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呪文の巻物の効果がスナイパーにも一部付加されていた不具合を修正。
[hengband/hengband.git] / src / floors.c
index 26becc7..67bb685 100644 (file)
@@ -23,13 +23,12 @@ static u32b latest_visit_mark;  /* Max number of visit_mark */
  * Initialize saved_floors array.  Make sure that old temporal files
  * are not remaining as gurbages.
  */
-void init_saved_floors(void)
+void init_saved_floors(bool force)
 {
        char floor_savefile[1024];
        int i;
        int fd = -1;
        int mode = 0644;
-       bool force = FALSE;
 
 #ifdef SET_UID
 # ifdef SECURE
@@ -119,8 +118,7 @@ void init_saved_floors(void)
 
 /*
  * Kill temporal files
- * Should be called just before the game quit
- * and before new game discarding saved game.
+ * Should be called just before the game quit.
  */
 void clear_saved_floor_files(void)
 {
@@ -193,6 +191,9 @@ static void kill_saved_floor(saved_floor_type *sf_ptr)
 {
        char floor_savefile[1024];
 
+       /* Paranoia */
+       if (!sf_ptr) return;
+
        /* Already empty */
        if (!sf_ptr->floor_id) return;
 
@@ -277,7 +278,8 @@ s16b get_new_floor_id(void)
        sf_ptr->lower_floor_id = 0;
        sf_ptr->visit_mark = latest_visit_mark++;
 
-       /* sf_ptr->dun_level is not yet decided */
+       /* sf_ptr->dun_level may be changed later */
+       sf_ptr->dun_level = dun_level;
 
 
        /* Increment number of floor_id */
@@ -322,7 +324,7 @@ static void build_dead_end(void)
                for (x = 0; x < MAX_WID; x++)
                {
                        /* Create "solid" perma-wall */
-                       cave[y][x].feat = FEAT_PERM_SOLID;
+                       place_solid_perm_bold(y, x);
                }
        }
 
@@ -332,33 +334,57 @@ static void build_dead_end(void)
 
        /* Give one square */
        place_floor_bold(py, px);
+
+       wipe_generate_cave_flags();
 }
 
 
+/* Maximum number of preservable pets */
+#define MAX_PARTY_MON 21
+
+static monster_type party_mon[MAX_PARTY_MON];
+
+
 /*
  * Preserve_pets
  */
 static void preserve_pet(void)
 {
-       int num = 1, i;
+       int num, i;
+
+       for (num = 0; num < MAX_PARTY_MON; num++)
+       {
+               party_mon[num].r_idx = 0;
+       }
 
        if (p_ptr->riding)
        {
-               /* Paranoia - prevent loss of rided monster */
-               for (num = 0; (num < MAX_PARTY_MON) && party_mon[num].r_idx; num++) /* Count forward */ ;
-               if (num < MAX_PARTY_MON) COPY(&party_mon[num++], &m_list[p_ptr->riding], monster_type);
+               monster_type *m_ptr = &m_list[p_ptr->riding];
 
-               /* Delete from this floor */
-               delete_monster_idx(p_ptr->riding);
+               /* Pet of other pet don't follow. */
+               if (m_ptr->parent_m_idx)
+               {
+                       p_ptr->riding = 0;
+                       p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
+                       p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
+               }
+               else
+               {
+                       /* Preserve the mount */
+                       COPY(&party_mon[0], m_ptr, monster_type);
+
+                       /* Delete from this floor */
+                       delete_monster_idx(p_ptr->riding);
+               }
        }
 
        /*
         * If player is in wild mode, no pets are preserved
         * except a monster whom player riding
         */
-       if (!p_ptr->wild_mode)
+       if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->inside_battle)
        {
-               for (i = m_max - 1; (i >= 1 && num < MAX_PARTY_MON); i--)
+               for (i = m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
                {
                        monster_type *m_ptr = &m_list[i];
 
@@ -366,7 +392,7 @@ static void preserve_pet(void)
                        if (!is_pet(m_ptr)) continue;
                        if (i == p_ptr->riding) continue;
 
-                       if (reinit_wilderness || p_ptr->inside_arena || p_ptr->inside_battle)
+                       if (reinit_wilderness)
                        {
                                /* Don't lose sight of pets when getting a Quest */
                        }
@@ -374,13 +400,19 @@ static void preserve_pet(void)
                        {
                                int dis = distance(py, px, m_ptr->fy, m_ptr->fx);
 
+                               /* Confused (etc.) monsters don't follow. */
+                               if (MON_CONFUSED(m_ptr) || MON_STUNNED(m_ptr) || MON_CSLEEP(m_ptr)) continue;
+
+                               /* Pet of other pet don't follow. */
+                               if (m_ptr->parent_m_idx) continue;
+
                                /*
                                 * Pets with nickname will follow even from 3 blocks away
                                 * when you or the pet can see the other.
                                 */
                                if (m_ptr->nickname && 
-                                   (player_has_los_bold(m_ptr->fy, m_ptr->fx) ||
-                                    los(m_ptr->fy, m_ptr->fx, py, px)))
+                                   ((player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(py, px, m_ptr->fy, m_ptr->fx)) ||
+                                    (los(m_ptr->fy, m_ptr->fx, py, px) && projectable(m_ptr->fy, m_ptr->fx, py, px))))
                                {
                                        if (dis > 3) continue;
                                }
@@ -388,11 +420,11 @@ static void preserve_pet(void)
                                {
                                        if (dis > 1) continue;
                                }
-                               if (m_ptr->confused || m_ptr->stunned || m_ptr->csleep) continue;
                        }
 
-                       for (; (num < MAX_PARTY_MON) && party_mon[num].r_idx; num++) /* Count forward */ ;
-                       if (num < MAX_PARTY_MON) COPY(&party_mon[num++], &m_list[i], monster_type);
+                       COPY(&party_mon[num], &m_list[i], monster_type);
+
+                       num++;
 
                        /* Delete from this floor */
                        delete_monster_idx(i);
@@ -412,13 +444,66 @@ static void preserve_pet(void)
                        if (p_ptr->riding == i) continue;
 
                        monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-                       do_cmd_write_nikki(NIKKI_NAMED_PET, 4, m_name);
+                       do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
+               }
+       }
+
+
+       /* Pet of other pet may disappear. */
+       for (i = m_max - 1; i >=1; i--)
+       {
+               monster_type *m_ptr = &m_list[i];
+
+               /* Are there its parent? */
+               if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
+               {
+                       /* Its parent have gone, it also goes away. */
+
+                       if (is_seen(m_ptr))
+                       {
+                               char m_name[80];
+
+                               /* Acquire the monster name */
+                               monster_desc(m_name, m_ptr, 0);
+
+#ifdef JP
+                               msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
+#else
+                               msg_format("%^s disappears!", m_name);
+#endif
+                       }
+
+                       /* Delete the monster */
+                       delete_monster_idx(i);
                }
        }
 }
 
 
 /*
+ * Pre-calculate the racial counters of preserved pets
+ * To prevent multiple generation of unique monster who is the minion of player
+ */
+void precalc_cur_num_of_pet(void)
+{
+       monster_type *m_ptr;
+       int i;
+       int max_num = p_ptr->wild_mode ? 1 : MAX_PARTY_MON;
+
+       for (i = 0; i < max_num; i++)
+       {
+               m_ptr = &party_mon[i];
+
+               /* Skip empty monsters */
+               if (!m_ptr->r_idx) continue;
+
+               /* Hack -- Increase the racial counter */
+               real_r_ptr(m_ptr)->cur_num++;
+       }
+}
+
+
+/*
  * Place preserved pet monsters on new floor
  */
 static void place_pet(void)
@@ -446,15 +531,12 @@ static void place_pet(void)
                {
                        int j, d;
 
-                       /* Don't place in arena except rided one */
-                       if (p_ptr->inside_arena || p_ptr->inside_battle) continue;
-
                        for (d = 1; d < 6; d++)
                        {
                                for (j = 1000; j > 0; j--)
                                {
                                        scatter(&cy, &cx, py, px, d, 0);
-                                       if ((cave_floor_bold(cy, cx) || (cave[cy][cx].feat == FEAT_TREES)) && !cave[cy][cx].m_idx && !player_bold(cy, cx)) break;
+                                       if (monster_can_enter(cy, cx, &r_info[party_mon[i].r_idx], 0)) break;
                                }
                                if (j) break;
                        }
@@ -477,7 +559,7 @@ static void place_pet(void)
                        m_ptr->fy = cy;
                        m_ptr->fx = cx;
                        m_ptr->ml = TRUE;
-                       m_ptr->csleep = 0;
+                       m_ptr->mtimed[MTIMED_CSLEEP] = 0;
 
                        /* Paranoia */
                        m_ptr->hold_o_idx = 0;
@@ -524,16 +606,16 @@ static void place_pet(void)
                        if (record_named_pet && m_ptr->nickname)
                        {
                                monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-                               do_cmd_write_nikki(NIKKI_NAMED_PET, 5, m_name);
+                               do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
                        }
 
                        /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
                        if (r_ptr->cur_num) r_ptr->cur_num--;
                }
-
-               /* For accuracy of precalc_cur_num_of_pet() */
-               WIPE(&party_mon[i], monster_type);
        }
+
+       /* For accuracy of precalc_cur_num_of_pet() */
+       C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
 }
 
 
@@ -562,7 +644,7 @@ static void update_unique_artifact(s16b cur_floor_id)
 
                /* Memorize location of the unique monster */
                if ((r_ptr->flags1 & RF1_UNIQUE) ||
-                   (r_ptr->flags7 & RF7_UNIQUE_7))
+                   (r_ptr->flags7 & RF7_NAZGUL))
                {
                        r_ptr->floor_id = cur_floor_id;
                }
@@ -577,7 +659,7 @@ static void update_unique_artifact(s16b cur_floor_id)
                if (!o_ptr->k_idx) continue;
 
                /* Memorize location of the artifact */
-               if (artifact_p(o_ptr))
+               if (object_is_fixed_artifact(o_ptr))
                {
                        a_info[o_ptr->name1].floor_id = cur_floor_id;
                }
@@ -631,19 +713,18 @@ static void get_out_monster(void)
                if (is_explosive_rune_grid(&cave[ny][nx])) continue;
 
                /* ...nor onto the Pattern */
-               if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
-                   (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
+               if (pattern_tile(ny, nx)) continue;
 
                /*** It's a good place ***/
 
                m_ptr = &m_list[m_idx];
 
-               /* Update the new location */
-               cave[ny][nx].m_idx = m_idx;
-
                /* Update the old location */
                cave[oy][ox].m_idx = 0;
 
+               /* Update the new location */
+               cave[ny][nx].m_idx = m_idx;
+
                /* Move the monster */
                m_ptr->fy = ny;
                m_ptr->fx = nx; 
@@ -657,12 +738,120 @@ static void get_out_monster(void)
 
 
 /*
+ * Is this feature has special meaning (except floor_id) with c_ptr->special?
+ */
+#define feat_uses_special(F) (have_flag(f_info[(F)].flags, FF_SPECIAL))
+
+
+/*
+ * Virtually teleport onto the stairs that is connecting between two
+ * floors.
+ *
+ * Teleport level spell and trap doors will always lead the player to
+ * the one of the floors connected by the one of the stairs in the
+ * current floor.
+ */
+static void locate_connected_stairs(saved_floor_type *sf_ptr)
+{
+       int x, y, sx = 0, sy = 0;
+       int x_table[20];
+       int y_table[20];
+       int num = 0;
+       int i;
+
+       /* Search usable stairs */
+       for (y = 0; y < cur_hgt; y++)
+       {
+               for (x = 0; x < cur_wid; x++)
+               {
+                       cave_type *c_ptr = &cave[y][x];
+                       feature_type *f_ptr = &f_info[c_ptr->feat];
+                       bool ok = FALSE;
+
+                       if (change_floor_mode & CFM_UP)
+                       {
+                               if (have_flag(f_ptr->flags, FF_LESS) && have_flag(f_ptr->flags, FF_STAIRS) &&
+                                   !have_flag(f_ptr->flags, FF_SPECIAL))
+                               {
+                                       ok = TRUE;
+
+                                       /* Found fixed stairs? */
+                                       if (c_ptr->special &&
+                                           c_ptr->special == sf_ptr->upper_floor_id)
+                                       {
+                                               sx = x;
+                                               sy = y;
+                                       }
+                               }
+                       }
+
+                       else if (change_floor_mode & CFM_DOWN)
+                       {
+                               if (have_flag(f_ptr->flags, FF_MORE) && have_flag(f_ptr->flags, FF_STAIRS) &&
+                                   !have_flag(f_ptr->flags, FF_SPECIAL))
+                               {
+                                       ok = TRUE;
+
+                                       /* Found fixed stairs */
+                                       if (c_ptr->special &&
+                                           c_ptr->special == sf_ptr->lower_floor_id)
+                                       {
+                                               sx = x;
+                                               sy = y;
+                                       }
+                               }
+                       }
+
+                       else
+                       {
+                               if (have_flag(f_ptr->flags, FF_BLDG))
+                               {
+                                       ok = TRUE;
+                               }
+                       }
+
+                       if (ok && (num < 20))
+                       {
+                               x_table[num] = x;
+                               y_table[num] = y;
+                               num++;
+                       }
+               }
+       }
+
+       if (sx)
+       {
+               /* Already fixed */
+               py = sy;
+               px = sx;
+       }
+       else if (!num)
+       {
+               /* No stairs found! -- No return */
+               prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
+
+               /* Mega Hack -- It's not the stairs you enter.  Disable it.  */
+               if (!feat_uses_special(cave[py][px].feat)) cave[py][px].special = 0;
+       }
+       else
+       {
+               /* Choose random one */
+               i = randint0(num);
+
+               /* Point stair location */
+               py = y_table[i];
+               px = x_table[i];
+       }
+}
+
+/*
  * Maintain quest monsters, mark next floor_id at stairs, save current
  * floor, and prepare to enter next floor.
  */
 void leave_floor(void)
 {
        cave_type *c_ptr = NULL;
+       feature_type *f_ptr;
        saved_floor_type *sf_ptr;
        int quest_r_idx = 0;
        int i;
@@ -670,17 +859,24 @@ void leave_floor(void)
        /* Preserve pets and prepare to take these to next floor */
        preserve_pet();
 
+       /* Remove all mirrors without explosion */
+       remove_all_mirrors(FALSE);
+
+       if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
+
        /* New floor is not yet prepared */
        new_floor_id = 0;
 
-
-       /* From somewhere of the surface to somewhere of the surface */
-       if (!dungeon_type)
+       /* Temporary get a floor_id (for Arena) */
+       if (!p_ptr->floor_id &&
+           (change_floor_mode & CFM_SAVE_FLOORS) &&
+           !(change_floor_mode & CFM_NO_RETURN))
        {
-               /* No need to save current floor */
-               return;
+           /* Get temporal floor_id */
+           p_ptr->floor_id = get_new_floor_id();
        }
 
+
        /* Search the quest monster index */
        for (i = 0; i < max_quests; i++)
        {
@@ -712,7 +908,7 @@ void leave_floor(void)
 
                /* Ignore unique monsters */
                if ((r_ptr->flags1 & RF1_UNIQUE) ||
-                   (r_ptr->flags7 & RF7_UNIQUE_7)) continue;
+                   (r_ptr->flags7 & RF7_NAZGUL)) continue;
 
                /* Delete non-unique quest monsters */
                delete_monster_idx(i);
@@ -727,7 +923,7 @@ void leave_floor(void)
                if (!o_ptr->k_idx) continue;
 
                /* Delete old memorized location of the artifact */
-               if (artifact_p(o_ptr))
+               if (object_is_fixed_artifact(o_ptr))
                {
                        a_info[o_ptr->name1].floor_id = 0;
                }
@@ -739,122 +935,55 @@ void leave_floor(void)
        /* Choose random stairs */
        if ((change_floor_mode & CFM_RAND_CONNECT) && p_ptr->floor_id)
        {
-               int x, y, sx = 0, sy = 0;
-               int x_table[20];
-               int y_table[20];
-               int num = 0;
-               int i;
-
-               /* Search usable stairs */
-               for (y = 0; y < cur_hgt; y++)
-               {
-                       for (x = 0; x < cur_wid; x++)
-                       {
-                               cave_type *c_ptr = &cave[y][x];
-                               bool ok = FALSE;
-
-                               if (change_floor_mode & CFM_UP)
-                               {
-                                       /* Found fixed stairs */
-                                       if (c_ptr->special &&
-                                           c_ptr->special == sf_ptr->upper_floor_id)
-                                       {
-                                               sx = x;
-                                               sy = y;
-                                       }
-
-                                       if (c_ptr->feat == FEAT_LESS ||
-                                           c_ptr->feat == FEAT_LESS_LESS)
-                                               ok = TRUE;
-                               }
-                               else if (change_floor_mode & CFM_DOWN)
-                               {
-                                       /* Found fixed stairs */
-                                       if (c_ptr->special &&
-                                           c_ptr->special == sf_ptr->lower_floor_id)
-                                       {
-                                               sx = x;
-                                               sy = y;
-                                       }
-
-                                       if (c_ptr->feat == FEAT_MORE ||
-                                           c_ptr->feat == FEAT_MORE_MORE)
-                                               ok = TRUE;
-                               }
-
-                               if (ok && num < 20)
-                               {
-                                       x_table[num] = x;
-                                       y_table[num] = y;
-                                       num++;
-                               }
-                       }
-               }
-
-               if (sx)
-               {
-                       /* Already fixed */
-                       py = sy;
-                       px = sx;
-               }
-               else if (!num)
-               {
-                       /* No stairs found! -- No return */
-                       prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
-
-                       /* Mega Hack -- It's not the stairs you enter.  Disable it.  */
-                       cave[py][px].special = 0;
-               }
-               else
-               {
-                       /* Choose random one */
-                       i = randint0(num);
-
-                       /* Point stair location */
-                       py = y_table[i];
-                       px = x_table[i];
-               }
+               locate_connected_stairs(sf_ptr);
        }
 
        /* Extract new dungeon level */
-       if (!(change_floor_mode & CFM_CLEAR_ALL))
+       if (change_floor_mode & CFM_SAVE_FLOORS)
        {
-               int move_num = 0;
-
                /* Extract stair position */
                c_ptr = &cave[py][px];
+               f_ptr = &f_info[c_ptr->feat];
 
                /* Get back to old saved floor? */
-               if (dun_level && c_ptr->special && get_sf_ptr(c_ptr->special))
+               if (c_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(c_ptr->special))
                {
                        /* Saved floor is exist.  Use it. */
                        new_floor_id = c_ptr->special;
                }
 
-               /* Extract level movement number */
-               if (change_floor_mode & CFM_DOWN) move_num = 1;
-               else if (change_floor_mode & CFM_UP) move_num = -1;
-               
                /* Mark shaft up/down */
-               if (c_ptr->feat == FEAT_LESS_LESS ||
-                   c_ptr->feat == FEAT_MORE_MORE)
+               if (have_flag(f_ptr->flags, FF_STAIRS) && have_flag(f_ptr->flags, FF_SHAFT))
                {
                        prepare_change_floor_mode(CFM_SHAFT);
-                       move_num += SGN(move_num);
                }
+       }
+
+       /* Climb up/down some sort of stairs */
+       if (change_floor_mode & (CFM_DOWN | CFM_UP))
+       {
+               int move_num = 0;
+
+               /* Extract level movement number */
+               if (change_floor_mode & CFM_DOWN) move_num = 1;
+               else if (change_floor_mode & CFM_UP) move_num = -1;
+
+               /* Shafts are deeper than normal stairs */
+               if (change_floor_mode & CFM_SHAFT)
+                       move_num += SGN(move_num);
 
                /* Get out from or Enter the dungeon */
                if (change_floor_mode & CFM_DOWN)
                {
                        if (!dun_level)
-                               move_num = d_info[c_ptr->special].mindepth;
+                               move_num = d_info[dungeon_type].mindepth;
                }
                else if (change_floor_mode & CFM_UP)
                {
                        if (dun_level + move_num < d_info[dungeon_type].mindepth)
                                move_num = -dun_level;
                }
-               
+
                dun_level += move_num;
        }
 
@@ -871,10 +1000,11 @@ void leave_floor(void)
                dungeon_type = 0;
 
                /* Reach to the surface -- Clear all saved floors */
-               prepare_change_floor_mode(CFM_CLEAR_ALL);
+               change_floor_mode &= ~CFM_SAVE_FLOORS;
        }
 
-       if (change_floor_mode & CFM_CLEAR_ALL)
+       /* Kill some old saved floors */
+       if (!(change_floor_mode & CFM_SAVE_FLOORS))
        {
                int i;
 
@@ -906,13 +1036,10 @@ void leave_floor(void)
                new_floor_id = get_new_floor_id();
 
                /* Connect from here */
-               if (c_ptr)
+               if (c_ptr && !feat_uses_special(c_ptr->feat))
                {
                        c_ptr->special = new_floor_id;
                }
-
-               /* Record new dungeon level */
-               get_sf_ptr(new_floor_id)->dun_level = dun_level;
        }
 
        /* Fix connection -- level teleportation or trap door */
@@ -925,7 +1052,8 @@ void leave_floor(void)
        }
 
        /* If you can return, you need to save previous floor */
-       if (!(change_floor_mode & (CFM_NO_RETURN | CFM_CLEAR_ALL)))
+       if ((change_floor_mode & CFM_SAVE_FLOORS) &&
+           !(change_floor_mode & CFM_NO_RETURN))
        {
                /* Get out of the my way! */
                get_out_monster();
@@ -980,13 +1108,14 @@ void change_floor(void)
        /* Mega-Hack -- not ambushed on the wildness? */
        ambush_flag = FALSE;
 
-       /* On the surface */
-       if (!dungeon_type)
+       /* No saved floors (On the surface etc.) */
+       if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
+           !(change_floor_mode & CFM_FIRST_FLOOR))
        {
                /* Create cave */
                generate_cave();
 
-               /* Paranoia -- Now on the surface */
+               /* Paranoia -- No new saved floor */
                new_floor_id = 0;
        }
 
@@ -1016,9 +1145,16 @@ void change_floor(void)
                                {
                                        cave_type *c_ptr = &cave[py][px];
 
-                                       /* Reset to floor */
-                                       place_floor_grid(c_ptr);
-                                       c_ptr->special = 0;
+                                       if (!feat_uses_special(c_ptr->feat))
+                                       {
+                                               if (change_floor_mode & (CFM_DOWN | CFM_UP))
+                                               {
+                                                       /* Reset to floor */
+                                                       c_ptr->feat = floor_type[randint0(100)];
+                                               }
+
+                                               c_ptr->special = 0;
+                                       }
                                }
                        }
                }
@@ -1048,14 +1184,27 @@ void change_floor(void)
                        }
                }
 
+               /* Break connection to killed floor */
+               else
+               {
+                       if (change_floor_mode & CFM_UP)
+                               sf_ptr->lower_floor_id = 0;
+                       else if (change_floor_mode & CFM_DOWN)
+                               sf_ptr->upper_floor_id = 0;
+               }
+
                /* Maintain monsters and artifacts */
                if (loaded)
                {
                        int i;
-                       s32b absence_ticks = (turn - sf_ptr->last_visit) / TURNS_PER_TICK;
+                       s32b tmp_last_visit = sf_ptr->last_visit;
+                       s32b absence_ticks;
                        int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
                        int alloc_times;
 
+                       while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
+                       absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;
+
                        /* Maintain monsters */
                        for (i = 1; i < m_max; i++)
                        {
@@ -1070,23 +1219,13 @@ void change_floor(void)
                                        /* Restore HP */
                                        m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
 
-                                       /* Remove fear */
-                                       m_ptr->monfear = 0;
-
-                                       /* Remove invulnerability */
-                                       m_ptr->invulner = 0;
-
-                                       /* Remove fast status */
-                                       m_ptr->fast = 0;
-
-                                       /* Remove slow status */
-                                       m_ptr->slow = 0;
-
-                                       /* Remove stun */
-                                       m_ptr->stunned = 0;
-
-                                       /* Remove confusion */
-                                       m_ptr->confused = 0;
+                                       /* Remove timed status (except MTIMED_CSLEEP) */
+                                       (void)set_monster_fast(i, 0);
+                                       (void)set_monster_slow(i, 0);
+                                       (void)set_monster_stunned(i, 0);
+                                       (void)set_monster_confused(i, 0);
+                                       (void)set_monster_monfear(i, 0);
+                                       (void)set_monster_invulner(i, 0, FALSE);
                                }
 
                                /* Extract real monster race */
@@ -1094,7 +1233,7 @@ void change_floor(void)
 
                                /* Ignore non-unique */
                                if (!(r_ptr->flags1 & RF1_UNIQUE) &&
-                                   !(r_ptr->flags7 & RF7_UNIQUE_7)) continue;
+                                   !(r_ptr->flags7 & RF7_NAZGUL)) continue;
 
                                /* Appear at a different floor? */
                                if (r_ptr->floor_id != new_floor_id)
@@ -1113,7 +1252,7 @@ void change_floor(void)
                                if (!o_ptr->k_idx) continue;
 
                                /* Ignore non-artifact */
-                               if (!artifact_p(o_ptr)) continue;
+                               if (!object_is_fixed_artifact(o_ptr)) continue;
 
                                /* Appear at a different floor? */
                                if (a_info[o_ptr->name1].floor_id != new_floor_id)
@@ -1128,7 +1267,7 @@ void change_floor(void)
                                }
                        }
 
-                       place_quest_monsters();
+                       (void)place_quest_monsters();
 
                        /* Place some random monsters */
                        alloc_times = absence_ticks / alloc_chance;
@@ -1180,11 +1319,9 @@ void change_floor(void)
                        /* Set correct dun_level value */
                        sf_ptr->dun_level = dun_level;
 
-                       /* Creat connected stairs */
-                       if (!(change_floor_mode & (CFM_NO_RETURN | CFM_CLEAR_ALL)) && dun_level)
+                       /* Create connected stairs */
+                       if (!(change_floor_mode & CFM_NO_RETURN))
                        {
-                               bool ok = TRUE;
-
                                /* Extract stair position */
                                cave_type *c_ptr = &cave[py][px];
 
@@ -1193,34 +1330,20 @@ void change_floor(void)
                                /* No stairs down from Quest */
                                if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
                                {
-                                       if (change_floor_mode & CFM_SHAFT)
-                                               c_ptr->feat = FEAT_MORE_MORE;
-                                       else
-                                               c_ptr->feat = FEAT_MORE;
+                                       c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
                                }
 
                                /* No stairs up when ironman_downward */
                                else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
                                {
-                                       if (change_floor_mode & CFM_SHAFT)
-                                               c_ptr->feat = FEAT_LESS_LESS;
-                                       else
-                                               c_ptr->feat = FEAT_LESS;
-                               }
-                               else
-                               {
-                                       /* Hum??? */
-                                       ok = FALSE;
+                                       c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
                                }
 
-                               if (ok)
-                               {
-                                       /* Paranoia -- Clear mimic */
-                                       c_ptr->mimic = 0;
+                               /* Paranoia -- Clear mimic */
+                               c_ptr->mimic = 0;
 
-                                       /* Connect to previous floor */
-                                       c_ptr->special = p_ptr->floor_id;
-                               }
+                               /* Connect to previous floor */
+                               c_ptr->special = p_ptr->floor_id;
                        }
                }
 
@@ -1231,7 +1354,8 @@ void change_floor(void)
                }
 
                /* You see stairs blocked */
-               else if (change_floor_mode & CFM_NO_RETURN)
+               else if ((change_floor_mode & CFM_NO_RETURN) &&
+                        (change_floor_mode & (CFM_DOWN | CFM_UP)))
                {
                        if (!p_ptr->blind)
                        {
@@ -1281,6 +1405,10 @@ void change_floor(void)
        /* Remember when this level was "created" */
        old_turn = turn;
 
+       /* No dungeon feeling yet */
+       p_ptr->feeling_turn = old_turn;
+       p_ptr->feeling = 0;
+
        /* Clear all flags */
        change_floor_mode = 0L;
 }
@@ -1339,6 +1467,14 @@ void stair_creation(void)
        /* Extract current floor data */
        sf_ptr = get_sf_ptr(p_ptr->floor_id);
 
+       /* Paranoia */
+       if (!sf_ptr)
+       {
+               /* No floor id? -- Create now! */
+               p_ptr->floor_id = get_new_floor_id();
+               sf_ptr = get_sf_ptr(p_ptr->floor_id);
+       } 
+
        /* Choose randomly */
        if (up && down)
        {
@@ -1369,6 +1505,7 @@ void stair_creation(void)
                                cave_type *c_ptr = &cave[y][x];
 
                                if (!c_ptr->special) continue;
+                               if (feat_uses_special(c_ptr->feat)) continue;
                                if (c_ptr->special != dest_floor_id) continue;
 
                                /* Remove old stairs */
@@ -1397,22 +1534,18 @@ void stair_creation(void)
        /* Create a staircase */
        if (up)
        {
-               if (dest_sf_ptr->last_visit && dest_sf_ptr->dun_level <= dun_level - 2)
-                       cave_set_feat(py, px, FEAT_LESS_LESS);
-               else
-                       cave_set_feat(py, px, FEAT_LESS);
+               cave_set_feat(py, px,
+                       (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level <= dun_level - 2)) ?
+                       feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair);
        }
        else
        {
-               if (dest_sf_ptr->last_visit && dest_sf_ptr->dun_level >= dun_level + 2)
-                       cave_set_feat(py, px, FEAT_MORE_MORE);
-               else
-                       cave_set_feat(py, px, FEAT_MORE);
+               cave_set_feat(py, px,
+                       (dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level >= dun_level + 2)) ?
+                       feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair);
        }
 
 
        /* Connect this stairs to the destination */
        cave[py][px].special = dest_floor_id;
 }
-
-