && (old_cdis <= MAX_SIGHT) && !current_world_ptr->timewalk_m_idx && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
        {
                bool follow = FALSE;
 
@@ -553,6 +566,32 @@ void teleport_away_followable(MONSTER_IDX m_idx)
 }
 
 
+bool teleport_level_other(player_type *creature_ptr)
+{
+       MONSTER_IDX target_m_idx;
+       monster_type *m_ptr;
+       monster_race *r_ptr;
+       GAME_TEXT m_name[MAX_NLEN];
+
+       if (!target_set(TARGET_KILL)) return FALSE;
+       target_m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
+       if (!target_m_idx) return TRUE;
+       if (!player_has_los_bold(target_row, target_col)) return TRUE;
+       if (!projectable(creature_ptr->y, creature_ptr->x, target_row, target_col)) return TRUE;
+       m_ptr = &current_floor_ptr->m_list[target_m_idx];
+       r_ptr = &r_info[m_ptr->r_idx];
+       monster_desc(m_name, m_ptr, 0);
+       msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
+
+       if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
+               (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > creature_ptr->lev + randint1(60)))
+       {
+               msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
+       }
+       else teleport_level(target_m_idx);
+       return TRUE;
+}
+
 /*!
  * @brief プレイヤー及びモンスターをレベルテレポートさせる /
  * Teleport the player one level up or down (random when legal)
@@ -571,7 +610,7 @@ void teleport_level(MONSTER_IDX m_idx)
        }
        else /* To monster */
        {
-               monster_type *m_ptr = &m_list[m_idx];
+               monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
 
                /* Get the monster name (or "it") */
                monster_desc(m_name, m_ptr, 0);
@@ -603,7 +642,7 @@ void teleport_level(MONSTER_IDX m_idx)
        }
 
        /* Down only */ 
-       if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
+       if ((ironman_downward && (m_idx <= 0)) || (current_floor_ptr->dun_level <= d_info[p_ptr->dungeon_idx].mindepth))
        {
 #ifdef JP
                if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
@@ -612,9 +651,9 @@ void teleport_level(MONSTER_IDX m_idx)
 #endif
                if (m_idx <= 0) /* To player */
                {
-                       if (!dun_level)
+                       if (!current_floor_ptr->dun_level)
                        {
-                               dungeon_type = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
+                               p_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
                                p_ptr->oldpy = p_ptr->y;
                                p_ptr->oldpx = p_ptr->x;
                        }
@@ -623,23 +662,21 @@ void teleport_level(MONSTER_IDX m_idx)
 
                        if (autosave_l) do_cmd_save_game(TRUE);
 
-                       if (!dun_level)
+                       if (!current_floor_ptr->dun_level)
                        {
-                               dun_level = d_info[dungeon_type].mindepth;
+                               current_floor_ptr->dun_level = d_info[p_ptr->dungeon_idx].mindepth;
                                prepare_change_floor_mode(CFM_RAND_PLACE);
                        }
                        else
                        {
                                prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
                        }
-
-                       /* Leaving */
                        p_ptr->leaving = TRUE;
                }
        }
 
        /* Up only */
-       else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
+       else if (quest_number(current_floor_ptr->dun_level) || (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth))
        {
 #ifdef JP
                if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
@@ -657,8 +694,6 @@ void teleport_level(MONSTER_IDX m_idx)
                        prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
 
                        leave_quest_check();
-
-                       /* Leaving */
                        p_ptr->inside_quest = 0;
                        p_ptr->leaving = TRUE;
                }
@@ -679,8 +714,6 @@ void teleport_level(MONSTER_IDX m_idx)
                        if (autosave_l) do_cmd_save_game(TRUE);
 
                        prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
-
-                       /* Leaving */
                        p_ptr->leaving = TRUE;
                }
        }
@@ -695,15 +728,11 @@ void teleport_level(MONSTER_IDX m_idx)
                if (m_idx <= 0) /* To player */
                {
                        /* Never reach this code on the surface */
-                       /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
-
+                       /* if (!current_floor_ptr->dun_level) p_ptr->dungeon_idx = p_ptr->recall_dungeon; */
                        if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
-
                        if (autosave_l) do_cmd_save_game(TRUE);
 
                        prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
-
-                       /* Leaving */
                        p_ptr->leaving = TRUE;
                }
        }
@@ -711,9 +740,8 @@ void teleport_level(MONSTER_IDX m_idx)
        /* Monster level teleportation is simple deleting now */
        if (m_idx > 0)
        {
-               monster_type *m_ptr = &m_list[m_idx];
+               monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
 
-               /* Check for quest completion */
                check_quest_completion(m_ptr);
 
                if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
@@ -758,7 +786,7 @@ DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x)
        }
 
        /* Allocate the "dun" array */
-       C_MAKE(dun, max_d_idx, s16b);
+       C_MAKE(dun, max_d_idx, DUNGEON_IDX);
 
        screen_save();
        for(i = 1; i < max_d_idx; i++)
@@ -792,7 +820,7 @@ DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x)
                if ((i == ESCAPE) || !num)
                {
                        /* Free the "dun" array */
-                       C_KILL(dun, max_d_idx, s16b);
+                       C_KILL(dun, max_d_idx, DUNGEON_IDX);
 
                        screen_load();
                        return 0;
@@ -807,7 +835,7 @@ DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x)
        screen_load();
 
        /* Free the "dun" array */
-       C_KILL(dun, max_d_idx, s16b);
+       C_KILL(dun, max_d_idx, DUNGEON_IDX);
 
        return select_dungeon;
 }
@@ -833,19 +861,19 @@ bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
                return TRUE;
        }
 
-       if (dun_level && (max_dlv[dungeon_type] > dun_level) && !creature_ptr->inside_quest && !creature_ptr->word_recall)
+       if (current_floor_ptr->dun_level && (max_dlv[p_ptr->dungeon_idx] > current_floor_ptr->dun_level) && !creature_ptr->inside_quest && !creature_ptr->word_recall)
        {
                if (get_check(_("ここは最深到達階より浅い階です。この階に戻って来ますか? ", "Reset recall depth? ")))
                {
-                       max_dlv[dungeon_type] = dun_level;
+                       max_dlv[p_ptr->dungeon_idx] = current_floor_ptr->dun_level;
                        if (record_maxdepth)
-                               do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
+                               do_cmd_write_nikki(NIKKI_TRUMP, p_ptr->dungeon_idx, _("帰還のときに", "when recall from dungeon"));
                }
 
        }
        if (!creature_ptr->word_recall)
        {
-               if (!dun_level)
+               if (!current_floor_ptr->dun_level)
                {
                        DUNGEON_IDX select_dungeon;
                        select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
@@ -928,18 +956,14 @@ bool reset_recall(void)
                (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
 
        /* Default */
-       sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
+       sprintf(tmp_val, "%d", (int)MAX(current_floor_ptr->dun_level, 1));
 
        /* Ask for a level */
        if (get_string(ppp, tmp_val, 10))
        {
                /* Extract request */
                dummy = atoi(tmp_val);
-
-               /* Paranoia */
                if (dummy < 1) dummy = 1;
-
-               /* Paranoia */
                if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
                if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
 
@@ -1064,139 +1088,6 @@ bool apply_disenchant(BIT_FLAGS mode)
        return (TRUE);
 }
 
-/*!
- * @brief プレイヤーの突然変異処理
- * @return なし
- */
-void mutate_player(void)
-{
-       BASE_STATUS max1, cur1, max2, cur2;
-       int ii, jj, i;
-
-       /* Pick a pair of stats */
-       ii = randint0(6);
-       for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
-
-       max1 = p_ptr->stat_max[ii];
-       cur1 = p_ptr->stat_cur[ii];
-       max2 = p_ptr->stat_max[jj];
-       cur2 = p_ptr->stat_cur[jj];
-
-       p_ptr->stat_max[ii] = max2;
-       p_ptr->stat_cur[ii] = cur2;
-       p_ptr->stat_max[jj] = max1;
-       p_ptr->stat_cur[jj] = cur1;
-
-       for (i=0;i<6;i++)
-       {
-               if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
-               if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
-       }
-
-       p_ptr->update |= (PU_BONUS);
-}
-
-
-/*!
- * @brief プレイヤーの因果混乱処理 / Apply Nexus
- * @param m_ptr 因果混乱をプレイヤーに与えたモンスターの情報参照ポインタ
- * @return なし
- */
-void apply_nexus(monster_type *m_ptr)
-{
-       switch (randint1(7))
-       {
-               case 1: case 2: case 3:
-               {
-                       teleport_player(200, TELEPORT_PASSIVE);
-                       break;
-               }
-
-               case 4: case 5:
-               {
-                       teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
-                       break;
-               }
-
-               case 6:
-               {
-                       if (randint0(100) < p_ptr->skill_sav)
-                       {
-                               msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
-                               break;
-                       }
-
-                       /* Teleport Level */
-                       teleport_level(0);
-                       break;
-               }
-
-               case 7:
-               {
-                       if (randint0(100) < p_ptr->skill_sav)
-                       {
-                               msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
-                               break;
-                       }
-
-                       msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
-                       mutate_player();
-                       break;
-               }
-       }
-}
-
-
-/*!
- * @brief 寿命つき光源の燃素追加処理 /
- * Charge a lite (torch or latern)
- * @return なし
- */
-void phlogiston(void)
-{
-       GAME_TURN max_flog = 0;
-       object_type * o_ptr = &inventory[INVEN_LITE];
-
-       /* It's a lamp */
-       if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
-       {
-               max_flog = FUEL_LAMP;
-       }
-
-       /* It's a torch */
-       else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
-       {
-               max_flog = FUEL_TORCH;
-       }
-
-       /* No torch to refill */
-       else
-       {
-               msg_print(_("燃素を消費するアイテムを装備していません。", "You are not wielding anything which uses phlogiston."));
-               return;
-       }
-
-       if (o_ptr->xtra4 >= max_flog)
-       {
-               msg_print(_("このアイテムにはこれ以上燃素を補充できません。", "No more phlogiston can be put in this item."));
-               return;
-       }
-
-       /* Refuel */
-       o_ptr->xtra4 += (XTRA16)(max_flog / 2);
-
-       msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
-
-       if (o_ptr->xtra4 >= max_flog)
-       {
-               o_ptr->xtra4 = (XTRA16)max_flog;
-               msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
-       }
-
-       /* Recalculate torch */
-       p_ptr->update |= (PU_TORCH);
-}
-
 
 /*!
  * @brief 武器へのエゴ付加処理 /
@@ -1208,8 +1099,7 @@ void brand_weapon(int brand_type)
 {
        OBJECT_IDX item;
        object_type *o_ptr;
-       concptr        q, s;
-
+       concptr q, s;
 
        /* Assume enchant weapon */
        item_tester_hook = object_allow_enchant_melee_weapon;
@@ -1243,7 +1133,7 @@ void brand_weapon(int brand_type)
                                act = _("は鋭さを増した!", "becomes very sharp!");
 
                                o_ptr->name2 = EGO_SHARPNESS;
-                               o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
+                               o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, current_floor_ptr->dun_level) + 1;
 
                                if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
                                        o_ptr->pval = 2;
@@ -1252,7 +1142,7 @@ void brand_weapon(int brand_type)
                        {
                                act = _("は破壊力を増した!", "seems very powerful.");
                                o_ptr->name2 = EGO_EARTHQUAKES;
-                               o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
+                               o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, current_floor_ptr->dun_level);
                        }
                        break;
                case 16:
@@ -1351,37 +1241,36 @@ void brand_weapon(int brand_type)
 static bool vanish_dungeon(void)
 {
        POSITION y, x;
-       cave_type *c_ptr;
+       grid_type *g_ptr;
        feature_type *f_ptr;
        monster_type *m_ptr;
        GAME_TEXT m_name[MAX_NLEN];
 
        /* Prevent vasishing of quest levels and town */
-       if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
+       if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
        {
                return FALSE;
        }
 
        /* Scan all normal grids */
-       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++)
                {
-                       c_ptr = &cave[y][x];
+                       g_ptr = &current_floor_ptr->grid_array[y][x];
 
                        /* Seeing true feature code (ignore mimic) */
-                       f_ptr = &f_info[c_ptr->feat];
+                       f_ptr = &f_info[g_ptr->feat];
 
                        /* Lose room and vault */
-                       c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+                       g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
 
-                       m_ptr = &m_list[c_ptr->m_idx];
+                       m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
 
                        /* Awake monster */
-                       if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
+                       if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
                        {
-                               /* Reset sleep counter */
-                               (void)set_monster_csleep(c_ptr->m_idx, 0);
+                               (void)set_monster_csleep(g_ptr->m_idx, 0);
 
                                /* Notice the "waking up" */
                                if (m_ptr->ml)
@@ -1397,70 +1286,70 @@ static bool vanish_dungeon(void)
        }
 
        /* Special boundary walls -- Top and bottom */
-       for (x = 0; x < cur_wid; x++)
+       for (x = 0; x < current_floor_ptr->width; x++)
        {
-               c_ptr = &cave[0][x];
-               f_ptr = &f_info[c_ptr->mimic];
+               g_ptr = &current_floor_ptr->grid_array[0][x];
+               f_ptr = &f_info[g_ptr->mimic];
 
                /* Lose room and vault */
-               c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+               g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
 
                /* Set boundary mimic if needed */
-               if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+               if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
                {
-                       c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+                       g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
 
                        /* Check for change to boring grid */
-                       if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+                       if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
                }
 
-               c_ptr = &cave[cur_hgt - 1][x];
-               f_ptr = &f_info[c_ptr->mimic];
+               g_ptr = &current_floor_ptr->grid_array[current_floor_ptr->height - 1][x];
+               f_ptr = &f_info[g_ptr->mimic];
 
                /* Lose room and vault */
-               c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+               g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
 
                /* Set boundary mimic if needed */
-               if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+               if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
                {
-                       c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+                       g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
 
                        /* Check for change to boring grid */
-                       if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+                       if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
                }
        }
 
        /* Special boundary walls -- Left and right */
-       for (y = 1; y < (cur_hgt - 1); y++)
+       for (y = 1; y < (current_floor_ptr->height - 1); y++)
        {
-               c_ptr = &cave[y][0];
-               f_ptr = &f_info[c_ptr->mimic];
+               g_ptr = &current_floor_ptr->grid_array[y][0];
+               f_ptr = &f_info[g_ptr->mimic];
 
                /* Lose room and vault */
-               c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+               g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
 
                /* Set boundary mimic if needed */
-               if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+               if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
                {
-                       c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+                       g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
 
                        /* Check for change to boring grid */
-                       if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+                       if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
                }
 
-               c_ptr = &cave[y][cur_wid - 1];
-               f_ptr = &f_info[c_ptr->mimic];
+               g_ptr = &current_floor_ptr->grid_array[y][current_floor_ptr->width - 1];
+               f_ptr = &f_info[g_ptr->mimic];
 
                /* Lose room and vault */
-               c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+               g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
 
                /* Set boundary mimic if needed */
-               if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+               if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
                {
-                       c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+                       g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
 
                        /* Check for change to boring grid */
-                       if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+                       if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
                }
        }
 
@@ -1479,17 +1368,17 @@ static bool vanish_dungeon(void)
 void call_the_(void)
 {
        int i;
-       cave_type *c_ptr;
+       grid_type *g_ptr;
        bool do_call = TRUE;
 
        for (i = 0; i < 9; i++)
        {
-               c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
+               g_ptr = &current_floor_ptr->grid_array[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
 
-               if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
+               if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
                {
-                       if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
-                           !permanent_wall(&f_info[c_ptr->feat]))
+                       if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
+                           !permanent_wall(&f_info[g_ptr->feat]))
                        {
                                do_call = FALSE;
                                break;
@@ -1516,7 +1405,7 @@ void call_the_(void)
        }
 
        /* Prevent destruction of quest levels and town */
-       else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
+       else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
        {
                msg_print(_("地面が揺れた。", "The ground trembles."));
        }
@@ -1562,12 +1451,12 @@ void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
 {
        POSITION ty, tx;
        OBJECT_IDX i;
-       cave_type *c_ptr;
+       grid_type *g_ptr;
        object_type *o_ptr;
        GAME_TEXT o_name[MAX_NLEN];
 
        /* Check to see if an object is already there */
-       if (cave[p_ptr->y][p_ptr->x].o_idx)
+       if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx)
        {
                msg_print(_("自分の足の下にある物は取れません。", "You can't fetch when you're already standing on something."));
                return;
@@ -1585,17 +1474,17 @@ void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
                        return;
                }
 
-               c_ptr = &cave[ty][tx];
+               g_ptr = &current_floor_ptr->grid_array[ty][tx];
 
                /* We need an item to fetch */
-               if (!c_ptr->o_idx)
+               if (!g_ptr->o_idx)
                {
                        msg_print(_("そこには何もありません。", "There is no object at this place."));
                        return;
                }
 
                /* No fetching from vault */
-               if (c_ptr->info & CAVE_ICKY)
+               if (g_ptr->info & CAVE_ICKY)
                {
                        msg_print(_("アイテムがコントロールを外れて落ちた。", "The item slips from your control."));
                        return;
@@ -1624,15 +1513,15 @@ void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
                {
                        ty += ddy[dir];
                        tx += ddx[dir];
-                       c_ptr = &cave[ty][tx];
+                       g_ptr = &current_floor_ptr->grid_array[ty][tx];
 
                        if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
                                !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
                }
-               while (!c_ptr->o_idx);
+               while (!g_ptr->o_idx);
        }
 
-       o_ptr = &o_list[c_ptr->o_idx];
+       o_ptr = &current_floor_ptr->o_list[g_ptr->o_idx];
 
        if (o_ptr->weight > wgt)
        {
@@ -1641,9 +1530,9 @@ void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
                return;
        }
 
-       i = c_ptr->o_idx;
-       c_ptr->o_idx = o_ptr->next_o_idx;
-       cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
+       i = g_ptr->o_idx;
+       g_ptr->o_idx = o_ptr->next_o_idx;
+       current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
 
        o_ptr->next_o_idx = 0;
        o_ptr->iy = p_ptr->y;
@@ -1687,81 +1576,6 @@ void alter_reality(void)
        return;
 }
 
-
-/*!
- * @brief 守りのルーン設置処理 /
- * Leave a "glyph of warding" which prevents monster movement
- * @return 実際に設置が行われた場合TRUEを返す
- */
-bool warding_glyph(void)
-{
-       if (!cave_clean_bold(p_ptr->y, p_ptr->x))
-       {
-               msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
-               return FALSE;
-       }
-
-       /* Create a glyph */
-       cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
-       cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
-
-       note_spot(p_ptr->y, p_ptr->x);
-       lite_spot(p_ptr->y, p_ptr->x);
-
-       return TRUE;
-}
-
-/*!
- * @brief 鏡設置処理
- * @return 実際に設置が行われた場合TRUEを返す
- */
-bool place_mirror(void)
-{
-       if (!cave_clean_bold(p_ptr->y, p_ptr->x))
-       {
-               msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
-               return FALSE;
-       }
-
-       /* Create a mirror */
-       cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
-       cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
-
-       /* Turn on the light */
-       cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
-
-       note_spot(p_ptr->y, p_ptr->x);
-       lite_spot(p_ptr->y, p_ptr->x);
-       update_local_illumination(p_ptr->y, p_ptr->x);
-
-       return TRUE;
-}
-
-
-/*!
- * @brief 爆発のルーン設置処理 /
- * Leave an "explosive rune" which prevents monster movement
- * @return 実際に設置が行われた場合TRUEを返す
- */
-bool explosive_rune(void)
-{
-       if (!cave_clean_bold(p_ptr->y, p_ptr->x))
-       {
-               msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
-               return FALSE;
-       }
-
-       /* Create a glyph */
-       cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
-       cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
-
-       note_spot(p_ptr->y, p_ptr->x);  
-       lite_spot(p_ptr->y, p_ptr->x);
-
-       return TRUE;
-}
-
-
 /*!
  * @brief 全所持アイテム鑑定処理 /
  * Identify everything being carried.
@@ -1906,7 +1720,7 @@ bool alchemy(void)
        if (command_arg > 0) force = TRUE;
 
        q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
-       s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
+       s = _("金に変えられる物がありません。", "You have nothing to current_world_ptr->game_turn to gold.");
 
        o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
        if (!o_ptr) return (FALSE);
@@ -1914,7 +1728,6 @@ bool alchemy(void)
        /* See how many items */
        if (o_ptr->number > 1)
        {
-               /* Get a quantity */
                amt = get_quantity(NULL, o_ptr->number);
 
                /* Allow user abort */
@@ -1932,7 +1745,7 @@ bool alchemy(void)
                if (confirm_destroy || (object_value(o_ptr) > 0))
                {
                        /* Make a verification */
-                       sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
+                       sprintf(out_val, _("本当に%sを金に変えますか?", "Really current_world_ptr->game_turn %s to gold? "), o_name);
                        if (!get_check(out_val)) return FALSE;
                }
        }
@@ -1940,7 +1753,7 @@ bool alchemy(void)
        /* Artifacts cannot be destroyed */
        if (!can_player_destroy_object(o_ptr))
        {
-               msg_format(_("%sを金に変えることに失敗した。", "You fail to turn %s to gold!"), o_name);
+               msg_format(_("%sを金に変えることに失敗した。", "You fail to current_world_ptr->game_turn %s to gold!"), o_name);
 
                return FALSE;
        }
@@ -1949,7 +1762,7 @@ bool alchemy(void)
 
        if (price <= 0)
        {
-               msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
+               msg_format(_("%sをニセの金に変えた。", "You current_world_ptr->game_turn %s to fool's gold."), o_name);
        }
        else
        {
@@ -1958,7 +1771,7 @@ bool alchemy(void)
                if (amt > 1) price *= amt;
 
                if (price > 30000) price = 30000;
-               msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
+               msg_format(_("%sを$%d の金に変えた。", "You current_world_ptr->game_turn %s to %ld coins worth of gold."), o_name, price);
 
                p_ptr->au += price;
                p_ptr->redraw |= (PR_GOLD);
@@ -2316,7 +2129,7 @@ bool identify_item(object_type *o_ptr)
        p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
 
        strcpy(record_o_name, o_name);
-       record_turn = turn;
+       record_turn = current_world_ptr->game_turn;
 
        object_desc(o_name, o_ptr, OD_NAME_ONLY);
 
@@ -2609,8 +2422,6 @@ bool recharge(int power)
 
                /* All staffs, unstacked wands. */
                else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
-
-               /* Paranoia */
                if (recharge_strength < 0) recharge_strength = 0;
 
                /* Back-fire */
@@ -2810,373 +2621,6 @@ bool recharge(int power)
 
 
 /*!
- * @brief 武器の祝福処理 /
- * Bless a weapon
- * @return ターン消費を要する処理を行ったならばTRUEを返す
- */
-bool bless_weapon(void)
-{
-       OBJECT_IDX item;
-       object_type *o_ptr;
-       BIT_FLAGS flgs[TR_FLAG_SIZE];
-       GAME_TEXT o_name[MAX_NLEN];
-       concptr q, s;
-
-       /* Bless only weapons */
-       item_tester_hook = object_is_weapon;
-
-       q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
-       s = _("祝福できる武器がありません。", "You have weapon to bless.");
-
-       o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
-       if (!o_ptr) return FALSE;
-
-       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-       object_flags(o_ptr, flgs);
-
-       if (object_is_cursed(o_ptr))
-       {
-               if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
-                       have_flag(flgs, TR_ADD_L_CURSE) ||
-                       have_flag(flgs, TR_ADD_H_CURSE) ||
-                   (o_ptr->curse_flags & TRC_PERMA_CURSE))
-               {
-#ifdef JP
-                       msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
-#else
-                       msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
-#endif
-
-                       return TRUE;
-               }
-
-#ifdef JP
-               msg_format("%s から邪悪なオーラが消えた。", o_name);
-#else
-               msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
-#endif
-
-
-               o_ptr->curse_flags = 0L;
-
-               o_ptr->ident |= (IDENT_SENSE);
-               o_ptr->feeling = FEEL_NONE;
-
-               /* Recalculate the bonuses */
-               p_ptr->update |= (PU_BONUS);
-               p_ptr->window |= (PW_EQUIP);
-       }
-
-       /*
-        * Next, we try to bless it. Artifacts have a 1/3 chance of
-        * being blessed, otherwise, the operation simply disenchants
-        * them, godly power negating the magic. Ok, the explanation
-        * is silly, but otherwise priests would always bless every
-        * artifact weapon they find. Ego weapons and normal weapons
-        * can be blessed automatically.
-        */
-       if (have_flag(flgs, TR_BLESSED))
-       {
-#ifdef JP
-               msg_format("%s は既に祝福されている。", o_name);
-#else
-               msg_format("%s %s %s blessed already.",
-                   ((item >= 0) ? "Your" : "The"), o_name,
-                   ((o_ptr->number > 1) ? "were" : "was"));
-#endif
-
-               return TRUE;
-       }
-
-       if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
-       {
-#ifdef JP
-               msg_format("%sは輝いた!", o_name);
-#else
-               msg_format("%s %s shine%s!",
-                   ((item >= 0) ? "Your" : "The"), o_name,
-                   ((o_ptr->number > 1) ? "" : "s"));
-#endif
-
-               add_flag(o_ptr->art_flags, TR_BLESSED);
-               o_ptr->discount = 99;
-       }
-       else
-       {
-               bool dis_happened = FALSE;
-               msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
-
-               /* Disenchant tohit */
-               if (o_ptr->to_h > 0)
-               {
-                       o_ptr->to_h--;
-                       dis_happened = TRUE;
-               }
-
-               if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
-
-               /* Disenchant todam */
-               if (o_ptr->to_d > 0)
-               {
-                       o_ptr->to_d--;
-                       dis_happened = TRUE;
-               }
-
-               if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
-
-               /* Disenchant toac */
-               if (o_ptr->to_a > 0)
-               {
-                       o_ptr->to_a--;
-                       dis_happened = TRUE;
-               }
-
-               if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
-
-               if (dis_happened)
-               {
-                       msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
-
-#ifdef JP
-                       msg_format("%s は劣化した!", o_name);
-#else
-                       msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
-                               ((o_ptr->number > 1) ? "were" : "was"));
-#endif
-
-               }
-       }
-
-       p_ptr->update |= (PU_BONUS);
-       p_ptr->window |= (PW_EQUIP | PW_PLAYER);
-       calc_android_exp();
-
-       return TRUE;
-}
-
-
-/*!
- * @brief 盾磨き処理 /
- * pulish shield
- * @return ターン消費を要する処理を行ったならばTRUEを返す
- */
-bool pulish_shield(void)
-{
-       OBJECT_IDX item;
-       object_type *o_ptr;
-       BIT_FLAGS flgs[TR_FLAG_SIZE];
-       GAME_TEXT o_name[MAX_NLEN];
-       concptr            q, s;
-
-       /* Assume enchant weapon */
-       item_tester_tval = TV_SHIELD;
-
-       q = _("どの盾を磨きますか?", "Pulish which weapon? ");
-       s = _("磨く盾がありません。", "You have weapon to pulish.");
-
-       o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
-       if (!o_ptr) return FALSE;
-
-       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-       object_flags(o_ptr, flgs);
-
-       if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
-           !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
-       {
-#ifdef JP
-               msg_format("%sは輝いた!", o_name);
-#else
-               msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
-#endif
-               o_ptr->name2 = EGO_REFLECTION;
-               enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
-
-               o_ptr->discount = 99;
-               chg_virtue(V_ENCHANT, 2);
-
-               return TRUE;
-       }
-       else
-       {
-               if (flush_failure) flush();
-
-               msg_print(_("失敗した。", "Failed."));
-               chg_virtue(V_ENCHANT, -2);
-       }
-       calc_android_exp();
-
-       return FALSE;
-}
-
-
-/*!
- * @brief 薬の破損効果処理 /
- * Potions "smash open" and cause an area effect when
- * @param who 薬破損の主体ID(プレイヤー所持アイテムが壊れた場合0、床上のアイテムの場合モンスターID)
- * @param y 破壊時のY座標
- * @param x 破壊時のX座標
- * @param k_idx 破損した薬のアイテムID
- * @return 薬を浴びたモンスターが起こるならばTRUEを返す
- * @details
- * <pre>
- * (1) they are shattered while in the player's inventory,
- * due to cold (etc) attacks;
- * (2) they are thrown at a monster, or obstacle;
- * (3) they are shattered by a "cold ball" or other such spell
- * while lying on the floor.
- *
- * Arguments:
- *    who   ---  who caused the potion to shatter (0=player)
- *          potions that smash on the floor are assumed to
- *          be caused by no-one (who = 1), as are those that
- *          shatter inside the player inventory.
- *          (Not anymore -- I changed this; TY)
- *    y, x  --- coordinates of the potion (or player if
- *          the potion was in her inventory);
- *    o_ptr --- pointer to the potion object.
- * </pre>
- */
-bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
-{
-       int     radius = 2;
-       int     dt = 0;
-       int     dam = 0;
-       bool    angry = FALSE;
-
-       object_kind *k_ptr = &k_info[k_idx];
-
-       switch (k_ptr->sval)
-       {
-               case SV_POTION_SALT_WATER:
-               case SV_POTION_SLIME_MOLD:
-               case SV_POTION_LOSE_MEMORIES:
-               case SV_POTION_DEC_STR:
-               case SV_POTION_DEC_INT:
-               case SV_POTION_DEC_WIS:
-               case SV_POTION_DEC_DEX:
-               case SV_POTION_DEC_CON:
-               case SV_POTION_DEC_CHR:
-               case SV_POTION_WATER:   /* perhaps a 'water' attack? */
-               case SV_POTION_APPLE_JUICE:
-                       return TRUE;
-
-               case SV_POTION_INFRAVISION:
-               case SV_POTION_DETECT_INVIS:
-               case SV_POTION_SLOW_POISON:
-               case SV_POTION_CURE_POISON:
-               case SV_POTION_BOLDNESS:
-               case SV_POTION_RESIST_HEAT:
-               case SV_POTION_RESIST_COLD:
-               case SV_POTION_HEROISM:
-               case SV_POTION_BESERK_STRENGTH:
-               case SV_POTION_RES_STR:
-               case SV_POTION_RES_INT:
-               case SV_POTION_RES_WIS:
-               case SV_POTION_RES_DEX:
-               case SV_POTION_RES_CON:
-               case SV_POTION_RES_CHR:
-               case SV_POTION_INC_STR:
-               case SV_POTION_INC_INT:
-               case SV_POTION_INC_WIS:
-               case SV_POTION_INC_DEX:
-               case SV_POTION_INC_CON:
-               case SV_POTION_INC_CHR:
-               case SV_POTION_AUGMENTATION:
-               case SV_POTION_ENLIGHTENMENT:
-               case SV_POTION_STAR_ENLIGHTENMENT:
-               case SV_POTION_SELF_KNOWLEDGE:
-               case SV_POTION_EXPERIENCE:
-               case SV_POTION_RESISTANCE:
-               case SV_POTION_INVULNERABILITY:
-               case SV_POTION_NEW_LIFE:
-                       /* All of the above potions have no effect when shattered */
-                       return FALSE;
-               case SV_POTION_SLOWNESS:
-                       dt = GF_OLD_SLOW;
-                       dam = 5;
-                       angry = TRUE;
-                       break;
-               case SV_POTION_POISON:
-                       dt = GF_POIS;
-                       dam = 3;
-                       angry = TRUE;
-                       break;
-               case SV_POTION_BLINDNESS:
-                       dt = GF_DARK;
-                       angry = TRUE;
-                       break;
-               case SV_POTION_BOOZE: /* Booze */
-                       dt = GF_OLD_CONF;
-                       angry = TRUE;
-                       break;
-               case SV_POTION_SLEEP:
-                       dt = GF_OLD_SLEEP;
-                       angry = TRUE;
-                       break;
-               case SV_POTION_RUINATION:
-               case SV_POTION_DETONATIONS:
-                       dt = GF_SHARDS;
-                       dam = damroll(25, 25);
-                       angry = TRUE;
-                       break;
-               case SV_POTION_DEATH:
-                       dt = GF_DEATH_RAY;    /* !! */
-                       dam = k_ptr->level * 10;
-                       angry = TRUE;
-                       radius = 1;
-                       break;
-               case SV_POTION_SPEED:
-                       dt = GF_OLD_SPEED;
-                       break;
-               case SV_POTION_CURE_LIGHT:
-                       dt = GF_OLD_HEAL;
-                       dam = damroll(2, 3);
-                       break;
-               case SV_POTION_CURE_SERIOUS:
-                       dt = GF_OLD_HEAL;
-                       dam = damroll(4, 3);
-                       break;
-               case SV_POTION_CURE_CRITICAL:
-               case SV_POTION_CURING:
-                       dt = GF_OLD_HEAL;
-                       dam = damroll(6, 3);
-                       break;
-               case SV_POTION_HEALING:
-                       dt = GF_OLD_HEAL;
-                       dam = damroll(10, 10);
-                       break;
-               case SV_POTION_RESTORE_EXP:
-                       dt = GF_STAR_HEAL;
-                       dam = 0;
-                       radius = 1;
-                       break;
-               case SV_POTION_LIFE:
-                       dt = GF_STAR_HEAL;
-                       dam = damroll(50, 50);
-                       radius = 1;
-                       break;
-               case SV_POTION_STAR_HEALING:
-                       dt = GF_OLD_HEAL;
-                       dam = damroll(50, 50);
-                       radius = 1;
-                       break;
-               case SV_POTION_RESTORE_MANA:   /* MANA */
-                       dt = GF_MANA;
-                       dam = damroll(10, 10);
-                       radius = 1;
-                       break;
-               default:
-                       /* Do nothing */  ;
-       }
-
-       (void)project(who, radius, y, x, dam, dt, (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
-
-       /* XXX  those potions that explode need to become "known" */
-       return angry;
-}
-
-
-/*!
  * @brief プレイヤーの全既知呪文を表示する /
  * Hack -- Display all known spells in a window
  * return なし
@@ -3212,9 +2656,9 @@ void display_spell_list(void)
            (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
            (p_ptr->pclass == CLASS_FORCETRAINER))
        {
-               int             minfail = 0;
+               PERCENTAGE minfail = 0;
                PLAYER_LEVEL plev = p_ptr->lev;
-               int             chance = 0;
+               PERCENTAGE chance = 0;
                mind_type       spell;
                char            comment[80];
                char            psi_desc[80];
@@ -3533,7 +2977,7 @@ PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
        chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
 
        if (p_ptr->riding)
-               chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
+               chance += (MAX(r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
 
        /* Extract mana consumption rate */
        need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
@@ -3601,60 +3045,6 @@ PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
 }
 
 
-/*!
- * @brief 魔法が利用可能かどうかを返す /
- * Determine if a spell is "okay" for the player to cast or study
- * The spell must be legible, not forgotten, and also, to cast,
- * it must be known, and to study, it must not be known.
- * @param spell 呪文ID
- * @param learned 使用可能な判定ならばTRUE、学習可能かどうかの判定ならばFALSE
- * @param study_pray 祈りの学習判定目的ならばTRUE
- * @param use_realm 魔法領域ID
- * @return 失敗率(%)
- */
-bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
-{
-       const magic_type *s_ptr;
-
-       /* Access the spell */
-       if (!is_magic(use_realm))
-       {
-               s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
-       }
-       else
-       {
-               s_ptr = &mp_ptr->info[use_realm - 1][spell];
-       }
-
-       /* Spell is illegal */
-       if (s_ptr->slevel > p_ptr->lev) return (FALSE);
-
-       /* Spell is forgotten */
-       if ((use_realm == p_ptr->realm2) ?
-           (p_ptr->spell_forgotten2 & (1L << spell)) :
-           (p_ptr->spell_forgotten1 & (1L << spell)))
-       {
-               /* Never okay */
-               return (FALSE);
-       }
-
-       if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
-       if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
-
-       /* Spell is learned */
-       if ((use_realm == p_ptr->realm2) ?
-           (p_ptr->spell_learned2 & (1L << spell)) :
-           (p_ptr->spell_learned1 & (1L << spell)))
-       {
-               /* Always true */
-               return (!study_pray);
-       }
-
-       /* Okay to study, not to cast */
-       return (!learned);
-}
-
-
 
 /*!
  * @brief 呪文情報の表示処理 /
@@ -3825,237 +3215,6 @@ void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y
        prt("", y + i + 1, x);
 }
 
-
-
-/*!
- * @brief 防具の錆止め防止処理
- * @return ターン消費を要する処理を行ったならばTRUEを返す
- */
-bool rustproof(void)
-{
-       OBJECT_IDX item;
-       object_type *o_ptr;
-       GAME_TEXT o_name[MAX_NLEN];
-       concptr q, s;
-
-       /* Select a piece of armour */
-       item_tester_hook = object_is_armour;
-
-       q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
-       s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
-
-       o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
-       if (!o_ptr) return FALSE;
-
-       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-       add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
-
-       if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
-       {
-#ifdef JP
-               msg_format("%sは新品同様になった!",o_name);
-#else
-               msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
-#endif
-
-               o_ptr->to_a = 0;
-       }
-
-#ifdef JP
-       msg_format("%sは腐食しなくなった。", o_name);
-#else
-       msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
-#endif
-
-       calc_android_exp();
-       return TRUE;
-}
-
-
-/*!
- * @brief 防具呪縛処理 /
- * Curse the players armor
- * @return 実際に呪縛されたらTRUEを返す
- */
-bool curse_armor(void)
-{
-       int i;
-       object_type *o_ptr;
-
-       GAME_TEXT o_name[MAX_NLEN];
-
-       /* Curse the body armor */
-       o_ptr = &inventory[INVEN_BODY];
-
-       /* Nothing to curse */
-       if (!o_ptr->k_idx) return (FALSE);
-
-       object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
-
-       /* Attempt a saving throw for artifacts */
-       if (object_is_artifact(o_ptr) && (randint0(100) < 50))
-       {
-               /* Cool */
-#ifdef JP
-               msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!",
-                       "恐怖の暗黒オーラ", "防具", o_name);
-#else
-               msg_format("A %s tries to %s, but your %s resists the effects!",
-                       "terrible black aura", "surround your armor", o_name);
-#endif
-
-       }
-
-       /* not artifact or failed save... */
-       else
-       {
-               msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
-               chg_virtue(V_ENCHANT, -5);
-
-               /* Blast the armor */
-               o_ptr->name1 = 0;
-               o_ptr->name2 = EGO_BLASTED;
-               o_ptr->to_a = 0 - randint1(5) - randint1(5);
-               o_ptr->to_h = 0;
-               o_ptr->to_d = 0;
-               o_ptr->ac = 0;
-               o_ptr->dd = 0;
-               o_ptr->ds = 0;
-
-               for (i = 0; i < TR_FLAG_SIZE; i++)
-                       o_ptr->art_flags[i] = 0;
-
-               /* Curse it */
-               o_ptr->curse_flags = TRC_CURSED;
-
-               /* Break it */
-               o_ptr->ident |= (IDENT_BROKEN);
-               p_ptr->update |= (PU_BONUS | PU_MANA);
-               p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-       }
-
-       return (TRUE);
-}
-
-/*!
- * @brief 武器呪縛処理 /
- * Curse the players weapon
- * @param force 無条件に呪縛を行うならばTRUE
- * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
- * @return 実際に呪縛されたらTRUEを返す
- */
-bool curse_weapon_object(bool force, object_type *o_ptr)
-{
-       int i;
-       GAME_TEXT o_name[MAX_NLEN];
-
-       /* Nothing to curse */
-       if (!o_ptr->k_idx) return (FALSE);
-       object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
-
-       /* Attempt a saving throw */
-       if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
-       {
-               /* Cool */
-#ifdef JP
-               msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!",
-                               "恐怖の暗黒オーラ", "武器", o_name);
-#else
-               msg_format("A %s tries to %s, but your %s resists the effects!",
-                               "terrible black aura", "surround your weapon", o_name);
-#endif
-       }
-
-       /* not artifact or failed save... */
-       else
-       {
-               if (!force) msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
-               chg_virtue(V_ENCHANT, -5);
-
-               /* Shatter the weapon */
-               o_ptr->name1 = 0;
-               o_ptr->name2 = EGO_SHATTERED;
-               o_ptr->to_h = 0 - randint1(5) - randint1(5);
-               o_ptr->to_d = 0 - randint1(5) - randint1(5);
-               o_ptr->to_a = 0;
-               o_ptr->ac = 0;
-               o_ptr->dd = 0;
-               o_ptr->ds = 0;
-
-               for (i = 0; i < TR_FLAG_SIZE; i++)
-                       o_ptr->art_flags[i] = 0;
-
-               /* Curse it */
-               o_ptr->curse_flags = TRC_CURSED;
-
-               /* Break it */
-               o_ptr->ident |= (IDENT_BROKEN);
-               p_ptr->update |= (PU_BONUS | PU_MANA);
-               p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-       }
-
-       return (TRUE);
-}
-
-/*!
- * @brief 武器呪縛処理のメインルーチン /
- * Curse the players weapon
- * @param force 無条件に呪縛を行うならばTRUE
- * @param slot 呪縛する武器の装備スロット
- * @return 実際に呪縛されたらTRUEを返す
- */
-bool curse_weapon(bool force, int slot)
-{
-       /* Curse the weapon */
-       return curse_weapon_object(force, &inventory[slot]);
-}
-
-
-/*!
- * @brief ボルトのエゴ化処理(火炎エゴのみ) /
- * Enchant some bolts
- * @return 常にTRUEを返す
- */
-bool brand_bolts(void)
-{
-       int i;
-
-       /* Use the first acceptable bolts */
-       for (i = 0; i < INVEN_PACK; i++)
-       {
-               object_type *o_ptr = &inventory[i];
-
-               /* Skip non-bolts */
-               if (o_ptr->tval != TV_BOLT) continue;
-
-               /* Skip artifacts and ego-items */
-               if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
-                       continue;
-
-               /* Skip cursed/broken items */
-               if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
-
-               /* Randomize */
-               if (randint0(100) < 75) continue;
-
-               msg_print(_("クロスボウの矢が炎のオーラに包まれた!", "Your bolts are covered in a fiery aura!"));
-
-               /* Ego-item */
-               o_ptr->name2 = EGO_FLAME;
-               enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
-               return (TRUE);
-       }
-
-       if (flush_failure) flush();
-
-       /* Fail */
-       msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
-
-       return (TRUE);
-}
-
-
 /*!
  * @brief 変身処理向けにモンスターの近隣レベル帯モンスターを返す /
  * Helper function -- return a "nearby" race for polymorphing
@@ -4084,7 +3243,7 @@ static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
        for (i = 0; i < 1000; i++)
        {
                /* Pick a new race, using a level calculation */
-               r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
+               r = get_mon_num((current_floor_ptr->dun_level + r_ptr->level) / 2 + 5);
 
                /* Handle failure */
                if (!r) break;
@@ -4115,18 +3274,18 @@ static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
  */
 bool polymorph_monster(POSITION y, POSITION x)
 {
-       cave_type *c_ptr = &cave[y][x];
-       monster_type *m_ptr = &m_list[c_ptr->m_idx];
+       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
+       monster_type *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
        bool polymorphed = FALSE;
        MONRACE_IDX new_r_idx;
        MONRACE_IDX old_r_idx = m_ptr->r_idx;
-       bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
-       bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
+       bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
+       bool health_tracked = (p_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
        monster_type back_m;
 
        if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
 
-       if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
+       if ((p_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
 
        /* Memorize the monster before polymorphing */
        back_m = *m_ptr;
@@ -4150,14 +3309,14 @@ bool polymorph_monster(POSITION y, POSITION x)
                m_ptr->hold_o_idx = 0;
 
                /* "Kill" the "old" monster */
-               delete_monster_idx(c_ptr->m_idx);
+               delete_monster_idx(g_ptr->m_idx);
 
                /* Create a new monster (no groups) */
                if (place_monster_aux(0, y, x, new_r_idx, mode))
                {
-                       m_list[hack_m_idx_ii].nickname = back_m.nickname;
-                       m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
-                       m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
+                       current_floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
+                       current_floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
+                       current_floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
 
                        /* Success */
                        polymorphed = TRUE;
@@ -4167,7 +3326,7 @@ bool polymorph_monster(POSITION y, POSITION x)
                        /* Placing the new monster failed */
                        if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
                        {
-                               m_list[hack_m_idx_ii] = back_m;
+                               current_floor_ptr->m_list[hack_m_idx_ii] = back_m;
 
                                /* Re-initialize monster process */
                                mproc_init();
@@ -4180,9 +3339,7 @@ bool polymorph_monster(POSITION y, POSITION x)
                {
                        for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
                        {
-                               object_type *o_ptr = &o_list[this_o_idx];
-
-                               /* Acquire next object */
+                               object_type *o_ptr = &current_floor_ptr->o_list[this_o_idx];
                                next_o_idx = o_ptr->next_o_idx;
 
                                /* Held by new monster */
@@ -4193,8 +3350,7 @@ bool polymorph_monster(POSITION y, POSITION x)
                {
                        for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
                        {
-                               /* Acquire next object */
-                               next_o_idx = o_list[this_o_idx].next_o_idx;
+                               next_o_idx = current_floor_ptr->o_list[this_o_idx].next_o_idx;
                                delete_object_idx(this_o_idx);
                        }
                }
@@ -4335,8 +3491,6 @@ bool eat_magic(int power)
        {
                /* All staffs, wands. */
                recharge_strength = (100 + power - lev) / 15;
-
-               /* Paranoia */
                if (recharge_strength < 0) recharge_strength = 0;
 
                /* Back-fire */
@@ -4536,9 +3690,7 @@ bool eat_magic(int power)
                p_ptr->csp = p_ptr->msp;
        }
 
-       /* Redraw mana and hp */
        p_ptr->redraw |= (PR_MANA);
-
        p_ptr->update |= (PU_COMBINE | PU_REORDER);
        p_ptr->window |= (PW_INVEN);
 
@@ -4555,7 +3707,7 @@ bool eat_magic(int power)
 void massacre(void)
 {
        POSITION x, y;
-       cave_type *c_ptr;
+       grid_type *g_ptr;
        monster_type *m_ptr;
        DIRECTION dir;
 
@@ -4563,11 +3715,11 @@ void massacre(void)
        {
                y = p_ptr->y + ddy_ddd[dir];
                x = p_ptr->x + ddx_ddd[dir];
-               c_ptr = &cave[y][x];
-               m_ptr = &m_list[c_ptr->m_idx];
+               g_ptr = &current_floor_ptr->grid_array[y][x];
+               m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
 
                /* Hack -- attack monsters */
-               if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
+               if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
                        py_attack(y, x, 0);
        }
 }
@@ -4575,16 +3727,16 @@ void massacre(void)
 bool eat_lock(void)
 {
        POSITION x, y;
-       cave_type *c_ptr;
+       grid_type *g_ptr;
        feature_type *f_ptr, *mimic_f_ptr;
        DIRECTION dir;
 
        if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
        y = p_ptr->y + ddy[dir];
        x = p_ptr->x + ddx[dir];
-       c_ptr = &cave[y][x];
-       f_ptr = &f_info[c_ptr->feat];
-       mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
+       g_ptr = &current_floor_ptr->grid_array[y][x];
+       f_ptr = &f_info[g_ptr->feat];
+       mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
 
        stop_mouth();
 
@@ -4596,9 +3748,9 @@ bool eat_lock(void)
        {
                msg_format(_("いてっ!この%sはあなたの歯より硬い!", "Ouch!  This %s is harder than your teeth!"), f_name + mimic_f_ptr->name);
        }
-       else if (c_ptr->m_idx)
+       else if (g_ptr->m_idx)
        {
-               monster_type *m_ptr = &m_list[c_ptr->m_idx];
+               monster_type *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
                msg_print(_("何かが邪魔しています!", "There's something in the way!"));
 
                if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
@@ -4649,13 +3801,13 @@ bool shock_power(void)
        x = p_ptr->x + ddx[dir];
        dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
        fire_beam(GF_MISSILE, dir, dam);
-       if (cave[y][x].m_idx)
+       if (current_floor_ptr->grid_array[y][x].m_idx)
        {
                int i;
-               int ty = y, tx = x;
-               int oy = y, ox = x;
-               MONSTER_IDX m_idx = cave[y][x].m_idx;
-               monster_type *m_ptr = &m_list[m_idx];
+               POSITION ty = y, tx = x;
+               POSITION oy = y, ox = x;
+               MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
+               monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
                GAME_TEXT m_name[MAX_NLEN];
 
@@ -4681,10 +3833,10 @@ bool shock_power(void)
                        if ((ty != oy) || (tx != ox))
                        {
                                msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
-                               cave[oy][ox].m_idx = 0;
-                               cave[ty][tx].m_idx = (s16b)m_idx;
-                               m_ptr->fy = (byte_hack)ty;
-                               m_ptr->fx = (byte_hack)tx;
+                               current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+                               current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
+                               m_ptr->fy = ty;
+                               m_ptr->fx = tx;
 
                                update_monster(m_idx, TRUE);
                                lite_spot(oy, ox);
@@ -4741,4 +3893,133 @@ bool detonation(player_type *creature_ptr)
        (void)set_stun(creature_ptr->stun + 75);
        (void)set_cut(creature_ptr->cut + 5000);
        return TRUE;
-}
\ No newline at end of file
+}
+
+void blood_curse_to_enemy(MONSTER_IDX m_idx)
+{
+       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
+       grid_type *g_ptr = &current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
+       BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
+       int count = 0;
+       do
+       {
+               switch (randint1(28))
+               {
+               case 1: case 2:
+                       if (!count)
+                       {
+                               msg_print(_("地面が揺れた...", "The ground trembles..."));
+                               earthquake(m_ptr->fy, m_ptr->fx, 4 + randint0(4));
+                               if (!one_in_(6)) break;
+                       }
+               case 3: case 4: case 5: case 6:
+                       if (!count)
+                       {
+                               int extra_dam = damroll(10, 10);
+                               msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
+
+                               project(0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
+                               if (!one_in_(6)) break;
+                       }
+               case 7: case 8:
+                       if (!count)
+                       {
+                               msg_print(_("空間が歪んだ!", "Space warps about you!"));
+
+                               if (m_ptr->r_idx) teleport_away(g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
+                               if (one_in_(13)) count += activate_hi_summon(m_ptr->fy, m_ptr->fx, TRUE);
+                               if (!one_in_(6)) break;
+                       }
+               case 9: case 10: case 11:
+                       msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
+                       project(0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
+                       if (!one_in_(6)) break;
+               case 12: case 13: case 14: case 15: case 16:
+                       aggravate_monsters(0);
+                       if (!one_in_(6)) break;
+               case 17: case 18:
+                       count += activate_hi_summon(m_ptr->fy, m_ptr->fx, TRUE);
+                       if (!one_in_(6)) break;
+               case 19: case 20: case 21: case 22:
+               {
+                       bool pet = !one_in_(3);
+                       BIT_FLAGS mode = PM_ALLOW_GROUP;
+
+                       if (pet) mode |= PM_FORCE_PET;
+                       else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
+
+                       count += summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : current_floor_ptr->dun_level), 0, mode, '\0');
+                       if (!one_in_(6)) break;
+               }
+               case 23: case 24: case 25:
+                       if (p_ptr->hold_exp && (randint0(100) < 75)) break;
+                       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..."));
+
+                       if (p_ptr->hold_exp) lose_exp(p_ptr->exp / 160);
+                       else lose_exp(p_ptr->exp / 16);
+                       if (!one_in_(6)) break;
+               case 26: case 27: case 28:
+               {
+                       int i = 0;
+                       if (one_in_(13))
+                       {
+                               while (i < A_MAX)
+                               {
+                                       do
+                                       {
+                                               (void)do_dec_stat(i);
+                                       } while (one_in_(2));
+
+                                       i++;
+                               }
+                       }
+                       else
+                       {
+                               (void)do_dec_stat(randint0(6));
+                       }
+                       break;
+               }
+               }
+       } while (one_in_(5));
+}
+
+
+bool fire_crimson(void)
+{
+       int num = 1;
+       int i;
+       BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+       POSITION tx, ty;
+       DIRECTION dir;
+
+       if (!get_aim_dir(&dir)) return FALSE;
+
+       /* Use the given direction */
+       tx = p_ptr->x + 99 * ddx[dir];
+       ty = p_ptr->y + 99 * ddy[dir];
+
+       /* Hack -- Use an actual "target" */
+       if ((dir == 5) && target_okay())
+       {
+               tx = target_col;
+               ty = target_row;
+       }
+
+       if (p_ptr->pclass == CLASS_ARCHER)
+       {
+               /* Extra shot at level 10 */
+               if (p_ptr->lev >= 10) num++;
+
+               /* Extra shot at level 30 */
+               if (p_ptr->lev >= 30) num++;
+
+               /* Extra shot at level 45 */
+               if (p_ptr->lev >= 45) num++;
+       }
+
+       for (i = 0; i < num; i++)
+               project(0, p_ptr->lev / 20 + 1, ty, tx, p_ptr->lev*p_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
+
+       return TRUE;
+}
+