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[Refactor] #37353 cmd-hissatsu.h を作成して変数宣言移動。
[hengband/hengband.git] / src / dungeon.c
index 44dbac9..430e853 100644 (file)
 #include "angband.h"
 #include "cmd-activate.h"
 #include "cmd-eat.h"
+#include "cmd-hissatsu.h"
 #include "cmd-item.h"
 #include "cmd-magiceat.h"
 #include "cmd-quaff.h"
 #include "cmd-read.h"
+#include "cmd-smith.h"
 #include "cmd-usestaff.h"
 #include "cmd-zaprod.h"
 #include "cmd-zapwand.h"
 #include "spells-summon.h"
 #include "spells-object.h"
 #include "spells-status.h"
+#include "spells-floor.h"
 #include "monsterrace-hook.h"
 #include "world.h"
 #include "mutation.h"
 #include "quest.h"
 #include "artifact.h"
 #include "avatar.h"
+#include "player-move.h"
 #include "player-status.h"
 #include "cmd-spell.h"
 #include "realm-hex.h"
 #include "object-hook.h"
 #include "wild.h"
+#include "monster-status.h"
+#include "floor-save.h"
 
 
 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
@@ -539,14 +545,14 @@ static void pattern_teleport(void)
 
                /* Only downward in ironman mode */
                if (ironman_downward)
-                       min_level = dun_level;
+                       min_level = current_floor_ptr->dun_level;
 
                /* Maximum level */
                if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
                {
-                       if (dun_level > 100)
+                       if (current_floor_ptr->dun_level > 100)
                                max_level = MAX_DEPTH - 1;
-                       else if (dun_level == 100)
+                       else if (current_floor_ptr->dun_level == 100)
                                max_level = 100;
                }
                else
@@ -559,7 +565,7 @@ static void pattern_teleport(void)
                sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
 
                /* Default */
-               sprintf(tmp_val, "%d", (int)dun_level);
+               sprintf(tmp_val, "%d", (int)current_floor_ptr->dun_level);
 
                /* Ask for a level */
                if (!get_string(ppp, tmp_val, 10)) return;
@@ -576,11 +582,7 @@ static void pattern_teleport(void)
        {
                return;
        }
-
-       /* Paranoia */
        if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
-
-       /* Paranoia */
        if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
 
        /* Accept request */
@@ -589,7 +591,7 @@ static void pattern_teleport(void)
        if (autosave_l) do_cmd_save_game(TRUE);
 
        /* Change level */
-       dun_level = command_arg;
+       current_floor_ptr->dun_level = command_arg;
 
        leave_quest_check();
 
@@ -603,48 +605,10 @@ static void pattern_teleport(void)
         * and create a first saved floor
         */
        prepare_change_floor_mode(CFM_FIRST_FLOOR);
-
-       /* Leaving */
        p_ptr->leaving = TRUE;
 }
 
 /*!
- * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
- * @return なし
- */
-static void wreck_the_pattern(void)
-{
-       int to_ruin = 0;
-       POSITION r_y, r_x;
-       int pattern_type = f_info[grid_array[p_ptr->y][p_ptr->x].feat].subtype;
-
-       if (pattern_type == PATTERN_TILE_WRECKED)
-       {
-               /* Ruined already */
-               return;
-       }
-
-       msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
-       msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
-
-       if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
-       to_ruin = randint1(45) + 35;
-
-       while (to_ruin--)
-       {
-               scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
-
-               if (pattern_tile(r_y, r_x) &&
-                   (f_info[grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
-               {
-                       cave_set_feat(r_y, r_x, feat_pattern_corrupted);
-               }
-       }
-
-       cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
-}
-
-/*!
  * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
  * @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
  */
@@ -660,7 +624,7 @@ static bool pattern_effect(void)
                wreck_the_pattern();
        }
 
-       pattern_type = f_info[grid_array[p_ptr->y][p_ptr->x].feat].subtype;
+       pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
 
        switch (pattern_type)
        {
@@ -901,12 +865,10 @@ static void regen_monsters(void)
        for (i = 1; i < m_max; i++)
        {
                /* Check the i'th monster */
-               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;
 
                /* Allow regeneration (if needed) */
                if (m_ptr->hp < m_ptr->maxhp)
@@ -1025,7 +987,7 @@ static void notice_lite_change(object_type *o_ptr)
        else if (o_ptr->name2 == EGO_LITE_LONG)
        {
                if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
-                   && (turn % (TURNS_PER_TICK*2)))
+                   && (current_world_ptr->game_turn % (TURNS_PER_TICK*2)))
                {
                        if (disturb_minor) disturb(FALSE, TRUE);
                        msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
@@ -1040,81 +1002,6 @@ static void notice_lite_change(object_type *o_ptr)
        }
 }
 
-/*!
- * @brief クエスト階層から離脱する際の処理
- * @return なし
- */
-void leave_quest_check(void)
-{
-       /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
-       leaving_quest = p_ptr->inside_quest;
-
-       /* Leaving an 'only once' quest marks it as failed */
-       if (leaving_quest)
-       {       
-               quest_type* const q_ptr = &quest[leaving_quest];
-               
-           if(((q_ptr->flags & QUEST_FLAG_ONCE)  || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
-              (q_ptr->status == QUEST_STATUS_TAKEN))
-               {
-                       q_ptr->status = QUEST_STATUS_FAILED;
-                       q_ptr->complev = p_ptr->lev;
-                       update_playtime();
-                       q_ptr->comptime = playtime;
-
-                       /* Additional settings */
-                       switch (q_ptr->type)
-                       {
-                         case QUEST_TYPE_TOWER:
-                               quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
-                               quest[QUEST_TOWER1].complev = p_ptr->lev;
-                               break;
-                         case QUEST_TYPE_FIND_ARTIFACT:
-                               a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
-                               break;
-                         case QUEST_TYPE_RANDOM:
-                               r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
-
-                               /* Floor of random quest will be blocked */
-                               prepare_change_floor_mode(CFM_NO_RETURN);
-                               break;
-                       }
-
-                       /* Record finishing a quest */
-                       if (q_ptr->type == QUEST_TYPE_RANDOM)
-                       {
-                               if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
-                       }
-                       else
-                       {
-                               if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
-                       }
-               }
-       }
-}
-
-/*!
- * @brief 「塔」クエストの各階層から離脱する際の処理
- * @return なし
- */
-void leave_tower_check(void)
-{
-       leaving_quest = p_ptr->inside_quest;
-       /* Check for Tower Quest */
-       if (leaving_quest &&
-               (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
-               (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
-       {
-               if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
-               {
-                       quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
-                       quest[QUEST_TOWER1].complev = p_ptr->lev;
-                       update_playtime();
-                       quest[QUEST_TOWER1].comptime = playtime;
-               }
-       }
-}
-
 
 /*!
  * @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
@@ -1217,11 +1104,11 @@ static void check_music(void)
        if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
                p_ptr->spell_exp[spell] += 5;
        else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
-       { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
+       { if (one_in_(2) && (current_floor_ptr->dun_level > 4) && ((current_floor_ptr->dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
        else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
-       { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
+       { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && ((current_floor_ptr->dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
        else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
-       { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
+       { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && (current_floor_ptr->dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
 
        /* Do any effects of continual song */
        do_spell(REALM_MUSIC, spell, SPELL_CONT);
@@ -1312,7 +1199,7 @@ static void process_world_aux_digestion(void)
                }
 
                /* Digest normally -- Every 50 game turns */
-               else if (!(turn % (TURNS_PER_TICK * 5)))
+               else if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 5)))
                {
                        /* Basic digestion rate based on speed */
                        int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
@@ -1371,7 +1258,7 @@ static void process_world_aux_digestion(void)
  */
 static void process_world_aux_hp_and_sp(void)
 {
-       feature_type *f_ptr = &f_info[grid_array[p_ptr->y][p_ptr->x].feat];
+       feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
        bool cave_no_regen = FALSE;
        int upkeep_factor = 0;
 
@@ -1436,9 +1323,9 @@ static void process_world_aux_hp_and_sp(void)
        /* (Vampires) Take damage from sunlight */
        if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
        {
-               if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
+               if (!current_floor_ptr->dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
                {
-                       if ((grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+                       if ((current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
                        {
                                msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
                                take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
@@ -1493,11 +1380,11 @@ static void process_world_aux_hp_and_sp(void)
                        {
                                msg_print(_("熱で火傷した!", "The heat burns you!"));
                                take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"), 
-                                                               f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
+                                                               f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
                        }
                        else
                        {
-                               concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
+                               concptr name = f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
                                msg_format(_("%sで火傷した!", "The %s burns you!"), name);
                                take_hit(DAMAGE_NOESCAPE, damage, name, -1);
                        }
@@ -1531,11 +1418,11 @@ static void process_world_aux_hp_and_sp(void)
                        {
                                msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
                                take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
-                                       f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
+                                       f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
                        }
                        else
                        {
-                               concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
+                               concptr name = f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
                                msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
                                take_hit(DAMAGE_NOESCAPE, damage, name, -1);
                        }
@@ -1569,11 +1456,11 @@ static void process_world_aux_hp_and_sp(void)
                        {
                                msg_print(_("電撃を受けた!", "The electric shocks you!"));
                                take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
-                                       f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
+                                       f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
                        }
                        else
                        {
-                               concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
+                               concptr name = f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
                                msg_format(_("%sに感電した!", "The %s shocks you!"), name);
                                take_hit(DAMAGE_NOESCAPE, damage, name, -1);
                        }
@@ -1607,11 +1494,11 @@ static void process_world_aux_hp_and_sp(void)
                        {
                                msg_print(_("酸が飛び散った!", "The acid melt you!"));
                                take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
-                                       f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
+                                       f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
                        }
                        else
                        {
-                               concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
+                               concptr name = f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
                                msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
                                take_hit(DAMAGE_NOESCAPE, damage, name, -1);
                        }
@@ -1645,12 +1532,12 @@ static void process_world_aux_hp_and_sp(void)
                        {
                                msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
                                take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
-                                       f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
+                                       f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
                                if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 1);
                        }
                        else
                        {
-                               concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
+                               concptr name = f_name + f_info[get_feat_mimic(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
                                msg_format(_("%sに毒された!", "The %s poisons you!"), name);
                                take_hit(DAMAGE_NOESCAPE, damage, name, -1);
                                if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 3);
@@ -1674,27 +1561,27 @@ static void process_world_aux_hp_and_sp(void)
        if (p_ptr->riding)
        {
                HIT_POINT damage;
-               if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
+               if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
                {
-                       damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
+                       damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
                        if (prace_is_(RACE_ENT)) damage += damage / 3;
                        if (p_ptr->resist_fire) damage = damage / 3;
                        if (IS_OPPOSE_FIRE()) damage = damage / 3;
                        msg_print(_("熱い!", "It's hot!"));
                        take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
                }
-               if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
+               if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
                {
-                       damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
+                       damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
                        if (prace_is_(RACE_ANDROID)) damage += damage / 3;
                        if (p_ptr->resist_elec) damage = damage / 3;
                        if (IS_OPPOSE_ELEC()) damage = damage / 3;
                        msg_print(_("痛い!", "It hurts!"));
                        take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
                }
-               if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
+               if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
                {
-                       damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
+                       damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
                        if (p_ptr->resist_cold) damage = damage / 3;
                        if (IS_OPPOSE_COLD()) damage = damage / 3;
                        msg_print(_("冷たい!", "It's cold!"));
@@ -1823,7 +1710,7 @@ static void process_world_aux_hp_and_sp(void)
        /* Special floor -- Pattern, in a wall -- yields no healing */
        if (cave_no_regen) regen_amount = 0;
 
-       regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
+       regen_amount = (regen_amount * p_ptr->mutant_regenerate_mod) / 100;
 
        /* Regenerate Hit Points if needed */
        if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
@@ -2164,7 +2051,7 @@ static void process_world_aux_light(void)
                        /* Decrease life-span */
                        if (o_ptr->name2 == EGO_LITE_LONG)
                        {
-                               if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
+                               if (current_world_ptr->game_turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
                        }
                        else o_ptr->xtra4--;
 
@@ -2298,7 +2185,7 @@ static void process_world_aux_mutation(void)
                if (pet) mode |= PM_FORCE_PET;
                else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
 
-               if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, mode, '\0'))
+               if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, mode, '\0'))
                {
                        msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
                        disturb(FALSE, TRUE);
@@ -2342,7 +2229,7 @@ static void process_world_aux_mutation(void)
                msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
 
                banish_monsters(100);
-               if (!dun_level && p_ptr->town_num)
+               if (!current_floor_ptr->dun_level && p_ptr->town_num)
                {
                        int n;
 
@@ -2367,7 +2254,7 @@ static void process_world_aux_mutation(void)
                msg_print(NULL);
 
                /* Absorb light from the current possition */
-               if ((grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+               if ((current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
                {
                        hp_player(10);
                }
@@ -2407,7 +2294,7 @@ static void process_world_aux_mutation(void)
                if (pet) mode |= PM_FORCE_PET;
                else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
 
-               if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode, '\0'))
+               if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_ANIMAL, mode, '\0'))
                {
                        msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
                        disturb(FALSE, TRUE);
@@ -2485,7 +2372,7 @@ static void process_world_aux_mutation(void)
                if (pet) mode |= PM_FORCE_PET;
                else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
 
-               if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode, '\0'))
+               if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DRAGON, mode, '\0'))
                {
                        msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
                        disturb(FALSE, TRUE);
@@ -2526,11 +2413,9 @@ static void process_world_aux_mutation(void)
 
                for (monster = 0; monster < m_max; monster++)
                {
-                       monster_type *m_ptr = &m_list[monster];
+                       monster_type *m_ptr = &current_floor_ptr->m_list[monster];
                        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->level >= p_ptr->lev)
                        {
@@ -2753,7 +2638,7 @@ static void process_world_aux_curse(void)
                /* Call animal */
                if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
                {
-                       if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
+                       if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
                        {
                                GAME_TEXT o_name[MAX_NLEN];
 
@@ -2765,7 +2650,7 @@ static void process_world_aux_curse(void)
                /* Call demon */
                if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
                {
-                       if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
+                       if (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), '\0'))
                        {
                                GAME_TEXT o_name[MAX_NLEN];
 
@@ -2777,7 +2662,7 @@ static void process_world_aux_curse(void)
                /* Call dragon */
                if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
                {
-                       if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
+                       if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DRAGON,
                            (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
                        {
                                GAME_TEXT o_name[MAX_NLEN];
@@ -2790,7 +2675,7 @@ static void process_world_aux_curse(void)
                /* Call undead */
                if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
                {
-                       if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
+                       if (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), '\0'))
                        {
                                GAME_TEXT o_name[MAX_NLEN];
@@ -2904,7 +2789,7 @@ static void process_world_aux_recharge(void)
        /*
         * Recharge rods.  Rods now use timeout to control charging status,
         * and each charging rod in a stack decreases the stack's timeout by
-        * one per turn. -LM-
+        * one per current_world_ptr->game_turn. -LM-
         */
        for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
        {
@@ -2952,7 +2837,7 @@ static void process_world_aux_recharge(void)
        /* Process objects on floor */
        for (i = 1; i < o_max; i++)
        {
-               object_type *o_ptr = &o_list[i];
+               object_type *o_ptr = &current_floor_ptr->o_list[i];
 
                /* Skip dead objects */
                if (!o_ptr->k_idx) continue;
@@ -3000,15 +2885,15 @@ static void process_world_aux_movement(void)
                        disturb(FALSE, TRUE);
 
                        /* Determine the level */
-                       if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
+                       if (current_floor_ptr->dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
                        {
                                msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
 
                                if (p_ptr->dungeon_idx) p_ptr->recall_dungeon = p_ptr->dungeon_idx;
                                if (record_stair)
-                                       do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
+                                       do_cmd_write_nikki(NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
 
-                               dun_level = 0;
+                               current_floor_ptr->dun_level = 0;
                                p_ptr->dungeon_idx = 0;
 
                                leave_quest_check();
@@ -3025,26 +2910,26 @@ static void process_world_aux_movement(void)
                                p_ptr->dungeon_idx = p_ptr->recall_dungeon;
 
                                if (record_stair)
-                                       do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
+                                       do_cmd_write_nikki(NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
 
                                /* New depth */
-                               dun_level = max_dlv[p_ptr->dungeon_idx];
-                               if (dun_level < 1) dun_level = 1;
+                               current_floor_ptr->dun_level = max_dlv[p_ptr->dungeon_idx];
+                               if (current_floor_ptr->dun_level < 1) current_floor_ptr->dun_level = 1;
 
                                /* Nightmare mode makes recall more dangerous */
                                if (ironman_nightmare && !randint0(666) && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
                                {
-                                       if (dun_level < 50)
+                                       if (current_floor_ptr->dun_level < 50)
                                        {
-                                               dun_level *= 2;
+                                               current_floor_ptr->dun_level *= 2;
                                        }
-                                       else if (dun_level < 99)
+                                       else if (current_floor_ptr->dun_level < 99)
                                        {
-                                               dun_level = (dun_level + 99) / 2;
+                                               current_floor_ptr->dun_level = (current_floor_ptr->dun_level + 99) / 2;
                                        }
-                                       else if (dun_level > 100)
+                                       else if (current_floor_ptr->dun_level > 100)
                                        {
-                                               dun_level = d_info[p_ptr->dungeon_idx].maxdepth - 1;
+                                               current_floor_ptr->dun_level = d_info[p_ptr->dungeon_idx].maxdepth - 1;
                                        }
                                }
 
@@ -3066,8 +2951,6 @@ static void process_world_aux_movement(void)
                                 * and create a first saved floor
                                 */
                                prepare_change_floor_mode(CFM_FIRST_FLOOR);
-
-                               /* Leaving */
                                p_ptr->leaving = TRUE;
 
                                if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
@@ -3081,12 +2964,12 @@ static void process_world_aux_movement(void)
                                                
                                                if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
                                                    (q_ptr->status == QUEST_STATUS_TAKEN) &&
-                                                   (q_ptr->level < dun_level))
+                                                   (q_ptr->level < current_floor_ptr->dun_level))
                                                {
                                                        q_ptr->status = QUEST_STATUS_FAILED;
                                                        q_ptr->complev = (byte)p_ptr->lev;
                                                        update_playtime();
-                                                       q_ptr->comptime = playtime;
+                                                       q_ptr->comptime = current_world_ptr->play_time;
                                                        r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
                                                }
                                        }
@@ -3116,7 +2999,7 @@ static void process_world_aux_movement(void)
                        disturb(FALSE, TRUE);
 
                        /* Determine the level */
-                       if (!quest_number(dun_level) && dun_level)
+                       if (!quest_number(current_floor_ptr->dun_level) && current_floor_ptr->dun_level)
                        {
                                msg_print(_("世界が変わった!", "The world changes!"));
 
@@ -3125,8 +3008,6 @@ static void process_world_aux_movement(void)
                                 * and create a first saved floor
                                 */
                                prepare_change_floor_mode(CFM_FIRST_FLOOR);
-
-                               /* Leaving */
                                p_ptr->leaving = TRUE;
                        }
                        else
@@ -3148,7 +3029,7 @@ static void process_world_aux_movement(void)
  */
 static int get_monster_crowd_number(MONSTER_IDX m_idx)
 {
-       monster_type *m_ptr = &m_list[m_idx];
+       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
        POSITION my = m_ptr->fy;
        POSITION mx = m_ptr->fx;
        int i;
@@ -3162,7 +3043,7 @@ static int get_monster_crowd_number(MONSTER_IDX m_idx)
                if (!in_bounds(ay, ax)) continue;
 
                /* Count number of monsters */
-               if (grid_array[ay][ax].m_idx > 0) count++;
+               if (current_floor_ptr->grid_array[ay][ax].m_idx > 0) count++;
        }
 
        return count;
@@ -3187,17 +3068,15 @@ static byte get_dungeon_feeling(void)
        IDX i;
 
        /* Hack -- no feeling in the town */
-       if (!dun_level) return 0;
+       if (!current_floor_ptr->dun_level) return 0;
 
        /* Examine each monster */
        for (i = 1; i < m_max; i++)
        {
-               monster_type *m_ptr = &m_list[i];
+               monster_type *m_ptr = &current_floor_ptr->m_list[i];
                monster_race *r_ptr;
                int delta = 0;
-
-               /* Skip dead monsters */
-               if (!m_ptr->r_idx) continue;
+               if (!monster_is_valid(m_ptr)) continue;
 
                /* Ignore pet */
                if (is_pet(m_ptr)) continue;
@@ -3208,19 +3087,19 @@ static byte get_dungeon_feeling(void)
                if (r_ptr->flags1 & (RF1_UNIQUE))
                {
                        /* Nearly out-of-depth unique monsters */
-                       if (r_ptr->level + 10 > dun_level)
+                       if (r_ptr->level + 10 > current_floor_ptr->dun_level)
                        {
                                /* Boost rating by twice delta-depth */
-                               delta += (r_ptr->level + 10 - dun_level) * 2 * base;
+                               delta += (r_ptr->level + 10 - current_floor_ptr->dun_level) * 2 * base;
                        }
                }
                else
                {
                        /* Out-of-depth monsters */
-                       if (r_ptr->level > dun_level)
+                       if (r_ptr->level > current_floor_ptr->dun_level)
                        {
                                /* Boost rating by delta-depth */
-                               delta += (r_ptr->level - dun_level) * base;
+                               delta += (r_ptr->level - current_floor_ptr->dun_level) * base;
                        }
                }
 
@@ -3241,7 +3120,7 @@ static byte get_dungeon_feeling(void)
        /* Examine each unidentified object */
        for (i = 1; i < o_max; i++)
        {
-               object_type *o_ptr = &o_list[i];
+               object_type *o_ptr = &current_floor_ptr->o_list[i];
                object_kind *k_ptr = &k_info[o_ptr->k_idx];
                int delta = 0;
 
@@ -3290,10 +3169,10 @@ static byte get_dungeon_feeling(void)
                if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
 
                /* Out-of-depth objects */
-               if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > dun_level)
+               if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > current_floor_ptr->dun_level)
                {
                        /* Rating increase */
-                       delta += (k_ptr->level - dun_level) * base;
+                       delta += (k_ptr->level - current_floor_ptr->dun_level) * base;
                }
 
                rating += RATING_BOOST(delta);
@@ -3324,19 +3203,19 @@ static void update_dungeon_feeling(void)
        int delay;
 
        /* No feeling on the surface */
-       if (!dun_level) return;
+       if (!current_floor_ptr->dun_level) return;
 
        /* No feeling in the arena */
        if (p_ptr->inside_battle) return;
 
        /* Extract delay time */
-       delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
+       delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - current_floor_ptr->dun_level) * TURNS_PER_TICK / 100;
 
        /* Not yet felt anything */
-       if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
+       if (current_world_ptr->game_turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
 
        /* Extract quest number (if any) */
-       quest_num = quest_number(dun_level);
+       quest_num = quest_number(current_floor_ptr->dun_level);
 
        /* No feeling in a quest */
        if (quest_num &&
@@ -3349,7 +3228,7 @@ static void update_dungeon_feeling(void)
        new_feeling = get_dungeon_feeling();
 
        /* Remember last time updated */
-       p_ptr->feeling_turn = turn;
+       p_ptr->feeling_turn = current_world_ptr->game_turn;
 
        /* No change */
        if (p_ptr->feeling == new_feeling) return;
@@ -3378,7 +3257,7 @@ static void process_world(void)
        int day, hour, min;
 
        const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
-       s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
+       s32b prev_turn_in_today = ((current_world_ptr->game_turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
        int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
        
        extract_day_hour_min(&day, &hour, &min);
@@ -3389,7 +3268,7 @@ static void process_world(void)
        /* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
        if (ironman_downward && (p_ptr->dungeon_idx != DUNGEON_ANGBAND && p_ptr->dungeon_idx != 0))
        {
-               dun_level = 0;
+               current_floor_ptr->dun_level = 0;
                p_ptr->dungeon_idx = 0;
                prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
                p_ptr->inside_arena = FALSE;
@@ -3405,10 +3284,10 @@ static void process_world(void)
                int number_mon = 0;
 
                /* Count all hostile monsters */
-               for (i2 = 0; i2 < cur_wid; ++i2)
-                       for (j2 = 0; j2 < cur_hgt; j2++)
+               for (i2 = 0; i2 < current_floor_ptr->width; ++i2)
+                       for (j2 = 0; j2 < current_floor_ptr->height; j2++)
                        {
-                               grid_type *g_ptr = &grid_array[j2][i2];
+                               grid_type *g_ptr = &current_floor_ptr->grid_array[j2][i2];
 
                                if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != p_ptr->riding))
                                {
@@ -3429,7 +3308,7 @@ static void process_world(void)
                        GAME_TEXT m_name[MAX_NLEN];
                        monster_type *wm_ptr;
 
-                       wm_ptr = &m_list[win_m_idx];
+                       wm_ptr = &current_floor_ptr->m_list[win_m_idx];
 
                        monster_desc(m_name, wm_ptr, 0);
                        msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
@@ -3449,7 +3328,7 @@ static void process_world(void)
                        p_ptr->energy_need = 0;
                        battle_monsters();
                }
-               else if (turn - old_turn == 150 * TURNS_PER_TICK)
+               else if (current_world_ptr->game_turn - current_floor_ptr->generated_turn == 150 * TURNS_PER_TICK)
                {
                        msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
                        p_ptr->au += kakekin;
@@ -3460,11 +3339,11 @@ static void process_world(void)
        }
 
        /* Every 10 game turns */
-       if (turn % TURNS_PER_TICK) return;
+       if (current_world_ptr->game_turn % TURNS_PER_TICK) return;
 
        /*** Check the Time and Load ***/
 
-       if (!(turn % (50*TURNS_PER_TICK)))
+       if (!(current_world_ptr->game_turn % (50*TURNS_PER_TICK)))
        {
                /* Check time and load */
                if ((0 != check_time()) || (0 != check_load()))
@@ -3489,8 +3368,6 @@ static void process_world(void)
 
                                /* Stop playing */
                                p_ptr->playing = FALSE;
-
-                               /* Leaving */
                                p_ptr->leaving = TRUE;
                        }
                }
@@ -3499,7 +3376,7 @@ static void process_world(void)
        /*** Attempt timed autosave ***/
        if (autosave_t && autosave_freq && !p_ptr->inside_battle)
        {
-               if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
+               if (!(current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
                        do_cmd_save_game(TRUE);
        }
 
@@ -3511,15 +3388,15 @@ static void process_world(void)
        /*** Handle the wilderness/town (sunshine) ***/
 
        /* While in town/wilderness */
-       if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
+       if (!current_floor_ptr->dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
        {
                /* Hack -- Daybreak/Nighfall in town */
-               if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
+               if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
                {
                        bool dawn;
 
                        /* Check for dawn */
-                       dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
+                       dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
 
                        if (dawn) day_break();
                        else night_falls();
@@ -3528,12 +3405,12 @@ static void process_world(void)
        }
 
        /* While in the dungeon (vanilla_town or lite_town mode only) */
-       else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
+       else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && current_floor_ptr->dun_level)
        {
                /*** Shuffle the Storekeepers ***/
 
                /* Chance is only once a day (while in dungeon) */
-               if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
+               if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS)))
                {
                        /* Sometimes, shuffle the shop-keepers */
                        if (one_in_(STORE_SHUFFLE))
@@ -3551,7 +3428,6 @@ static void process_world(void)
                                /* Check every feature */
                                for (i = 1; i < max_f_idx; i++)
                                {
-                                       /* Access the index */
                                        feature_type *f_ptr = &f_info[i];
 
                                        /* Skip empty index */
@@ -3587,8 +3463,8 @@ static void process_world(void)
        }
 
        /* Hack -- Check for creature regeneration */
-       if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
-       if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
+       if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
+       if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
 
        if (!p_ptr->leaving)
        {
@@ -3597,7 +3473,7 @@ static void process_world(void)
                /* Hack -- Process the counters of monsters if needed */
                for (i = 0; i < MAX_MTIMED; i++)
                {
-                       if (mproc_max[i] > 0) process_monsters_mtimed(i);
+                       if (current_floor_ptr->mproc_max[i] > 0) process_monsters_mtimed(i);
                }
        }
 
@@ -3623,7 +3499,6 @@ static void process_world(void)
                /* Every 15 minutes after 11:00 pm */
                if ((hour == 23) && !(min % 15))
                {
-                       /* Disturbing */
                        disturb(FALSE, TRUE);
 
                        switch (min / 15)
@@ -3661,7 +3536,7 @@ static void process_world(void)
                                change_wild_mode();
 
                                /* Give first move to monsters */
-                               take_turn(p_ptr, 100);;
+                               take_turn(p_ptr, 100);
 
                                /* HACk -- set the encouter flag for the wilderness generation */
                                generate_encounter = TRUE;
@@ -4088,11 +3963,11 @@ static void process_command(void)
                /* Go up staircase */
                case '<':
                {
-                       if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
+                       if (!p_ptr->wild_mode && !current_floor_ptr->dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
                        {
                                if (vanilla_town) break;
 
-                               if (ambush_flag)
+                               if (p_ptr->ambush_flag)
                                {
                                        msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
                                        break;
@@ -4201,7 +4076,7 @@ static void process_command(void)
                                {
                                        msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
                                }
-                               else if (dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
+                               else if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
                                {
                                        msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
                                        msg_print(NULL);
@@ -4304,7 +4179,7 @@ static void process_command(void)
                /* Fire an item */
                case 'f':
                {
-                       do_cmd_fire();
+                       do_cmd_fire(SP_NONE);
                        break;
                }
 
@@ -4662,7 +4537,6 @@ static void pack_overflow(void)
                /* Access the slot to be dropped */
                o_ptr = &inventory[INVEN_PACK];
 
-               /* Disturbing */
                disturb(FALSE, TRUE);
 
                /* Warning */
@@ -4695,7 +4569,7 @@ static void process_upkeep_with_speed(void)
                p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
        }
        
-       /* No turn yet */
+       /* No current_world_ptr->game_turn yet */
        if (p_ptr->enchant_energy_need > 0) return;
        
        while (p_ptr->enchant_energy_need <= 0)
@@ -4722,7 +4596,7 @@ static void process_upkeep_with_speed(void)
  */
 static void process_player(void)
 {
-       IDX i;
+       MONSTER_IDX m_idx;
 
        /*** Apply energy ***/
 
@@ -4730,7 +4604,7 @@ static void process_player(void)
        {
                msg_print(_("何か変わった気がする!", "You feel different!"));
 
-               (void)gain_random_mutation(0);
+               (void)gain_mutation(p_ptr, 0);
                hack_mutation = FALSE;
        }
 
@@ -4743,14 +4617,14 @@ static void process_player(void)
 
        if (p_ptr->inside_battle)
        {
-               for(i = 1; i < m_max; i++)
+               for(m_idx = 1; m_idx < m_max; m_idx++)
                {
-                       monster_type *m_ptr = &m_list[i];
+                       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
 
-                       if (!m_ptr->r_idx) continue;
+                       if (!monster_is_valid(m_ptr)) continue;
 
                        m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-                       update_monster(i, FALSE);
+                       update_monster(m_idx, FALSE);
                }
                prt_time();
        }
@@ -4761,17 +4635,17 @@ static void process_player(void)
                p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
        }
 
-       /* No turn yet */
+       /* No current_world_ptr->game_turn yet */
        if (p_ptr->energy_need > 0) return;
        if (!command_rep) prt_time();
 
        /*** Check for interupts ***/
 
        /* Complete resting */
-       if (resting < 0)
+       if (p_ptr->resting < 0)
        {
                /* Basic resting */
-               if (resting == COMMAND_ARG_REST_FULL_HEALING)
+               if (p_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
                {
                        /* Stop resting */
                        if ((p_ptr->chp == p_ptr->mhp) &&
@@ -4782,7 +4656,7 @@ static void process_player(void)
                }
 
                /* Complete resting */
-               else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
+               else if (p_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
                {
                        /* Stop resting */
                        if ((p_ptr->chp == p_ptr->mhp) &&
@@ -4807,7 +4681,7 @@ static void process_player(void)
                        MONRACE_IDX r_idx;
                        bool success = FALSE;
                        get_mon_num_prep(monster_is_fishing_target,NULL);
-                       r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
+                       r_idx = get_mon_num(current_floor_ptr->dun_level ? current_floor_ptr->dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
                        msg_print(NULL);
                        if (r_idx && one_in_(2))
                        {
@@ -4817,7 +4691,7 @@ static void process_player(void)
                                if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
                                {
                                        GAME_TEXT m_name[MAX_NLEN];
-                                       monster_desc(m_name, &m_list[grid_array[y][x].m_idx], 0);
+                                       monster_desc(m_name, &current_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
                                        msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
                                        success = TRUE;
                                }
@@ -4854,7 +4728,7 @@ static void process_player(void)
 
        if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
        {
-               monster_type *m_ptr = &m_list[p_ptr->riding];
+               monster_type *m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
                if (MON_CSLEEP(m_ptr))
@@ -4903,7 +4777,6 @@ static void process_player(void)
                        }
                }
 
-               /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
                handle_stuff();
        }
        
@@ -4967,7 +4840,7 @@ static void process_player(void)
                p_ptr->window |= PW_PLAYER;
                p_ptr->sutemi = FALSE;
                p_ptr->counter = FALSE;
-               now_damaged = FALSE;
+               p_ptr->now_damaged = FALSE;
 
                handle_stuff();
 
@@ -4983,7 +4856,7 @@ static void process_player(void)
                /* Hack -- cancel "lurking browse mode" */
                if (!command_new) command_see = FALSE;
 
-               /* Assume free turn */
+               /* Assume free current_world_ptr->game_turn */
                free_turn(p_ptr);
 
                if (p_ptr->inside_battle)
@@ -5000,29 +4873,29 @@ static void process_player(void)
                /* Paralyzed or Knocked Out */
                else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
                {
-                       take_turn(p_ptr, 100);;
+                       take_turn(p_ptr, 100);
                }
 
                /* Resting */
                else if (p_ptr->action == ACTION_REST)
                {
                        /* Timed rest */
-                       if (resting > 0)
+                       if (p_ptr->resting > 0)
                        {
                                /* Reduce rest count */
-                               resting--;
+                               p_ptr->resting--;
 
-                               if (!resting) set_action(ACTION_NONE);
+                               if (!p_ptr->resting) set_action(ACTION_NONE);
                                p_ptr->redraw |= (PR_STATE);
                        }
 
-                       take_turn(p_ptr, 100);;
+                       take_turn(p_ptr, 100);
                }
 
                /* Fishing */
                else if (p_ptr->action == ACTION_FISH)
                {
-                       take_turn(p_ptr, 100);;
+                       take_turn(p_ptr, 100);
                }
 
                /* Running */
@@ -5075,11 +4948,9 @@ static void process_player(void)
                        process_command();
                }
 
-
                /* Hack -- Pack Overflow */
                pack_overflow();
 
-
                /*** Clean up ***/
 
                /* Significant */
@@ -5108,16 +4979,13 @@ static void process_player(void)
                                shimmer_monsters = FALSE;
 
                                /* Shimmer multi-hued monsters */
-                               for (i = 1; i < m_max; i++)
+                               for (m_idx = 1; m_idx < m_max; m_idx++)
                                {
                                        monster_type *m_ptr;
                                        monster_race *r_ptr;
 
-                                       /* Access monster */
-                                       m_ptr = &m_list[i];
-
-                                       /* Skip dead monsters */
-                                       if (!m_ptr->r_idx) continue;
+                                       m_ptr = &current_floor_ptr->m_list[m_idx];
+                                       if (!monster_is_valid(m_ptr)) continue;
 
                                        /* Skip unseen monsters */
                                        if (!m_ptr->ml) continue;
@@ -5145,15 +5013,11 @@ static void process_player(void)
                                repair_monsters = FALSE;
 
                                /* Rotate detection flags */
-                               for (i = 1; i < m_max; i++)
+                               for (m_idx = 1; m_idx < m_max; m_idx++)
                                {
                                        monster_type *m_ptr;
-
-                                       /* Access monster */
-                                       m_ptr = &m_list[i];
-
-                                       /* Skip dead monsters */
-                                       if (!m_ptr->r_idx) continue;
+                                       m_ptr = &current_floor_ptr->m_list[m_idx];
+                                       if (!monster_is_valid(m_ptr)) continue;
 
                                        /* Nice monsters get mean */
                                        if (m_ptr->mflag & MFLAG_NICE)
@@ -5183,10 +5047,10 @@ static void process_player(void)
 
                                                        /* Assume invisible */
                                                        m_ptr->ml = FALSE;
-                                                       update_monster(i, FALSE);
+                                                       update_monster(m_idx, FALSE);
 
-                                                       if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
-                                                       if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
+                                                       if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+                                                       if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
 
                                                        /* Redraw regardless */
                                                        lite_spot(m_ptr->fy, m_ptr->fx);
@@ -5196,13 +5060,14 @@ static void process_player(void)
                        }
                        if (p_ptr->pclass == CLASS_IMITATOR)
                        {
+                               int j;
                                if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
                                {
                                        p_ptr->mane_num--;
-                                       for (i = 0; i < p_ptr->mane_num; i++)
+                                       for (j = 0; j < p_ptr->mane_num; j++)
                                        {
-                                               p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
-                                               p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
+                                               p_ptr->mane_spell[j] = p_ptr->mane_spell[j + 1];
+                                               p_ptr->mane_dam[j] = p_ptr->mane_dam[j + 1];
                                        }
                                }
                                new_mane = FALSE;
@@ -5219,7 +5084,6 @@ static void process_player(void)
 
                                p_ptr->redraw |= (PR_MAP);
                                p_ptr->update |= (PU_MONSTERS);
-
                                p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
 
                                msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
@@ -5227,7 +5091,6 @@ static void process_player(void)
                                p_ptr->timewalk = FALSE;
                                p_ptr->energy_need = ENERGY_NEED();
 
-                               /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
                                handle_stuff();
                        }
                }
@@ -5268,7 +5131,7 @@ static void dungeon(bool load_game)
        int quest_num = 0;
 
        /* Set the base level */
-       base_level = dun_level;
+       current_floor_ptr->base_level = current_floor_ptr->dun_level;
 
        /* Reset various flags */
        is_loading_now = FALSE;
@@ -5292,7 +5155,7 @@ static void dungeon(bool load_game)
        target_who = 0;
        pet_t_m_idx = 0;
        riding_t_m_idx = 0;
-       ambush_flag = FALSE;
+       p_ptr->ambush_flag = FALSE;
 
        /* Cancel the health bar */
        health_track(0);
@@ -5307,7 +5170,7 @@ static void dungeon(bool load_game)
        disturb(TRUE, TRUE);
 
        /* Get index of current quest (if any) */
-       quest_num = quest_number(dun_level);
+       quest_num = quest_number(current_floor_ptr->dun_level);
 
        /* Inside a quest? */
        if (quest_num)
@@ -5324,10 +5187,10 @@ static void dungeon(bool load_game)
 
 
        /* Track maximum dungeon level (if not in quest -KMW-) */
-       if ((max_dlv[p_ptr->dungeon_idx] < dun_level) && !p_ptr->inside_quest)
+       if ((max_dlv[p_ptr->dungeon_idx] < current_floor_ptr->dun_level) && !p_ptr->inside_quest)
        {
-               max_dlv[p_ptr->dungeon_idx] = dun_level;
-               if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
+               max_dlv[p_ptr->dungeon_idx] = current_floor_ptr->dun_level;
+               if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, current_floor_ptr->dun_level, NULL);
        }
 
        (void)calculate_upkeep();
@@ -5345,19 +5208,9 @@ static void dungeon(bool load_game)
        character_xtra = TRUE;
 
        p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
+       p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
+       p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS | PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH | PU_MONSTERS | PU_DISTANCE | PU_FLOW);
 
-       /* Redraw dungeon */
-       p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
-
-       p_ptr->redraw |= (PR_MAP);
-
-       p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-
-       /* Update lite/view */
-       p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
-       p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
-
-       /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
        handle_stuff();
 
        /* Leave "xtra" mode */
@@ -5395,10 +5248,10 @@ static void dungeon(bool load_game)
        /* Print quest message if appropriate */
        if (!p_ptr->inside_quest && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
        {
-               quest_discovery(random_quest_number(dun_level));
-               p_ptr->inside_quest = random_quest_number(dun_level);
+               quest_discovery(random_quest_number(current_floor_ptr->dun_level));
+               p_ptr->inside_quest = random_quest_number(current_floor_ptr->dun_level);
        }
-       if ((dun_level == d_info[p_ptr->dungeon_idx].maxdepth) && d_info[p_ptr->dungeon_idx].final_guardian)
+       if ((current_floor_ptr->dun_level == d_info[p_ptr->dungeon_idx].maxdepth) && d_info[p_ptr->dungeon_idx].final_guardian)
        {
                if (r_info[d_info[p_ptr->dungeon_idx].final_guardian].max_num)
 #ifdef JP
@@ -5417,15 +5270,15 @@ static void dungeon(bool load_game)
        /*** Process this dungeon level ***/
 
        /* Reset the monster generation level */
-       monster_level = base_level;
+       current_floor_ptr->monster_level = current_floor_ptr->base_level;
 
        /* Reset the object generation level */
-       object_level = base_level;
+       current_floor_ptr->object_level = current_floor_ptr->base_level;
 
        is_loading_now = TRUE;
 
        if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
-           (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
+           (current_floor_ptr->dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
                p_ptr->energy_need = 0;
 
        /* Not leaving dungeon */
@@ -5438,14 +5291,14 @@ static void dungeon(bool load_game)
        while (TRUE)
        {
                /* Hack -- Compact the monster list occasionally */
-               if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
+               if ((m_cnt + 32 > current_floor_ptr->max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
 
                /* Hack -- Compress the monster list occasionally */
                if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
 
 
                /* Hack -- Compact the object list occasionally */
-               if (o_cnt + 32 > max_o_idx) compact_objects(64);
+               if (o_cnt + 32 > current_floor_ptr->max_o_idx) compact_objects(64);
 
                /* Hack -- Compress the object list occasionally */
                if (o_cnt + 32 < o_max) compact_objects(0);
@@ -5454,7 +5307,6 @@ static void dungeon(bool load_game)
                process_player();
                process_upkeep_with_speed();
 
-               /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
                handle_stuff();
 
                /* Hack -- Hilite the player */
@@ -5495,12 +5347,12 @@ static void dungeon(bool load_game)
                if (!p_ptr->playing || p_ptr->is_dead) break;
 
                /* Count game turns */
-               turn++;
+               current_world_ptr->game_turn++;
 
-               if (dungeon_turn < dungeon_turn_limit)
+               if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
                {
-                       if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
-                       else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
+                       if (!p_ptr->wild_mode || wild_regen) current_world_ptr->dungeon_turn++;
+                       else if (p_ptr->wild_mode && !(current_world_ptr->game_turn % ((MAX_HGT + MAX_WID) / 2))) current_world_ptr->dungeon_turn++;
                }
 
                prevent_turn_overflow();
@@ -5650,8 +5502,8 @@ void determine_bounty_uniques(void)
        {
                while (1)
                {
-                       kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
-                       r_ptr = &r_info[kubi_r_idx[i]];
+                       current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
+                       r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
 
                        if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
 
@@ -5659,10 +5511,10 @@ void determine_bounty_uniques(void)
 
                        if (r_ptr->rarity > 100) continue;
 
-                       if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
+                       if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
 
                        for (j = 0; j < i; j++)
-                               if (kubi_r_idx[i] == kubi_r_idx[j]) break;
+                               if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
 
                        if (j == i) break;
                }
@@ -5673,11 +5525,11 @@ void determine_bounty_uniques(void)
        {
                for (j = i; j < MAX_KUBI; j++)
                {
-                       if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
+                       if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
                        {
-                               tmp = kubi_r_idx[i];
-                               kubi_r_idx[i] = kubi_r_idx[j];
-                               kubi_r_idx[j] = tmp;
+                               tmp = current_world_ptr->bounty_r_idx[i];
+                               current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
+                               current_world_ptr->bounty_r_idx[j] = tmp;
                        }
                }
        }
@@ -5782,7 +5634,7 @@ void play_game(bool new_game)
                }
        }
 
-       /* Hack -- turn off the cursor */
+       /* Hack -- current_world_ptr->game_turn off the cursor */
        (void)Term_set_cursor(0);
 
 
@@ -5824,7 +5676,7 @@ void play_game(bool new_game)
                highscore_fd = fd_open(buf, O_RDWR);
 
                /* 町名消失バグ対策(#38205) Init the wilderness */
-               process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
+               process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
 
                /* Handle score, show Top scores */
                success = send_world_score(TRUE);
@@ -5897,7 +5749,7 @@ void play_game(bool new_game)
                character_dungeon = FALSE;
 
                /* Start in town */
-               dun_level = 0;
+               current_floor_ptr->dun_level = 0;
                p_ptr->inside_quest = 0;
                p_ptr->inside_arena = FALSE;
                p_ptr->inside_battle = FALSE;
@@ -5941,7 +5793,7 @@ void play_game(bool new_game)
                        p_ptr->riding = 0;
                        for (i = m_max; i > 0; i--)
                        {
-                               if (player_bold(m_list[i].fy, m_list[i].fx))
+                               if (player_bold(current_floor_ptr->m_list[i].fy, current_floor_ptr->m_list[i].fx))
                                {
                                        p_ptr->riding = i;
                                        break;
@@ -5954,15 +5806,15 @@ void play_game(bool new_game)
 
        p_ptr->teleport_town = FALSE;
        p_ptr->sutemi = FALSE;
-       world_monster = FALSE;
-       now_damaged = FALSE;
+       current_world_ptr->timewalk_m_idx = 0;
+       p_ptr->now_damaged = FALSE;
        now_message = 0;
        start_time = time(NULL) - 1;
        record_o_name[0] = '\0';
 
        /* Reset map panel */
-       panel_row_min = cur_hgt;
-       panel_col_min = cur_wid;
+       panel_row_min = current_floor_ptr->height;
+       panel_col_min = current_floor_ptr->width;
 
        /* Sexy gal gets bonus to maximum weapon skill of whip */
        if (p_ptr->pseikaku == SEIKAKU_SEXY)
@@ -6007,11 +5859,11 @@ void play_game(bool new_game)
        }
 
        /* Initialize the town-buildings if necessary */
-       if (!dun_level && !p_ptr->inside_quest)
+       if (!current_floor_ptr->dun_level && !p_ptr->inside_quest)
        {
                /* Init the wilderness */
 
-               process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
+               process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
 
                /* Init the town */
                init_flags = INIT_ONLY_BUILDINGS;
@@ -6102,7 +5954,7 @@ void play_game(bool new_game)
                monster_race *r_ptr = &r_info[pet_r_idx];
                place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
                                  (PM_FORCE_PET | PM_NO_KAGE));
-               m_ptr = &m_list[hack_m_idx_ii];
+               m_ptr = &current_floor_ptr->m_list[hack_m_idx_ii];
                m_ptr->mspeed = r_ptr->speed;
                m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
                m_ptr->max_maxhp = m_ptr->maxhp;
@@ -6142,7 +5994,7 @@ void play_game(bool new_game)
                /* Handle "quit and save" */
                if (!p_ptr->playing && !p_ptr->is_dead) break;
 
-               /* Erase the old grid_array */
+               /* Erase the old current_floor_ptr->grid_array */
                wipe_o_list();
                if (!p_ptr->is_dead) wipe_m_list();
 
@@ -6227,15 +6079,15 @@ void prevent_turn_overflow(void)
        int rollback_days, i, j;
        s32b rollback_turns;
 
-       if (turn < turn_limit) return;
+       if (current_world_ptr->game_turn < current_world_ptr->game_turn_limit) return;
 
-       rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
+       rollback_days = 1 + (current_world_ptr->game_turn - current_world_ptr->game_turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
        rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
 
-       if (turn > rollback_turns) turn -= rollback_turns;
-       else turn = 1; /* Paranoia */
-       if (old_turn > rollback_turns) old_turn -= rollback_turns;
-       else old_turn = 1;
+       if (current_world_ptr->game_turn > rollback_turns) current_world_ptr->game_turn -= rollback_turns;
+       else current_world_ptr->game_turn = 1;
+       if (current_floor_ptr->generated_turn > rollback_turns) current_floor_ptr->generated_turn -= rollback_turns;
+       else current_floor_ptr->generated_turn = 1;
        if (old_battle > rollback_turns) old_battle -= rollback_turns;
        else old_battle = 1;
        if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
@@ -6261,3 +6113,122 @@ void prevent_turn_overflow(void)
                }
        }
 }
+
+/*!
+ * @brief ゲーム終了処理 /
+ * Close up the current game (player may or may not be dead)
+ * @return なし
+ * @details
+ * <pre>
+ * This function is called only from "main.c" and "signals.c".
+ * </pre>
+ */
+void close_game(void)
+{
+       char buf[1024];
+       bool do_send = TRUE;
+
+       /*      concptr p = "[i:キャラクタの情報, f:ファイル書き出し, t:スコア, x:*鑑定*, ESC:ゲーム終了]"; */
+       handle_stuff();
+
+       /* Flush the messages */
+       msg_print(NULL);
+
+       /* Flush the input */
+       flush();
+
+
+       /* No suspending now */
+       signals_ignore_tstp();
+
+
+       /* Hack -- Character is now "icky" */
+       character_icky = TRUE;
+
+
+       /* Build the filename */
+       path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
+
+       /* Grab permissions */
+       safe_setuid_grab();
+
+       /* Open the high score file, for reading/writing */
+       highscore_fd = fd_open(buf, O_RDWR);
+
+       /* Drop permissions */
+       safe_setuid_drop();
+
+       /* Handle death */
+       if (p_ptr->is_dead)
+       {
+               /* Handle retirement */
+               if (p_ptr->total_winner) kingly();
+
+               /* Save memories */
+               if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
+               {
+                       if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
+               }
+               else do_send = FALSE;
+
+               /* You are dead */
+               print_tomb();
+
+               flush();
+
+               /* Show more info */
+               show_info();
+               Term_clear();
+
+               if (check_score())
+               {
+                       if ((!send_world_score(do_send)))
+                       {
+                               if (get_check_strict(_("後でスコアを登録するために待機しますか?", "Stand by for later score registration? "),
+                                       (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
+                               {
+                                       p_ptr->wait_report_score = TRUE;
+                                       p_ptr->is_dead = FALSE;
+                                       if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
+                               }
+                       }
+                       if (!p_ptr->wait_report_score)
+                               (void)top_twenty();
+               }
+               else if (highscore_fd >= 0)
+               {
+                       display_scores_aux(0, 10, -1, NULL);
+               }
+#if 0
+               /* Dump bones file */
+               make_bones();
+#endif
+       }
+
+       /* Still alive */
+       else
+       {
+               /* Save the game */
+               do_cmd_save_game(FALSE);
+
+               /* Prompt for scores */
+               prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
+               play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
+
+               /* Predict score (or ESCAPE) */
+               if (inkey() != ESCAPE) predict_score();
+       }
+
+
+       /* Shut the high score file */
+       (void)fd_close(highscore_fd);
+
+       /* Forget the high score fd */
+       highscore_fd = -1;
+
+       /* Kill all temporal files */
+       clear_saved_floor_files();
+
+       /* Allow suspending now */
+       signals_handle_tstp();
+}