-#include "angband.h"
-#include "util.h"
-
-#include "dungeon.h"
-#include "floor.h"
-#include "floor-events.h"
-#include "grid.h"
-#include "monster.h"
-#include "monster-status.h"
-#include "quest.h"
-#include "object-hook.h"
-#include "player-move.h"
-#include "world.h"
-#include "player-effects.h"
-#include "objectkind.h"
-#include "object-ego.h"
-#include "cmd-dump.h"
-#include "view-mainwindow.h"
-
-static bool mon_invis;
-static POSITION mon_fy, mon_fx;
-
-void day_break(floor_type *floor_ptr)
-{
- POSITION y, x;
- msg_print(_("夜が明けた。", "The sun has risen."));
-
- if (!p_ptr->wild_mode)
- {
- /* Hack -- Scan the town */
- for (y = 0; y < floor_ptr->height; y++)
- {
- for (x = 0; x < floor_ptr->width; x++)
- {
- grid_type *g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Assume lit */
- g_ptr->info |= (CAVE_GLOW);
-
- /* Hack -- Memorize lit grids if allowed */
- if (view_perma_grids) g_ptr->info |= (CAVE_MARK);
-
- note_spot(y, x);
- }
- }
- }
-
- p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
- p_ptr->redraw |= (PR_MAP);
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- if (p_ptr->special_defense & NINJA_S_STEALTH)
- {
- if (floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(p_ptr, FALSE);
- }
-
-}
-
-void night_falls(floor_type *floor_ptr)
-{
- POSITION y, x;
- msg_print(_("日が沈んだ。", "The sun has fallen."));
-
- if (!p_ptr->wild_mode)
- {
- /* Hack -- Scan the town */
- for (y = 0; y < floor_ptr->height; y++)
- {
- for (x = 0; x < floor_ptr->width; x++)
- {
- grid_type *g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Feature code (applying "mimic" field) */
- feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
-
- if (!is_mirror_grid(g_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
- !have_flag(f_ptr->flags, FF_ENTRANCE))
- {
- /* Assume dark */
- g_ptr->info &= ~(CAVE_GLOW);
-
- if (!have_flag(f_ptr->flags, FF_REMEMBER))
- {
- /* Forget the normal floor grid */
- g_ptr->info &= ~(CAVE_MARK);
-
- note_spot(y, x);
- }
- }
- }
-
- glow_deep_lava_and_bldg(floor_ptr);
- }
- }
-
- p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
- p_ptr->redraw |= (PR_MAP);
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- if (p_ptr->special_defense & NINJA_S_STEALTH)
- {
- if (floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(p_ptr, FALSE);
- }
-
-}
-
-/*!
- * @brief 現在フロアに残っている敵モンスターの数を返す /
- * @return 現在の敵モンスターの数
- */
-MONSTER_NUMBER count_all_hostile_monsters(floor_type *floor_ptr)
-{
- POSITION x, y;
- MONSTER_NUMBER number_mon = 0;
-
- for (x = 0; x < floor_ptr->width; ++x)
- {
- for (y = 0; y < floor_ptr->height; ++y)
- {
- MONSTER_IDX m_idx = floor_ptr->grid_array[y][x].m_idx;
-
- if (m_idx > 0 && is_hostile(&floor_ptr->m_list[m_idx]))
- {
- ++number_mon;
- }
- }
- }
-
- return number_mon;
-}
-
-
-
-/*!
- * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
- */
-#define RATING_BOOST(delta) (delta * delta + 50 * delta)
-
- /*!
- * @brief ダンジョンの雰囲気を算出する。
- * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
- * @return 算出されたダンジョンの雰囲気ランク
- */
-byte get_dungeon_feeling(floor_type *floor_ptr)
-{
- const int base = 10;
- int rating = 0;
- MONSTER_IDX i;
-
- /* Hack -- no feeling in the town */
- if (!floor_ptr->dun_level) return 0;
-
- /* Examine each monster */
- for (i = 1; i < floor_ptr->m_max; i++)
- {
- monster_type *m_ptr = &floor_ptr->m_list[i];
- monster_race *r_ptr;
- int delta = 0;
- if (!monster_is_valid(m_ptr)) continue;
-
- if (is_pet(m_ptr)) continue;
-
- r_ptr = &r_info[m_ptr->r_idx];
-
- if (r_ptr->flags1 & (RF1_UNIQUE))
- {
- /* Nearly out-of-depth unique monsters */
- if (r_ptr->level + 10 > floor_ptr->dun_level)
- {
- /* Boost rating by twice delta-depth */
- delta += (r_ptr->level + 10 - floor_ptr->dun_level) * 2 * base;
- }
- }
- else
- {
- /* Out-of-depth monsters */
- if (r_ptr->level > floor_ptr->dun_level)
- {
- /* Boost rating by delta-depth */
- delta += (r_ptr->level - floor_ptr->dun_level) * base;
- }
- }
-
- /* Unusually crowded monsters get a little bit of rating boost */
- if (r_ptr->flags1 & RF1_FRIENDS)
- {
- if (5 <= get_monster_crowd_number(i)) delta += 1;
- }
- else
- {
- if (2 <= get_monster_crowd_number(i)) delta += 1;
- }
-
-
- rating += RATING_BOOST(delta);
- }
-
- /* Examine each unidentified object */
- for (i = 1; i < floor_ptr->o_max; i++)
- {
- object_type *o_ptr = &floor_ptr->o_list[i];
- object_kind *k_ptr = &k_info[o_ptr->k_idx];
- int delta = 0;
-
- if (!OBJECT_IS_VALID(o_ptr)) continue;
-
- /* Skip known objects */
- if (object_is_known(o_ptr))
- {
- /* Touched? */
- if (o_ptr->marked & OM_TOUCHED) continue;
- }
-
- /* Skip pseudo-known objects */
- if (o_ptr->ident & IDENT_SENSE) continue;
-
- /* Ego objects */
- if (object_is_ego(o_ptr))
- {
- ego_item_type *e_ptr = &e_info[o_ptr->name2];
-
- delta += e_ptr->rating * base;
- }
-
- /* Artifacts */
- if (object_is_artifact(o_ptr))
- {
- PRICE cost = object_value_real(o_ptr);
-
- delta += 10 * base;
- if (cost > 10000L) delta += 10 * base;
- if (cost > 50000L) delta += 10 * base;
- if (cost > 100000L) delta += 10 * base;
-
- /* Special feeling */
- if (!preserve_mode) return 1;
- }
-
- if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
- if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
- if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
- if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
- if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
- if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
- if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
- 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 > floor_ptr->dun_level)
- {
- /* Rating increase */
- delta += (k_ptr->level - floor_ptr->dun_level) * base;
- }
-
- rating += RATING_BOOST(delta);
- }
-
-
- if (rating > RATING_BOOST(1000)) return 2;
- if (rating > RATING_BOOST(800)) return 3;
- if (rating > RATING_BOOST(600)) return 4;
- if (rating > RATING_BOOST(400)) return 5;
- if (rating > RATING_BOOST(300)) return 6;
- if (rating > RATING_BOOST(200)) return 7;
- if (rating > RATING_BOOST(100)) return 8;
- if (rating > RATING_BOOST(0)) return 9;
-
- return 10;
-}
-
-/*!
- * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
- * / Update dungeon feeling, and announce it if changed
- * @return なし
- */
-void update_dungeon_feeling(player_type *subject_ptr, floor_type *floor_ptr)
-{
- byte new_feeling;
- int quest_num;
- int delay;
-
- /* No feeling on the surface */
- if (!floor_ptr->dun_level) return;
-
- /* No feeling in the arena */
- if (subject_ptr->phase_out) return;
-
- /* Extract delay time */
- delay = MAX(10, 150 - subject_ptr->skill_fos) * (150 - floor_ptr->dun_level) * TURNS_PER_TICK / 100;
-
- /* Not yet felt anything */
- if (current_world_ptr->game_turn < subject_ptr->feeling_turn + delay && !cheat_xtra) return;
-
- /* Extract quest number (if any) */
- quest_num = quest_number(floor_ptr->dun_level);
-
- /* No feeling in a quest */
- if (quest_num &&
- (is_fixed_quest_idx(quest_num) &&
- !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
- !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
-
-
- /* Get new dungeon feeling */
- new_feeling = get_dungeon_feeling(floor_ptr);
-
- /* Remember last time updated */
- subject_ptr->feeling_turn = current_world_ptr->game_turn;
-
- /* No change */
- if (subject_ptr->feeling == new_feeling) return;
-
- /* Dungeon feeling is changed */
- subject_ptr->feeling = new_feeling;
-
- /* Announce feeling */
- do_cmd_feeling(subject_ptr);
-
- select_floor_music(subject_ptr);
-
- /* Update the level indicator */
- subject_ptr->redraw |= (PR_DEPTH);
-
- if (disturb_minor) disturb(subject_ptr, FALSE, FALSE);
-}
-
-
-/*
- * Glow deep lava and building entrances in the floor
- */
-void glow_deep_lava_and_bldg(floor_type *floor_ptr)
-{
- POSITION y, x, yy, xx;
- DIRECTION i;
- grid_type *g_ptr;
-
- /* Not in the darkness dungeon */
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) return;
-
- for (y = 0; y < floor_ptr->height; y++)
- {
- for (x = 0; x < floor_ptr->width; x++)
- {
- g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Feature code (applying "mimic" field) */
-
- if (have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_GLOW))
- {
- for (i = 0; i < 9; i++)
- {
- yy = y + ddy_ddd[i];
- xx = x + ddx_ddd[i];
- if (!in_bounds2(floor_ptr, yy, xx)) continue;
- floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
- }
- }
- }
- }
-
- /* Update the view and lite */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
-
- p_ptr->redraw |= (PR_MAP);
-}
-
-/*
- * Actually erase the entire "lite" array, redrawing every grid
- */
-void forget_lite(floor_type *floor_ptr)
-{
- int i;
- POSITION x, y;
-
- /* None to forget */
- if (!floor_ptr->lite_n) return;
-
- /* Clear them all */
- for (i = 0; i < floor_ptr->lite_n; i++)
- {
- y = floor_ptr->lite_y[i];
- x = floor_ptr->lite_x[i];
-
- /* Forget "LITE" flag */
- floor_ptr->grid_array[y][x].info &= ~(CAVE_LITE);
-
- /* lite_spot(y, x); Perhaps don't need? */
- }
-
- /* None left */
- floor_ptr->lite_n = 0;
-}
-
-
-
-/*
- * Update the set of grids "illuminated" by the player's lite.
- *
- * This routine needs to use the results of "update_view()"
- *
- * Note that "blindness" does NOT affect "torch lite". Be careful!
- *
- * We optimize most lites (all non-artifact lites) by using "obvious"
- * facts about the results of "small" lite radius, and we attempt to
- * list the "nearby" grids before the more "distant" ones in the
- * array of torch-lit grids.
- *
- * We assume that "radius zero" lite is in fact no lite at all.
- *
- * Torch Lantern Artifacts
- * (etc)
- * ***
- * *** *****
- * *** ***** *******
- * *@* **@** ***@***
- * *** ***** *******
- * *** *****
- * ***
- */
-void update_lite(player_type *subject_ptr, floor_type *floor_ptr)
-{
- int i;
- POSITION x, y, min_x, max_x, min_y, max_y;
- POSITION p = subject_ptr->cur_lite;
- grid_type *g_ptr;
-
- /*** Special case ***/
-
-#if 0
- /* Hack -- Player has no lite */
- if (p <= 0)
- {
- /* Forget the old lite */
- /* forget_lite(); Perhaps don't need? */
-
- /* Add it to later visual update */
- cave_redraw_later(&floor_ptr->grid_array[subject_ptr->y][subject_ptr->x], subject_ptr->y, subject_ptr->x);
- }
-#endif
-
- /*** Save the old "lite" grids for later ***/
-
- /* Clear them all */
- for (i = 0; i < floor_ptr->lite_n; i++)
- {
- y = floor_ptr->lite_y[i];
- x = floor_ptr->lite_x[i];
-
- /* Mark the grid as not "lite" */
- floor_ptr->grid_array[y][x].info &= ~(CAVE_LITE);
-
- /* Mark the grid as "seen" */
- floor_ptr->grid_array[y][x].info |= (CAVE_TEMP);
-
- /* Add it to the "seen" set */
- tmp_pos.y[tmp_pos.n] = y;
- tmp_pos.x[tmp_pos.n] = x;
- tmp_pos.n++;
- }
-
- /* None left */
- floor_ptr->lite_n = 0;
-
-
- /*** Collect the new "lite" grids ***/
-
- /* Radius 1 -- torch radius */
- if (p >= 1)
- {
- /* Player grid */
- cave_lite_hack(floor_ptr, subject_ptr->y, subject_ptr->x);
-
- /* Adjacent grid */
- cave_lite_hack(floor_ptr, subject_ptr->y + 1, subject_ptr->x);
- cave_lite_hack(floor_ptr, subject_ptr->y - 1, subject_ptr->x);
- cave_lite_hack(floor_ptr, subject_ptr->y, subject_ptr->x + 1);
- cave_lite_hack(floor_ptr, subject_ptr->y, subject_ptr->x - 1);
-
- /* Diagonal grids */
- cave_lite_hack(floor_ptr, subject_ptr->y + 1, subject_ptr->x + 1);
- cave_lite_hack(floor_ptr, subject_ptr->y + 1, subject_ptr->x - 1);
- cave_lite_hack(floor_ptr, subject_ptr->y - 1, subject_ptr->x + 1);
- cave_lite_hack(floor_ptr, subject_ptr->y - 1, subject_ptr->x - 1);
- }
-
- /* Radius 2 -- lantern radius */
- if (p >= 2)
- {
- /* South of the player */
- if (cave_los_bold(floor_ptr, subject_ptr->y + 1, subject_ptr->x))
- {
- cave_lite_hack(floor_ptr, subject_ptr->y + 2, subject_ptr->x);
- cave_lite_hack(floor_ptr, subject_ptr->y + 2, subject_ptr->x + 1);
- cave_lite_hack(floor_ptr, subject_ptr->y + 2, subject_ptr->x - 1);
- }
-
- /* North of the player */
- if (cave_los_bold(floor_ptr, subject_ptr->y - 1, subject_ptr->x))
- {
- cave_lite_hack(floor_ptr, subject_ptr->y - 2, subject_ptr->x);
- cave_lite_hack(floor_ptr, subject_ptr->y - 2, subject_ptr->x + 1);
- cave_lite_hack(floor_ptr, subject_ptr->y - 2, subject_ptr->x - 1);
- }
-
- /* East of the player */
- if (cave_los_bold(floor_ptr, subject_ptr->y, subject_ptr->x + 1))
- {
- cave_lite_hack(floor_ptr, subject_ptr->y, subject_ptr->x + 2);
- cave_lite_hack(floor_ptr, subject_ptr->y + 1, subject_ptr->x + 2);
- cave_lite_hack(floor_ptr, subject_ptr->y - 1, subject_ptr->x + 2);
- }
-
- /* West of the player */
- if (cave_los_bold(floor_ptr, subject_ptr->y, subject_ptr->x - 1))
- {
- cave_lite_hack(floor_ptr, subject_ptr->y, subject_ptr->x - 2);
- cave_lite_hack(floor_ptr, subject_ptr->y + 1, subject_ptr->x - 2);
- cave_lite_hack(floor_ptr, subject_ptr->y - 1, subject_ptr->x - 2);
- }
- }
-
- /* Radius 3+ -- artifact radius */
- if (p >= 3)
- {
- int d;
-
- /* Paranoia -- see "LITE_MAX" */
- if (p > 14) p = 14;
-
- /* South-East of the player */
- if (cave_los_bold(floor_ptr, subject_ptr->y + 1, subject_ptr->x + 1))
- {
- cave_lite_hack(floor_ptr, subject_ptr->y + 2, subject_ptr->x + 2);
- }
-
- /* South-West of the player */
- if (cave_los_bold(floor_ptr, subject_ptr->y + 1, subject_ptr->x - 1))
- {
- cave_lite_hack(floor_ptr, subject_ptr->y + 2, subject_ptr->x - 2);
- }
-
- /* North-East of the player */
- if (cave_los_bold(floor_ptr, subject_ptr->y - 1, subject_ptr->x + 1))
- {
- cave_lite_hack(floor_ptr, subject_ptr->y - 2, subject_ptr->x + 2);
- }
-
- /* North-West of the player */
- if (cave_los_bold(floor_ptr, subject_ptr->y - 1, subject_ptr->x - 1))
- {
- cave_lite_hack(floor_ptr, subject_ptr->y - 2, subject_ptr->x - 2);
- }
-
- /* Maximal north */
- min_y = subject_ptr->y - p;
- if (min_y < 0) min_y = 0;
-
- /* Maximal south */
- max_y = subject_ptr->y + p;
- if (max_y > floor_ptr->height - 1) max_y = floor_ptr->height - 1;
-
- /* Maximal west */
- min_x = subject_ptr->x - p;
- if (min_x < 0) min_x = 0;
-
- /* Maximal east */
- max_x = subject_ptr->x + p;
- if (max_x > floor_ptr->width - 1) max_x = floor_ptr->width - 1;
-
- /* Scan the maximal box */
- for (y = min_y; y <= max_y; y++)
- {
- for (x = min_x; x <= max_x; x++)
- {
- int dy = (subject_ptr->y > y) ? (subject_ptr->y - y) : (y - subject_ptr->y);
- int dx = (subject_ptr->x > x) ? (subject_ptr->x - x) : (x - subject_ptr->x);
-
- /* Skip the "central" grids (above) */
- if ((dy <= 2) && (dx <= 2)) continue;
-
- /* Hack -- approximate the distance */
- d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
-
- /* Skip distant grids */
- if (d > p) continue;
-
- /* Viewable, nearby, grids get "torch lit" */
- if (floor_ptr->grid_array[y][x].info & CAVE_VIEW)
- {
- /* This grid is "torch lit" */
- cave_lite_hack(floor_ptr, y, x);
- }
- }
- }
- }
-
-
- /*** Complete the algorithm ***/
-
- /* Draw the new grids */
- for (i = 0; i < floor_ptr->lite_n; i++)
- {
- y = floor_ptr->lite_y[i];
- x = floor_ptr->lite_x[i];
-
- g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Update fresh grids */
- if (g_ptr->info & (CAVE_TEMP)) continue;
-
- /* Add it to later visual update */
- cave_note_and_redraw_later(g_ptr, y, x);
- }
-
- /* Clear them all */
- for (i = 0; i < tmp_pos.n; i++)
- {
- y = tmp_pos.y[i];
- x = tmp_pos.x[i];
-
- g_ptr = &floor_ptr->grid_array[y][x];
-
- /* No longer in the array */
- g_ptr->info &= ~(CAVE_TEMP);
-
- /* Update stale grids */
- if (g_ptr->info & (CAVE_LITE)) continue;
-
- /* Add it to later visual update */
- cave_redraw_later(g_ptr, y, x);
- }
-
- /* None left */
- tmp_pos.n = 0;
-
- /* Mega-Hack -- Visual update later */
- subject_ptr->update |= (PU_DELAY_VIS);
-}
-
-
-/*
- * Clear the viewable space
- */
-void forget_view(floor_type *floor_ptr)
-{
- int i;
-
- grid_type *g_ptr;
-
- /* None to forget */
- if (!floor_ptr->view_n) return;
-
- /* Clear them all */
- for (i = 0; i < floor_ptr->view_n; i++)
- {
- POSITION y = floor_ptr->view_y[i];
- POSITION x = floor_ptr->view_x[i];
- g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Forget that the grid is viewable */
- g_ptr->info &= ~(CAVE_VIEW);
-
- /* if (!panel_contains(y, x)) continue; */
-
- /* Update the screen */
- /* lite_spot(y, x); Perhaps don't need? */
- }
-
- /* None left */
- floor_ptr->view_n = 0;
-}
-
-
-
-/*
- * Helper function for "update_view()" below
- *
- * We are checking the "viewability" of grid (y,x) by the player.
- *
- * This function assumes that (y,x) is legal (i.e. on the map).
- *
- * Grid (y1,x1) is on the "diagonal" between (p_ptr->y,p_ptr->x) and (y,x)
- * Grid (y2,x2) is "adjacent", also between (p_ptr->y,p_ptr->x) and (y,x).
- *
- * Note that we are using the "CAVE_XTRA" field for marking grids as
- * "easily viewable". This bit is cleared at the end of "update_view()".
- *
- * This function adds (y,x) to the "viewable set" if necessary.
- *
- * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
- */
-static bool update_view_aux(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
-{
- bool f1, f2, v1, v2, z1, z2, wall;
-
- grid_type *g_ptr;
-
- grid_type *g1_c_ptr;
- grid_type *g2_c_ptr;
-
- /* Access the grids */
- g1_c_ptr = &p_ptr->current_floor_ptr->grid_array[y1][x1];
- g2_c_ptr = &p_ptr->current_floor_ptr->grid_array[y2][x2];
-
-
- /* Check for walls */
- f1 = (cave_los_grid(g1_c_ptr));
- f2 = (cave_los_grid(g2_c_ptr));
-
- /* Totally blocked by physical walls */
- if (!f1 && !f2) return (TRUE);
-
-
- /* Check for visibility */
- v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
- v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
-
- /* Totally blocked by "unviewable neighbors" */
- if (!v1 && !v2) return (TRUE);
-
- g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
-
-
- /* Check for walls */
- wall = (!cave_los_grid(g_ptr));
-
-
- /* Check the "ease" of visibility */
- z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
- z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
-
- /* Hack -- "easy" plus "easy" yields "easy" */
- if (z1 && z2)
- {
- g_ptr->info |= (CAVE_XTRA);
-
- cave_view_hack(g_ptr, y, x);
-
- return (wall);
- }
-
- /* Hack -- primary "easy" yields "viewed" */
- if (z1)
- {
- cave_view_hack(g_ptr, y, x);
-
- return (wall);
- }
-
- /* Hack -- "view" plus "view" yields "view" */
- if (v1 && v2)
- {
- /* g_ptr->info |= (CAVE_XTRA); */
-
- cave_view_hack(g_ptr, y, x);
-
- return (wall);
- }
-
-
- /* Mega-Hack -- the "los()" function works poorly on walls */
- if (wall)
- {
- cave_view_hack(g_ptr, y, x);
-
- return (wall);
- }
-
-
- /* Hack -- check line of sight */
- if (los(p_ptr->current_floor_ptr, p_ptr->y, p_ptr->x, y, x))
- {
- cave_view_hack(g_ptr, y, x);
-
- return (wall);
- }
-
-
- /* Assume no line of sight. */
- return (TRUE);
-}
-
-
-/*
- * Calculate the viewable space
- *
- * 1: Process the player
- * 1a: The player is always (easily) viewable
- * 2: Process the diagonals
- * 2a: The diagonals are (easily) viewable up to the first wall
- * 2b: But never go more than 2/3 of the "full" distance
- * 3: Process the main axes
- * 3a: The main axes are (easily) viewable up to the first wall
- * 3b: But never go more than the "full" distance
- * 4: Process sequential "strips" in each of the eight octants
- * 4a: Each strip runs along the previous strip
- * 4b: The main axes are "previous" to the first strip
- * 4c: Process both "sides" of each "direction" of each strip
- * 4c1: Each side aborts as soon as possible
- * 4c2: Each side tells the next strip how far it has to check
- *
- * Note that the octant processing involves some pretty interesting
- * observations involving when a grid might possibly be viewable from
- * a given grid, and on the order in which the strips are processed.
- *
- * Note the use of the mathematical facts shown below, which derive
- * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
- * hypotenuse of a right triangle is primarily determined by the length
- * of the longest side, when one side is small, and is strictly less
- * than one-and-a-half times as long as the longest side when both of
- * the sides are large.
- *
- * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
- * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
- *
- * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
- *
- * These observations are important because the calculation of the actual
- * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
- * while for small values (up to about 20 or so), the approximations above
- * are correct to within an error of at most one grid or so.
- *
- * Observe the use of "full" and "over" in the code below, and the use of
- * the specialized calculation involving "limit", all of which derive from
- * the observations given above. Basically, we note that the "circle" of
- * view is completely contained in an "octagon" whose bounds are easy to
- * determine, and that only a few steps are needed to derive the actual
- * bounds of the circle given the bounds of the octagon.
- *
- * Note that by skipping all the grids in the corners of the octagon, we
- * place an upper limit on the number of grids in the field of view, given
- * that "full" is never more than 20. Of the 1681 grids in the "square" of
- * view, only about 1475 of these are in the "octagon" of view, and even
- * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
- * entries to completely contain the actual field of view.
- *
- * Note also the care taken to prevent "running off the map". The use of
- * explicit checks on the "validity" of the "diagonal", and the fact that
- * the loops are never allowed to "leave" the map, lets "update_view_aux()"
- * use the optimized "cave_los_bold(p_ptr->current_floor_ptr, )" macro, and to avoid the overhead
- * of multiple checks on the validity of grids.
- *
- * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
- * "ws","wn" variables. They work like this: While travelling down the
- * south-bound strip just to the east of the main south axis, as soon as
- * we get to a grid which does not "transmit" viewing, if all of the strips
- * preceding us (in this case, just the main axis) had terminated at or before
- * the same point, then we can stop, and reset the "max distance" to ourself.
- * So, each strip (named by major axis plus offset, thus "se" in this case)
- * maintains a "blockage" variable, initialized during the main axis step,
- * and checks it whenever a blockage is observed. After processing each
- * strip as far as the previous strip told us to process, the next strip is
- * told not to go farther than the current strip's farthest viewable grid,
- * unless open space is still available. This uses the "k" variable.
- *
- * Note the use of "inline" macros for efficiency. The "cave_los_grid()"
- * macro is a replacement for "cave_los_bold(p_ptr->current_floor_ptr, )" which takes a pointer to
- * a grid instead of its location. The "cave_view_hack()" macro is a
- * chunk of code which adds the given location to the "view" array if it
- * is not already there, using both the actual location and a pointer to
- * the grid. See above.
- *
- * By the way, the purpose of this code is to reduce the dependancy on the
- * "los()" function which is slow, and, in some cases, not very accurate.
- *
- * It is very possible that I am the only person who fully understands this
- * function, and for that I am truly sorry, but efficiency was very important
- * and the "simple" version of this function was just not fast enough. I am
- * more than willing to replace this function with a simpler one, if it is
- * equally efficient, and especially willing if the new function happens to
- * derive "reverse-line-of-sight" at the same time, since currently monsters
- * just use an optimized hack of "you see me, so I see you", and then use the
- * actual "projectable()" function to check spell attacks.
- */
-void update_view(player_type *subject_ptr, floor_type *floor_ptr)
-{
- int n, m, d, k, z;
- POSITION y, x;
-
- int se, sw, ne, nw, es, en, ws, wn;
-
- int full, over;
-
- POSITION y_max = floor_ptr->height - 1;
- POSITION x_max = floor_ptr->width - 1;
-
- grid_type *g_ptr;
-
- /*** Initialize ***/
-
- /* Optimize */
- if (view_reduce_view && !floor_ptr->dun_level)
- {
- /* Full radius (10) */
- full = MAX_SIGHT / 2;
-
- /* Octagon factor (15) */
- over = MAX_SIGHT * 3 / 4;
- }
-
- /* Normal */
- else
- {
- /* Full radius (20) */
- full = MAX_SIGHT;
-
- /* Octagon factor (30) */
- over = MAX_SIGHT * 3 / 2;
- }
-
-
- /*** Step 0 -- Begin ***/
-
- /* Save the old "view" grids for later */
- for (n = 0; n < floor_ptr->view_n; n++)
- {
- y = floor_ptr->view_y[n];
- x = floor_ptr->view_x[n];
- g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Mark the grid as not in "view" */
- g_ptr->info &= ~(CAVE_VIEW);
-
- /* Mark the grid as "seen" */
- g_ptr->info |= (CAVE_TEMP);
-
- /* Add it to the "seen" set */
- tmp_pos.y[tmp_pos.n] = y;
- tmp_pos.x[tmp_pos.n] = x;
- tmp_pos.n++;
- }
-
- /* Start over with the "view" array */
- floor_ptr->view_n = 0;
-
- /*** Step 1 -- adjacent grids ***/
-
- /* Now start on the player */
- y = subject_ptr->y;
- x = subject_ptr->x;
- g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Assume the player grid is easily viewable */
- g_ptr->info |= (CAVE_XTRA);
-
- /* Assume the player grid is viewable */
- cave_view_hack(g_ptr, y, x);
-
-
- /*** Step 2 -- Major Diagonals ***/
-
- /* Hack -- Limit */
- z = full * 2 / 3;
-
- /* Scan south-east */
- for (d = 1; d <= z; d++)
- {
- g_ptr = &floor_ptr->grid_array[y + d][x + d];
- g_ptr->info |= (CAVE_XTRA);
- cave_view_hack(g_ptr, y + d, x + d);
- if (!cave_los_grid(g_ptr)) break;
- }
-
- /* Scan south-west */
- for (d = 1; d <= z; d++)
- {
- g_ptr = &floor_ptr->grid_array[y + d][x - d];
- g_ptr->info |= (CAVE_XTRA);
- cave_view_hack(g_ptr, y + d, x - d);
- if (!cave_los_grid(g_ptr)) break;
- }
-
- /* Scan north-east */
- for (d = 1; d <= z; d++)
- {
- g_ptr = &floor_ptr->grid_array[y - d][x + d];
- g_ptr->info |= (CAVE_XTRA);
- cave_view_hack(g_ptr, y - d, x + d);
- if (!cave_los_grid(g_ptr)) break;
- }
-
- /* Scan north-west */
- for (d = 1; d <= z; d++)
- {
- g_ptr = &floor_ptr->grid_array[y - d][x - d];
- g_ptr->info |= (CAVE_XTRA);
- cave_view_hack(g_ptr, y - d, x - d);
- if (!cave_los_grid(g_ptr)) break;
- }
-
- /*** Step 3 -- major axes ***/
-
- /* Scan south */
- for (d = 1; d <= full; d++)
- {
- g_ptr = &floor_ptr->grid_array[y + d][x];
- g_ptr->info |= (CAVE_XTRA);
- cave_view_hack(g_ptr, y + d, x);
- if (!cave_los_grid(g_ptr)) break;
- }
-
- /* Initialize the "south strips" */
- se = sw = d;
-
- /* Scan north */
- for (d = 1; d <= full; d++)
- {
- g_ptr = &floor_ptr->grid_array[y - d][x];
- g_ptr->info |= (CAVE_XTRA);
- cave_view_hack(g_ptr, y - d, x);
- if (!cave_los_grid(g_ptr)) break;
- }
-
- /* Initialize the "north strips" */
- ne = nw = d;
-
- /* Scan east */
- for (d = 1; d <= full; d++)
- {
- g_ptr = &floor_ptr->grid_array[y][x + d];
- g_ptr->info |= (CAVE_XTRA);
- cave_view_hack(g_ptr, y, x + d);
- if (!cave_los_grid(g_ptr)) break;
- }
-
- /* Initialize the "east strips" */
- es = en = d;
-
- /* Scan west */
- for (d = 1; d <= full; d++)
- {
- g_ptr = &floor_ptr->grid_array[y][x - d];
- g_ptr->info |= (CAVE_XTRA);
- cave_view_hack(g_ptr, y, x - d);
- if (!cave_los_grid(g_ptr)) break;
- }
-
- /* Initialize the "west strips" */
- ws = wn = d;
-
-
- /*** Step 4 -- Divide each "octant" into "strips" ***/
-
- /* Now check each "diagonal" (in parallel) */
- for (n = 1; n <= over / 2; n++)
- {
- POSITION ypn, ymn, xpn, xmn;
-
- /* Acquire the "bounds" of the maximal circle */
- z = over - n - n;
- if (z > full - n) z = full - n;
- while ((z + n + (n >> 1)) > full) z--;
-
-
- /* Access the four diagonal grids */
- ypn = y + n;
- ymn = y - n;
- xpn = x + n;
- xmn = x - n;
-
-
- /* South strip */
- if (ypn < y_max)
- {
- /* Maximum distance */
- m = MIN(z, y_max - ypn);
-
- /* East side */
- if ((xpn <= x_max) && (n < se))
- {
- /* Scan */
- for (k = n, d = 1; d <= m; d++)
- {
- /* Check grid "d" in strip "n", notice "blockage" */
- if (update_view_aux(ypn + d, xpn, ypn + d - 1, xpn - 1, ypn + d - 1, xpn))
- {
- if (n + d >= se) break;
- }
-
- /* Track most distant "non-blockage" */
- else
- {
- k = n + d;
- }
- }
-
- /* Limit the next strip */
- se = k + 1;
- }
-
- /* West side */
- if ((xmn >= 0) && (n < sw))
- {
- /* Scan */
- for (k = n, d = 1; d <= m; d++)
- {
- /* Check grid "d" in strip "n", notice "blockage" */
- if (update_view_aux(ypn + d, xmn, ypn + d - 1, xmn + 1, ypn + d - 1, xmn))
- {
- if (n + d >= sw) break;
- }
-
- /* Track most distant "non-blockage" */
- else
- {
- k = n + d;
- }
- }
-
- /* Limit the next strip */
- sw = k + 1;
- }
- }
-
-
- /* North strip */
- if (ymn > 0)
- {
- /* Maximum distance */
- m = MIN(z, ymn);
-
- /* East side */
- if ((xpn <= x_max) && (n < ne))
- {
- /* Scan */
- for (k = n, d = 1; d <= m; d++)
- {
- /* Check grid "d" in strip "n", notice "blockage" */
- if (update_view_aux(ymn - d, xpn, ymn - d + 1, xpn - 1, ymn - d + 1, xpn))
- {
- if (n + d >= ne) break;
- }
-
- /* Track most distant "non-blockage" */
- else
- {
- k = n + d;
- }
- }
-
- /* Limit the next strip */
- ne = k + 1;
- }
-
- /* West side */
- if ((xmn >= 0) && (n < nw))
- {
- /* Scan */
- for (k = n, d = 1; d <= m; d++)
- {
- /* Check grid "d" in strip "n", notice "blockage" */
- if (update_view_aux(ymn - d, xmn, ymn - d + 1, xmn + 1, ymn - d + 1, xmn))
- {
- if (n + d >= nw) break;
- }
-
- /* Track most distant "non-blockage" */
- else
- {
- k = n + d;
- }
- }
-
- /* Limit the next strip */
- nw = k + 1;
- }
- }
-
-
- /* East strip */
- if (xpn < x_max)
- {
- /* Maximum distance */
- m = MIN(z, x_max - xpn);
-
- /* South side */
- if ((ypn <= x_max) && (n < es))
- {
- /* Scan */
- for (k = n, d = 1; d <= m; d++)
- {
- /* Check grid "d" in strip "n", notice "blockage" */
- if (update_view_aux(ypn, xpn + d, ypn - 1, xpn + d - 1, ypn, xpn + d - 1))
- {
- if (n + d >= es) break;
- }
-
- /* Track most distant "non-blockage" */
- else
- {
- k = n + d;
- }
- }
-
- /* Limit the next strip */
- es = k + 1;
- }
-
- /* North side */
- if ((ymn >= 0) && (n < en))
- {
- /* Scan */
- for (k = n, d = 1; d <= m; d++)
- {
- /* Check grid "d" in strip "n", notice "blockage" */
- if (update_view_aux(ymn, xpn + d, ymn + 1, xpn + d - 1, ymn, xpn + d - 1))
- {
- if (n + d >= en) break;
- }
-
- /* Track most distant "non-blockage" */
- else
- {
- k = n + d;
- }
- }
-
- /* Limit the next strip */
- en = k + 1;
- }
- }
-
-
- /* West strip */
- if (xmn > 0)
- {
- /* Maximum distance */
- m = MIN(z, xmn);
-
- /* South side */
- if ((ypn <= y_max) && (n < ws))
- {
- /* Scan */
- for (k = n, d = 1; d <= m; d++)
- {
- /* Check grid "d" in strip "n", notice "blockage" */
- if (update_view_aux(ypn, xmn - d, ypn - 1, xmn - d + 1, ypn, xmn - d + 1))
- {
- if (n + d >= ws) break;
- }
-
- /* Track most distant "non-blockage" */
- else
- {
- k = n + d;
- }
- }
-
- /* Limit the next strip */
- ws = k + 1;
- }
-
- /* North side */
- if ((ymn >= 0) && (n < wn))
- {
- /* Scan */
- for (k = n, d = 1; d <= m; d++)
- {
- /* Check grid "d" in strip "n", notice "blockage" */
- if (update_view_aux(ymn, xmn - d, ymn + 1, xmn - d + 1, ymn, xmn - d + 1))
- {
- if (n + d >= wn) break;
- }
-
- /* Track most distant "non-blockage" */
- else
- {
- k = n + d;
- }
- }
-
- /* Limit the next strip */
- wn = k + 1;
- }
- }
- }
-
-
- /*** Step 5 -- Complete the algorithm ***/
-
- /* Update all the new grids */
- for (n = 0; n < floor_ptr->view_n; n++)
- {
- y = floor_ptr->view_y[n];
- x = floor_ptr->view_x[n];
- g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Clear the "CAVE_XTRA" flag */
- g_ptr->info &= ~(CAVE_XTRA);
-
- /* Update only newly viewed grids */
- if (g_ptr->info & (CAVE_TEMP)) continue;
-
- /* Add it to later visual update */
- cave_note_and_redraw_later(g_ptr, y, x);
- }
-
- /* Wipe the old grids, update as needed */
- for (n = 0; n < tmp_pos.n; n++)
- {
- y = tmp_pos.y[n];
- x = tmp_pos.x[n];
- g_ptr = &floor_ptr->grid_array[y][x];
-
- /* No longer in the array */
- g_ptr->info &= ~(CAVE_TEMP);
-
- /* Update only non-viewable grids */
- if (g_ptr->info & (CAVE_VIEW)) continue;
-
- /* Add it to later visual update */
- cave_redraw_later(g_ptr, y, x);
- }
-
- /* None left */
- tmp_pos.n = 0;
-
- /* Mega-Hack -- Visual update later */
- subject_ptr->update |= (PU_DELAY_VIS);
-}
-
-
-/*!
- * @brief モンスターによる光量状態更新 / Add a square to the changes array
- * @param subject_ptr 主観となるクリーチャーの参照ポインタ
- * @param y Y座標
- * @param x X座標
- */
-static void mon_lite_hack(player_type *subject_ptr, POSITION y, POSITION x)
-{
- grid_type *g_ptr;
- int dpf, d;
- POSITION midpoint;
-
- /* We trust this grid is in bounds */
- /* if (!in_bounds2(y, x)) return; */
-
- g_ptr = &subject_ptr->current_floor_ptr->grid_array[y][x];
-
- /* Want a unlit square in view of the player */
- if ((g_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
-
- if (!cave_los_grid(g_ptr))
- {
- /* Hack -- Prevent monster lite leakage in walls */
-
- /* Horizontal walls between player and a monster */
- if (((y < subject_ptr->y) && (y > mon_fy)) || ((y > subject_ptr->y) && (y < mon_fy)))
- {
- dpf = subject_ptr->y - mon_fy;
- d = y - mon_fy;
- midpoint = mon_fx + ((subject_ptr->x - mon_fx) * ABS(d)) / ABS(dpf);
-
- /* Only first wall viewed from mid-x is lit */
- if (x < midpoint)
- {
- if (!cave_los_bold(subject_ptr->current_floor_ptr, y, x + 1)) return;
- }
- else if (x > midpoint)
- {
- if (!cave_los_bold(subject_ptr->current_floor_ptr, y, x - 1)) return;
- }
-
- /* Hack XXX XXX - Is it a wall and monster not in LOS? */
- else if (mon_invis) return;
- }
-
- /* Vertical walls between player and a monster */
- if (((x < subject_ptr->x) && (x > mon_fx)) || ((x > subject_ptr->x) && (x < mon_fx)))
- {
- dpf = subject_ptr->x - mon_fx;
- d = x - mon_fx;
- midpoint = mon_fy + ((subject_ptr->y - mon_fy) * ABS(d)) / ABS(dpf);
-
- /* Only first wall viewed from mid-y is lit */
- if (y < midpoint)
- {
- if (!cave_los_bold(subject_ptr->current_floor_ptr, y + 1, x)) return;
- }
- else if (y > midpoint)
- {
- if (!cave_los_bold(subject_ptr->current_floor_ptr, y - 1, x)) return;
- }
-
- /* Hack XXX XXX - Is it a wall and monster not in LOS? */
- else if (mon_invis) return;
- }
- }
-
- /* We trust tmp_pos.n does not exceed TEMP_MAX */
-
- /* New grid */
- if (!(g_ptr->info & CAVE_MNDK))
- {
- /* Save this square */
- tmp_pos.x[tmp_pos.n] = x;
- tmp_pos.y[tmp_pos.n] = y;
- tmp_pos.n++;
- }
-
- /* Darkened grid */
- else
- {
- /* No longer dark */
- g_ptr->info &= ~(CAVE_MNDK);
- }
-
- /* Light it */
- g_ptr->info |= CAVE_MNLT;
-}
-
-
-/*
- * Add a square to the changes array
- */
-static void mon_dark_hack(player_type *subject_ptr, POSITION y, POSITION x)
-{
- grid_type *g_ptr;
- int midpoint, dpf, d;
-
- /* We trust this grid is in bounds */
- /* if (!in_bounds2(y, x)) return; */
-
- g_ptr = &subject_ptr->current_floor_ptr->grid_array[y][x];
-
- /* Want a unlit and undarkened square in view of the player */
- if ((g_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW) return;
-
- if (!cave_los_grid(g_ptr) && !cave_have_flag_grid(g_ptr, FF_PROJECT))
- {
- /* Hack -- Prevent monster dark lite leakage in walls */
-
- /* Horizontal walls between player and a monster */
- if (((y < subject_ptr->y) && (y > mon_fy)) || ((y > subject_ptr->y) && (y < mon_fy)))
- {
- dpf = subject_ptr->y - mon_fy;
- d = y - mon_fy;
- midpoint = mon_fx + ((subject_ptr->x - mon_fx) * ABS(d)) / ABS(dpf);
-
- /* Only first wall viewed from mid-x is lit */
- if (x < midpoint)
- {
- if (!cave_los_bold(subject_ptr->current_floor_ptr, y, x + 1) && !cave_have_flag_bold(y, x + 1, FF_PROJECT)) return;
- }
- else if (x > midpoint)
- {
- if (!cave_los_bold(subject_ptr->current_floor_ptr, y, x - 1) && !cave_have_flag_bold(y, x - 1, FF_PROJECT)) return;
- }
-
- /* Hack XXX XXX - Is it a wall and monster not in LOS? */
- else if (mon_invis) return;
- }
-
- /* Vertical walls between player and a monster */
- if (((x < subject_ptr->x) && (x > mon_fx)) || ((x > subject_ptr->x) && (x < mon_fx)))
- {
- dpf = subject_ptr->x - mon_fx;
- d = x - mon_fx;
- midpoint = mon_fy + ((subject_ptr->y - mon_fy) * ABS(d)) / ABS(dpf);
-
- /* Only first wall viewed from mid-y is lit */
- if (y < midpoint)
- {
- if (!cave_los_bold(subject_ptr->current_floor_ptr, y + 1, x) && !cave_have_flag_bold(y + 1, x, FF_PROJECT)) return;
- }
- else if (y > midpoint)
- {
- if (!cave_los_bold(subject_ptr->current_floor_ptr, y - 1, x) && !cave_have_flag_bold(y - 1, x, FF_PROJECT)) return;
- }
-
- /* Hack XXX XXX - Is it a wall and monster not in LOS? */
- else if (mon_invis) return;
- }
- }
-
- /* We trust tmp_pos.n does not exceed TEMP_MAX */
-
- /* Save this square */
- tmp_pos.x[tmp_pos.n] = x;
- tmp_pos.y[tmp_pos.n] = y;
- tmp_pos.n++;
-
- /* Darken it */
- g_ptr->info |= CAVE_MNDK;
-}
-
-/*
- * Update squares illuminated or darkened by monsters.
- *
- * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
- * denote squares illuminated by monsters.
- *
- * The CAVE_TEMP and CAVE_XTRA flag are used to store the state during the
- * updating. Only squares in view of the player, whos state
- * changes are drawn via lite_spot().
- */
-void update_mon_lite(player_type *subject_ptr, floor_type *floor_ptr)
-{
- int i, rad;
- grid_type *g_ptr;
-
- POSITION fx, fy;
- void(*add_mon_lite)(player_type *, POSITION, POSITION);
- int f_flag;
-
- s16b end_temp;
-
- /* Non-Ninja player in the darkness */
- int dis_lim = ((d_info[subject_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !subject_ptr->see_nocto) ?
- (MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
-
- /* Clear all monster lit squares */
- for (i = 0; i < floor_ptr->mon_lite_n; i++)
- {
- /* Point to grid */
- g_ptr = &floor_ptr->grid_array[floor_ptr->mon_lite_y[i]][floor_ptr->mon_lite_x[i]];
-
- /* Set temp or xtra flag */
- g_ptr->info |= (g_ptr->info & CAVE_MNLT) ? CAVE_TEMP : CAVE_XTRA;
-
- /* Clear monster illumination flag */
- g_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
- }
-
- /* Empty temp list of new squares to lite up */
- tmp_pos.n = 0;
-
- /* If a monster stops time, don't process */
- if (!current_world_ptr->timewalk_m_idx)
- {
- monster_type *m_ptr;
- monster_race *r_ptr;
-
- /* Loop through monsters, adding newly lit squares to changes list */
- for (i = 1; i < floor_ptr->m_max; i++)
- {
- m_ptr = &floor_ptr->m_list[i];
- r_ptr = &r_info[m_ptr->r_idx];
- if (!monster_is_valid(m_ptr)) continue;
-
- /* Is it too far away? */
- if (m_ptr->cdis > dis_lim) continue;
-
- /* Get lite radius */
- rad = 0;
-
- /* Note the radii are cumulative */
- if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
- if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
- if (r_ptr->flags7 & (RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) rad--;
- if (r_ptr->flags7 & (RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) rad -= 2;
-
- /* Exit if has no light */
- if (!rad) continue;
- else if (rad > 0)
- {
- if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (MON_CSLEEP(m_ptr) || (!floor_ptr->dun_level && is_daytime()) || subject_ptr->phase_out)) continue;
- if (d_info[subject_ptr->dungeon_idx].flags1 & DF1_DARKNESS) rad = 1;
- add_mon_lite = mon_lite_hack;
- f_flag = FF_LOS;
- }
- else
- {
- if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (MON_CSLEEP(m_ptr) || (!floor_ptr->dun_level && !is_daytime()))) continue;
- add_mon_lite = mon_dark_hack;
- f_flag = FF_PROJECT;
- rad = -rad; /* Use absolute value */
- }
-
- mon_fx = m_ptr->fx;
- mon_fy = m_ptr->fy;
-
- /* Is the monster visible? */
- mon_invis = !(floor_ptr->grid_array[mon_fy][mon_fx].info & CAVE_VIEW);
-
- /* The square it is on */
- add_mon_lite(subject_ptr, mon_fy, mon_fx);
-
- /* Adjacent squares */
- add_mon_lite(subject_ptr, mon_fy + 1, mon_fx);
- add_mon_lite(subject_ptr, mon_fy - 1, mon_fx);
- add_mon_lite(subject_ptr, mon_fy, mon_fx + 1);
- add_mon_lite(subject_ptr, mon_fy, mon_fx - 1);
- add_mon_lite(subject_ptr, mon_fy + 1, mon_fx + 1);
- add_mon_lite(subject_ptr, mon_fy + 1, mon_fx - 1);
- add_mon_lite(subject_ptr, mon_fy - 1, mon_fx + 1);
- add_mon_lite(subject_ptr, mon_fy - 1, mon_fx - 1);
-
- /* Radius 2 */
- if (rad >= 2)
- {
- /* South of the monster */
- if (cave_have_flag_bold(mon_fy + 1, mon_fx, f_flag))
- {
- add_mon_lite(subject_ptr, mon_fy + 2, mon_fx + 1);
- add_mon_lite(subject_ptr, mon_fy + 2, mon_fx);
- add_mon_lite(subject_ptr, mon_fy + 2, mon_fx - 1);
-
- g_ptr = &floor_ptr->grid_array[mon_fy + 2][mon_fx];
-
- /* Radius 3 */
- if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag))
- {
- add_mon_lite(subject_ptr, mon_fy + 3, mon_fx + 1);
- add_mon_lite(subject_ptr, mon_fy + 3, mon_fx);
- add_mon_lite(subject_ptr, mon_fy + 3, mon_fx - 1);
- }
- }
-
- /* North of the monster */
- if (cave_have_flag_bold(mon_fy - 1, mon_fx, f_flag))
- {
- add_mon_lite(subject_ptr, mon_fy - 2, mon_fx + 1);
- add_mon_lite(subject_ptr, mon_fy - 2, mon_fx);
- add_mon_lite(subject_ptr, mon_fy - 2, mon_fx - 1);
-
- g_ptr = &floor_ptr->grid_array[mon_fy - 2][mon_fx];
-
- /* Radius 3 */
- if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag))
- {
- add_mon_lite(subject_ptr, mon_fy - 3, mon_fx + 1);
- add_mon_lite(subject_ptr, mon_fy - 3, mon_fx);
- add_mon_lite(subject_ptr, mon_fy - 3, mon_fx - 1);
- }
- }
-
- /* East of the monster */
- if (cave_have_flag_bold(mon_fy, mon_fx + 1, f_flag))
- {
- add_mon_lite(subject_ptr, mon_fy + 1, mon_fx + 2);
- add_mon_lite(subject_ptr, mon_fy, mon_fx + 2);
- add_mon_lite(subject_ptr, mon_fy - 1, mon_fx + 2);
-
- g_ptr = &floor_ptr->grid_array[mon_fy][mon_fx + 2];
-
- /* Radius 3 */
- if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag))
- {
- add_mon_lite(subject_ptr, mon_fy + 1, mon_fx + 3);
- add_mon_lite(subject_ptr, mon_fy, mon_fx + 3);
- add_mon_lite(subject_ptr, mon_fy - 1, mon_fx + 3);
- }
- }
-
- /* West of the monster */
- if (cave_have_flag_bold(mon_fy, mon_fx - 1, f_flag))
- {
- add_mon_lite(subject_ptr, mon_fy + 1, mon_fx - 2);
- add_mon_lite(subject_ptr, mon_fy, mon_fx - 2);
- add_mon_lite(subject_ptr, mon_fy - 1, mon_fx - 2);
-
- g_ptr = &floor_ptr->grid_array[mon_fy][mon_fx - 2];
-
- /* Radius 3 */
- if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag))
- {
- add_mon_lite(subject_ptr, mon_fy + 1, mon_fx - 3);
- add_mon_lite(subject_ptr, mon_fy, mon_fx - 3);
- add_mon_lite(subject_ptr, mon_fy - 1, mon_fx - 3);
- }
- }
- }
-
- /* Radius 3 */
- if (rad == 3)
- {
- /* South-East of the monster */
- if (cave_have_flag_bold(mon_fy + 1, mon_fx + 1, f_flag))
- {
- add_mon_lite(subject_ptr, mon_fy + 2, mon_fx + 2);
- }
-
- /* South-West of the monster */
- if (cave_have_flag_bold(mon_fy + 1, mon_fx - 1, f_flag))
- {
- add_mon_lite(subject_ptr, mon_fy + 2, mon_fx - 2);
- }
-
- /* North-East of the monster */
- if (cave_have_flag_bold(mon_fy - 1, mon_fx + 1, f_flag))
- {
- add_mon_lite(subject_ptr, mon_fy - 2, mon_fx + 2);
- }
-
- /* North-West of the monster */
- if (cave_have_flag_bold(mon_fy - 1, mon_fx - 1, f_flag))
- {
- add_mon_lite(subject_ptr, mon_fy - 2, mon_fx - 2);
- }
- }
- }
- }
-
- /* Save end of list of new squares */
- end_temp = tmp_pos.n;
-
- /*
- * Look at old set flags to see if there are any changes.
- */
- for (i = 0; i < floor_ptr->mon_lite_n; i++)
- {
- fx = floor_ptr->mon_lite_x[i];
- fy = floor_ptr->mon_lite_y[i];
-
- /* We trust this grid is in bounds */
-
- /* Point to grid */
- g_ptr = &floor_ptr->grid_array[fy][fx];
-
- if (g_ptr->info & CAVE_TEMP) /* Pervious lit */
- {
- /* It it no longer lit? */
- if ((g_ptr->info & (CAVE_VIEW | CAVE_MNLT)) == CAVE_VIEW)
- {
- /* It is now unlit */
- /* Add it to later visual update */
- cave_note_and_redraw_later(g_ptr, fy, fx);
- }
- }
- else /* Pervious darkened */
- {
- /* It it no longer darken? */
- if ((g_ptr->info & (CAVE_VIEW | CAVE_MNDK)) == CAVE_VIEW)
- {
- /* It is now undarken */
- /* Add it to later visual update */
- cave_note_and_redraw_later(g_ptr, fy, fx);
- }
- }
-
- /* Add to end of temp array */
- tmp_pos.x[tmp_pos.n] = fx;
- tmp_pos.y[tmp_pos.n] = fy;
- tmp_pos.n++;
- }
-
- /* Clear the lite array */
- floor_ptr->mon_lite_n = 0;
-
- /* Copy the temp array into the lit array lighting the new squares. */
- for (i = 0; i < end_temp; i++)
- {
- fx = tmp_pos.x[i];
- fy = tmp_pos.y[i];
-
- /* We trust this grid is in bounds */
-
- /* Point to grid */
- g_ptr = &floor_ptr->grid_array[fy][fx];
-
- if (g_ptr->info & CAVE_MNLT) /* Lit */
- {
- /* The is the square newly lit and visible? */
- if ((g_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
- {
- /* It is now lit */
- /* Add it to later visual update */
- cave_note_and_redraw_later(g_ptr, fy, fx);
- }
- }
- else /* Darkened */
- {
- /* The is the square newly darkened and visible? */
- if ((g_ptr->info & (CAVE_VIEW | CAVE_XTRA)) == CAVE_VIEW)
- {
- /* It is now darkened */
- /* Add it to later visual update */
- cave_note_and_redraw_later(g_ptr, fy, fx);
- }
- }
-
- /* Save in the monster lit or darkened array */
- floor_ptr->mon_lite_x[floor_ptr->mon_lite_n] = fx;
- floor_ptr->mon_lite_y[floor_ptr->mon_lite_n] = fy;
- floor_ptr->mon_lite_n++;
- }
-
- /* Clear the temp flag for the old lit or darken grids */
- for (i = end_temp; i < tmp_pos.n; i++)
- {
- /* We trust this grid is in bounds */
-
- floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
- }
-
- /* Finished with tmp_pos.n */
- tmp_pos.n = 0;
-
- /* Mega-Hack -- Visual update later */
- subject_ptr->update |= (PU_DELAY_VIS);
-
- subject_ptr->monlite = (floor_ptr->grid_array[subject_ptr->y][subject_ptr->x].info & CAVE_MNLT) ? TRUE : FALSE;
-
- if (subject_ptr->special_defense & NINJA_S_STEALTH)
- {
- if (subject_ptr->old_monlite != subject_ptr->monlite)
- {
- if (subject_ptr->monlite)
- {
- msg_print(_("影の覆いが薄れた気がする。", "Your mantle of shadow become thin."));
- }
- else
- {
- msg_print(_("影の覆いが濃くなった!", "Your mantle of shadow restored its original darkness."));
- }
- }
- }
- subject_ptr->old_monlite = subject_ptr->monlite;
-}
-
-void clear_mon_lite(floor_type *floor_ptr)
-{
- int i;
- grid_type *g_ptr;
-
- /* Clear all monster lit squares */
- for (i = 0; i < floor_ptr->mon_lite_n; i++)
- {
- /* Point to grid */
- g_ptr = &floor_ptr->grid_array[floor_ptr->mon_lite_y[i]][floor_ptr->mon_lite_x[i]];
-
- /* Clear monster illumination flag */
- g_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
- }
-
- /* Empty the array */
- floor_ptr->mon_lite_n = 0;
-}
-
-