#pragma once

#include "system/angband.h"

/*
 * Flags for change floor mode
 */
#define CFM_UP 0x0001 /* Move up */
#define CFM_DOWN 0x0002 /* Move down */
#define CFM_LONG_STAIRS 0x0004 /* Randomly occurred long stairs/shaft */
#define CFM_XXX 0x0008 /* XXX */
#define CFM_SHAFT 0x0010 /* Shaft */
#define CFM_RAND_PLACE 0x0020 /* Arrive at random grid */
#define CFM_RAND_CONNECT 0x0040 /* Connect with random stairs */
#define CFM_SAVE_FLOORS 0x0080 /* Save floors */
#define CFM_NO_RETURN 0x0100 /* Flee from random quest etc... */
#define CFM_FIRST_FLOOR 0x0200 /* Create exit from the dungeon */

#define MAX_SAVED_FLOORS 20 /*!< 保存フロアの最大数 / Maximum number of saved floors. */

/*
 *  A structure type for the saved floor
 */
typedef struct
{
	FLOOR_IDX floor_id;        /* No recycle until 65536 IDs are all used */
	s16b savefile_id;     /* ID for savefile (from 0 to MAX_SAVED_FLOOR) */
	DEPTH dun_level;
	s32b last_visit;      /* Time count of last visit. 0 for new floor. */
	u32b visit_mark;      /* Older has always smaller mark. */
	FLOOR_IDX upper_floor_id;  /* a floor connected with level teleportation */
	FLOOR_IDX lower_floor_id;  /* a floor connected with level tel. and trap door */
} saved_floor_type;

extern u32b saved_floor_file_sign;
extern bool repair_monsters;

void init_saved_floors(player_type *creature_ptr, bool force);
void change_floor(player_type *creature_ptr);
void leave_floor(player_type *creature_ptr);
void clear_saved_floor_files(player_type *creature_ptr);
saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id);
FLOOR_IDX get_new_floor_id(player_type *creature_ptr);
void prepare_change_floor_mode(player_type *creature_ptr, BIT_FLAGS mode);
void precalc_cur_num_of_pet(player_type *creature_ptr);
FLOOR_IDX max_floor_id;
