+#define COMPLEX_WALL_ILLUMINATION
+
+/*
+ * Check for "local" illumination
+ */
+static bool check_local_illumination(int y, int x)
+{
+ /* Hack -- move towards player */
+ int yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
+ int xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
+
+ /* Check for "local" illumination */
+
+#ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
+
+ /* Check for "complex" illumination */
+ if ((feat_supports_los(get_feat_mimic(&cave[yy][xx])) &&
+ (cave[yy][xx].info & CAVE_GLOW)) ||
+ (feat_supports_los(get_feat_mimic(&cave[y][xx])) &&
+ (cave[y][xx].info & CAVE_GLOW)) ||
+ (feat_supports_los(get_feat_mimic(&cave[yy][x])) &&
+ (cave[yy][x].info & CAVE_GLOW)))
+ {
+ return TRUE;
+ }
+ else return FALSE;
+
+#else /* COMPLEX_WALL_ILLUMINATION */
+
+ /* Check for "simple" illumination */
+ return (cave[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
+
+#endif /* COMPLEX_WALL_ILLUMINATION */
+}
+
+
+#define update_local_illumination_aux(Y, X) \
+{ \
+ if (player_has_los_bold((Y), (X))) \
+ { \
+ /* Update the monster */ \
+ if (cave[(Y)][(X)].m_idx) update_mon(cave[(Y)][(X)].m_idx, FALSE); \
+\
+ /* Notice and redraw */ \
+ note_spot((Y), (X)); \
+ lite_spot((Y), (X)); \
+ } \
+}
+
+
+/*
+ * Update "local" illumination
+ */
+void update_local_illumination(int y, int x)
+{
+ int i, yy, xx;
+
+ if (!in_bounds(y, x)) return;
+
+#ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
+
+ if ((y != py) && (x != px))
+ {
+ yy = (y < py) ? (y - 1) : (y + 1);
+ xx = (x < px) ? (x - 1) : (x + 1);
+ update_local_illumination_aux(yy, xx);
+ update_local_illumination_aux(y, xx);
+ update_local_illumination_aux(yy, x);
+ }
+ else if (x != px) /* y == py */
+ {
+ xx = (x < px) ? (x - 1) : (x + 1);
+ for (i = -1; i <= 1; i++)
+ {
+ yy = y + i;
+ update_local_illumination_aux(yy, xx);
+ }
+ yy = y - 1;
+ update_local_illumination_aux(yy, x);
+ yy = y + 1;
+ update_local_illumination_aux(yy, x);
+ }
+ else if (y != py) /* x == px */
+ {
+ yy = (y < py) ? (y - 1) : (y + 1);
+ for (i = -1; i <= 1; i++)
+ {
+ xx = x + i;
+ update_local_illumination_aux(yy, xx);
+ }
+ xx = x - 1;
+ update_local_illumination_aux(y, xx);
+ xx = x + 1;
+ update_local_illumination_aux(y, xx);
+ }
+ else /* Player's grid */
+ {
+ for (i = 0; i < 8; i++)
+ {
+ yy = y + ddy_cdd[i];
+ xx = x + ddx_cdd[i];
+ update_local_illumination_aux(yy, xx);
+ }
+ }
+
+#else /* COMPLEX_WALL_ILLUMINATION */
+
+ if ((y != py) && (x != px))
+ {
+ yy = (y < py) ? (y - 1) : (y + 1);
+ xx = (x < px) ? (x - 1) : (x + 1);
+ update_local_illumination_aux(yy, xx);
+ }
+ else if (x != px) /* y == py */
+ {
+ xx = (x < px) ? (x - 1) : (x + 1);
+ for (i = -1; i <= 1; i++)
+ {
+ yy = y + i;
+ update_local_illumination_aux(yy, xx);
+ }
+ }
+ else if (y != py) /* x == px */
+ {
+ yy = (y < py) ? (y - 1) : (y + 1);
+ for (i = -1; i <= 1; i++)
+ {
+ xx = x + i;
+ update_local_illumination_aux(yy, xx);
+ }
+ }
+ else /* Player's grid */
+ {
+ for (i = 0; i < 8; i++)
+ {
+ yy = y + ddy_cdd[i];
+ xx = x + ddx_cdd[i];
+ update_local_illumination_aux(yy, xx);
+ }
+ }
+
+#endif /* COMPLEX_WALL_ILLUMINATION */
+}
+
+