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los()やplayer_has_los_*()の使用に関する変更. 主に透明な壁の作成を想定
[hengband/hengband.git] / src / cave.c
index 2617819..63d0bad 100644 (file)
@@ -64,39 +64,7 @@ int distance (int y1, int x1, int y2, int x2)
  */
 bool is_trap(int feat)
 {
-       switch (feat)
-       {
-               case FEAT_TRAP_TRAPDOOR:
-               case FEAT_TRAP_PIT:
-               case FEAT_TRAP_SPIKED_PIT:
-               case FEAT_TRAP_POISON_PIT:
-               case FEAT_TRAP_TY_CURSE:
-               case FEAT_TRAP_TELEPORT:
-               case FEAT_TRAP_FIRE:
-               case FEAT_TRAP_ACID:
-               case FEAT_TRAP_SLOW:
-               case FEAT_TRAP_LOSE_STR:
-               case FEAT_TRAP_LOSE_DEX:
-               case FEAT_TRAP_LOSE_CON:
-               case FEAT_TRAP_BLIND:
-               case FEAT_TRAP_CONFUSE:
-               case FEAT_TRAP_POISON:
-               case FEAT_TRAP_SLEEP:
-               case FEAT_TRAP_TRAPS:
-               case FEAT_TRAP_ALARM:
-               case FEAT_TRAP_OPEN:
-               case FEAT_TRAP_ARMAGEDDON:
-               case FEAT_TRAP_PIRANHA:
-               {
-                       /* A trap */
-                       return (TRUE);
-               }
-               default:
-               {
-                       /* Not a trap */
-                       return (FALSE);
-               }
-       }
+       return have_flag(f_info[feat].flags, FF_TRAP);
 }
 
 
@@ -105,8 +73,10 @@ bool is_trap(int feat)
  */
 bool is_known_trap(cave_type *c_ptr)
 {
-       if (!c_ptr->mimic && is_trap(c_ptr->feat)) return TRUE;
-       else return FALSE;
+       if (!c_ptr->mimic && !have_flag(f_flags_grid(c_ptr), FF_SECRET) &&
+           is_trap(c_ptr->feat)) return TRUE;
+       else
+               return FALSE;
 }
 
 
@@ -115,7 +85,10 @@ bool is_known_trap(cave_type *c_ptr)
  */
 bool is_closed_door(int feat)
 {
-       return (feat >= FEAT_DOOR_HEAD && feat <= FEAT_DOOR_TAIL);
+       feature_type *f_ptr = &f_info[feat];
+
+       return (have_flag(f_ptr->flags, FF_OPEN) || have_flag(f_ptr->flags, FF_BASH)) &&
+              !have_flag(f_ptr->flags, FF_MOVE);
 }
 
 
@@ -124,10 +97,10 @@ bool is_closed_door(int feat)
  */
 bool is_hidden_door(cave_type *c_ptr)
 {
-       if (c_ptr->mimic &&
+       if ((c_ptr->mimic || have_flag(f_flags_grid(c_ptr), FF_SECRET)) &&
            is_closed_door(c_ptr->feat))
                return TRUE;
-       else 
+       else
                return FALSE;
 }
 
@@ -201,12 +174,12 @@ bool los(int y1, int x1, int y2, int x2)
 
 
        /* Handle adjacent (or identical) grids */
-       if ((ax < 2) && (ay < 2)) return (TRUE);
+       if ((ax < 2) && (ay < 2)) return TRUE;
 
 
        /* Paranoia -- require "safe" origin */
-       /* if (!in_bounds(y1, x1)) return (FALSE); */
-       /* if (!in_bounds(y2, x2)) return (FALSE); */
+       /* if (!in_bounds(y1, x1)) return FALSE; */
+       /* if (!in_bounds(y2, x2)) return FALSE; */
 
 
        /* Directly South/North */
@@ -217,7 +190,7 @@ bool los(int y1, int x1, int y2, int x2)
                {
                        for (ty = y1 + 1; ty < y2; ty++)
                        {
-                               if (!cave_floor_bold(ty, x1)) return (FALSE);
+                               if (!cave_los_bold(ty, x1)) return FALSE;
                        }
                }
 
@@ -226,12 +199,12 @@ bool los(int y1, int x1, int y2, int x2)
                {
                        for (ty = y1 - 1; ty > y2; ty--)
                        {
-                               if (!cave_floor_bold(ty, x1)) return (FALSE);
+                               if (!cave_los_bold(ty, x1)) return FALSE;
                        }
                }
 
                /* Assume los */
-               return (TRUE);
+               return TRUE;
        }
 
        /* Directly East/West */
@@ -242,7 +215,7 @@ bool los(int y1, int x1, int y2, int x2)
                {
                        for (tx = x1 + 1; tx < x2; tx++)
                        {
-                               if (!cave_floor_bold(y1, tx)) return (FALSE);
+                               if (!cave_los_bold(y1, tx)) return FALSE;
                        }
                }
 
@@ -251,12 +224,12 @@ bool los(int y1, int x1, int y2, int x2)
                {
                        for (tx = x1 - 1; tx > x2; tx--)
                        {
-                               if (!cave_floor_bold(y1, tx)) return (FALSE);
+                               if (!cave_los_bold(y1, tx)) return FALSE;
                        }
                }
 
                /* Assume los */
-               return (TRUE);
+               return TRUE;
        }
 
 
@@ -270,7 +243,7 @@ bool los(int y1, int x1, int y2, int x2)
        {
                if (ay == 2)
                {
-                       if (cave_floor_bold(y1 + sy, x1)) return (TRUE);
+                       if (cave_los_bold(y1 + sy, x1)) return TRUE;
                }
        }
 
@@ -279,7 +252,7 @@ bool los(int y1, int x1, int y2, int x2)
        {
                if (ax == 2)
                {
-                       if (cave_floor_bold(y1, x1 + sx)) return (TRUE);
+                       if (cave_los_bold(y1, x1 + sx)) return TRUE;
                }
        }
 
@@ -315,7 +288,7 @@ bool los(int y1, int x1, int y2, int x2)
                /* the LOS exactly meets the corner of a tile. */
                while (x2 - tx)
                {
-                       if (!cave_floor_bold(ty, tx)) return (FALSE);
+                       if (!cave_los_bold(ty, tx)) return FALSE;
 
                        qy += m;
 
@@ -326,7 +299,7 @@ bool los(int y1, int x1, int y2, int x2)
                        else if (qy > f2)
                        {
                                ty += sy;
-                               if (!cave_floor_bold(ty, tx)) return (FALSE);
+                               if (!cave_los_bold(ty, tx)) return FALSE;
                                qy -= f1;
                                tx += sx;
                        }
@@ -362,7 +335,7 @@ bool los(int y1, int x1, int y2, int x2)
                /* the LOS exactly meets the corner of a tile. */
                while (y2 - ty)
                {
-                       if (!cave_floor_bold(ty, tx)) return (FALSE);
+                       if (!cave_los_bold(ty, tx)) return FALSE;
 
                        qx += m;
 
@@ -373,7 +346,7 @@ bool los(int y1, int x1, int y2, int x2)
                        else if (qx > f2)
                        {
                                tx += sx;
-                               if (!cave_floor_bold(ty, tx)) return (FALSE);
+                               if (!cave_los_bold(ty, tx)) return FALSE;
                                qx -= f1;
                                ty += sy;
                        }
@@ -387,7 +360,7 @@ bool los(int y1, int x1, int y2, int x2)
        }
 
        /* Assume los */
-       return (TRUE);
+       return TRUE;
 }
 
 
@@ -396,6 +369,21 @@ bool los(int y1, int x1, int y2, int x2)
 
 
 /*
+ * 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 */
+       return (cave[yy][xx].info & (CAVE_LITE | CAVE_MNLT)) ||
+              ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW);
+}
+
+
+/*
  * Can the player "see" the given grid in detail?
  *
  * He must have vision, illumination, and line of sight.
@@ -429,44 +417,35 @@ bool los(int y1, int x1, int y2, int x2)
  */
 bool player_can_see_bold(int y, int x)
 {
-       int xx, yy;
-
        cave_type *c_ptr;
+       s16b feat;
 
        /* Blind players see nothing */
-       if (p_ptr->blind) return (FALSE);
+       if (p_ptr->blind) return FALSE;
 
        /* Access the cave grid */
        c_ptr = &cave[y][x];
 
        /* Note that "torch-lite" yields "illumination" */
-       if (c_ptr->info & (CAVE_LITE)) return (TRUE);
+       if (c_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
 
        /* Require line of sight to the grid */
-       if (!player_has_los_bold(y, x)) return (FALSE);
+       if (!player_has_los_bold(y, x)) return FALSE;
 
        /* Noctovision of Ninja */
        if (p_ptr->see_nocto) return TRUE;
 
        /* Require "perma-lite" of the grid */
-       if (!(c_ptr->info & CAVE_MNLT) && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)) return FALSE;
+       if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
 
-       /* Floors are simple */
-       if (cave_floor_bold(y, x)) return (TRUE);
+       /* Feature code (applying "mimic" field) */
+       feat = get_feat_mimic(c_ptr);
 
-       /* Hack -- move towards player */
-       yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
-       xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
+       /* Floors are simple */
+       if (feat_supports_los(feat)) return TRUE;
 
        /* Check for "local" illumination */
-       if ((cave[yy][xx].info & CAVE_MNLT) || ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
-       {
-               /* Assume the wall is really illuminated */
-               return (TRUE);
-       }
-
-       /* Assume not visible */
-       return (FALSE);
+       return check_local_illumination(y, x);
 }
 
 
@@ -561,6 +540,11 @@ static char image_monster_hack[] = \
 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
 
 /*
+ * Hack -- Legal object codes
+ */
+static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
+
+/*
  * Mega-Hack -- Hallucinatory monster
  */
 static void image_monster(byte *ap, char *cp)
@@ -576,9 +560,9 @@ static void image_monster(byte *ap, char *cp)
        else
        /* Text mode */
        {
-               int n = sizeof(image_monster_hack) - 1;
-
-               *cp = image_monster_hack[randint0(n)];
+               *cp = (one_in_(25) ?
+                      image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
+                      image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
 
                /* Random color */
                *ap = randint1(15);
@@ -586,12 +570,6 @@ static void image_monster(byte *ap, char *cp)
 }
 
 
-
-/*
- * Hack -- Legal object codes
- */
-static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
-
 /*
  * Mega-Hack -- Hallucinatory object
  */
@@ -636,61 +614,6 @@ static void image_random(byte *ap, char *cp)
 }
 
 /*
- * Not using graphical tiles for this feature?
- */
-#define is_ascii_graphics(A) (!((A) & 0x80))
-
-/*
- * The 16x16 tile of the terrain supports lighting
- */
-static bool feat_supports_lighting(byte feat)
-{
-       if (is_trap(feat)) return streq(ANGBAND_GRAF, "new");
-
-       switch (feat)
-       {
-       case FEAT_FLOOR:
-       case FEAT_INVIS:
-       case FEAT_GLYPH:
-       case FEAT_LESS:
-       case FEAT_MORE:
-       case FEAT_LESS_LESS:
-       case FEAT_MORE_MORE:
-       case FEAT_RUBBLE:
-       case FEAT_MAGMA:
-       case FEAT_QUARTZ:
-       case FEAT_MAGMA_H:
-       case FEAT_QUARTZ_H:
-       case FEAT_MAGMA_K:
-       case FEAT_QUARTZ_K:
-       case FEAT_WALL_EXTRA:
-       case FEAT_WALL_INNER:
-       case FEAT_WALL_OUTER:
-       case FEAT_WALL_SOLID:
-       case FEAT_PERM_EXTRA:
-       case FEAT_PERM_INNER:
-       case FEAT_PERM_OUTER:
-       case FEAT_PERM_SOLID:
-       case FEAT_MINOR_GLYPH:
-       case FEAT_DEEP_WATER:
-       case FEAT_SHAL_WATER:
-       case FEAT_DEEP_LAVA:
-       case FEAT_SHAL_LAVA:
-       case FEAT_DARK_PIT:
-       case FEAT_DIRT:
-       case FEAT_GRASS:
-       case FEAT_FLOWER:
-       case FEAT_DEEP_GRASS:
-       case FEAT_TREES:
-       case FEAT_MOUNTAIN:
-       case FEAT_MIRROR:
-               return TRUE;
-       default:
-               return FALSE;
-       }
-}
-
-/*
  * This array lists the effects of "brightness" on various "base" colours.
  *
  * This is used to do dynamic lighting effects in ascii :-)
@@ -699,7 +622,7 @@ static bool feat_supports_lighting(byte feat)
  * The layout of the array is [x][0] = light and [x][1] = dark.
  */
 
-static byte lighting_colours[16][2] =
+byte lighting_colours[16][2] =
 {
        /* TERM_DARK */
        {TERM_L_DARK, TERM_DARK},
@@ -758,57 +681,36 @@ static byte lighting_colours[16][2] =
  */
 #define darkened_grid_hack() \
 { \
-       if (feat_floor(feat)) \
+       if (feat_supports_los(feat)) \
        { \
                /* Unsafe cave grid -- idea borrowed from Unangband */ \
                if (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) \
-               { \
-                       feat = FEAT_UNDETECTD; \
-\
-                       /* Access unsafe darkness */ \
-                       f_ptr = &f_info[feat]; \
-\
-                       /* Char and attr of unsafe grid */ \
-                       c = f_ptr->x_char; \
-                       a = f_ptr->x_attr; \
-               } \
+                       feat = FEAT_UNDETECTED; \
                else \
-               { \
-                       /* For feat_priority control */ \
                        feat = FEAT_NONE; \
 \
-                       if (use_graphics) \
-                       { \
-                               /* Access darkness */ \
-                               f_ptr = &f_info[feat]; \
+               /* Access darkness */ \
+               f_ptr = &f_info[feat]; \
 \
-                               /* Char and attr of darkness */ \
-                               c = f_ptr->x_char; \
-                               a = f_ptr->x_attr; \
-                       } \
-                       else \
-                       { \
-                               /* Use "black" */ \
-                               a = TERM_DARK; \
-                       } \
-               } \
+               /* Char and attr of darkness */ \
+               c = f_ptr->x_char[F_LIT_STANDARD]; \
+               a = f_ptr->x_attr[F_LIT_STANDARD]; \
        } \
-       else \
+       else if (view_granite_lite && view_yellow_lite) \
        { \
-               if (is_ascii_graphics(a)) \
-               { \
-                       /* Use darkened colour */ \
-                       a = !new_ascii_graphics ? TERM_L_DARK : lighting_colours[a][1]; \
-               } \
-               else if (use_graphics && feat_supports_lighting(feat)) \
-               { \
-                       /* Use a dark tile */ \
-                       c++; \
-               } \
+               /* Use a darkly darkened colour/tile */ \
+               a = f_ptr->x_attr[F_LIT_DARKDARK]; \
+               c = f_ptr->x_char[F_LIT_DARKDARK]; \
        } \
 } ;
 
 
+/* Is this grid "darkened" by monster? */
+#define darkened_grid(C) \
+       ((((C)->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && \
+       !p_ptr->see_nocto && !p_ptr->blind)
+
+
 /*
  * Extract the attr/char to display at the given (legal) map location
  *
@@ -927,31 +829,24 @@ static byte lighting_colours[16][2] =
  * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect
  * then a whole lot of code should be changed...  XXX XXX
  */
-#ifdef USE_TRANSPARENCY
 void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp)
-#else /* USE_TRANSPARENCY */
-void map_info(int y, int x, byte *ap, char *cp)
-#endif /* USE_TRANSPARENCY */
 {
        /* Get the cave */
        cave_type *c_ptr = &cave[y][x];
 
-       feature_type *f_ptr;
-
        s16b this_o_idx, next_o_idx = 0;
 
        /* Feature code (applying "mimic" field) */
-       byte feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+       s16b feat = get_feat_mimic(c_ptr);
+
+       /* Access floor */
+       feature_type *f_ptr = &f_info[feat];
 
        byte a;
        byte c;
 
-       /* Is this grid "darkened" by monster? */
-       bool darkened_grid = ((c_ptr->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) &&
-                                                       !p_ptr->see_nocto && !p_ptr->blind;
-
-       /* Floors (etc) */
-       if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
+       /* Boring grids (floors, etc) */
+       if (!have_flag(f_ptr->flags, FF_REMEMBER))
        {
                /* Memorized (or visible) floor */
                if ((c_ptr->info & CAVE_MARK) ||
@@ -960,109 +855,70 @@ void map_info(int y, int x, byte *ap, char *cp)
                  (((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))) &&
                   !p_ptr->blind))
                {
-                       /* Access floor */
-                       f_ptr = &f_info[feat];
-
                        /* Normal char */
-                       c = f_ptr->x_char;
+                       c = f_ptr->x_char[F_LIT_STANDARD];
 
                        /* Normal attr */
-                       a = f_ptr->x_attr;
+                       a = f_ptr->x_attr[F_LIT_STANDARD];
+
+                       if (p_ptr->wild_mode)
+                       {
+                               /* Special lighting effects */
+                               /* Handle "blind" */
+                               if (view_special_lite && p_ptr->blind)
+                               {
+                                       /* Use a darkly darkened colour/tile */
+                                       a = f_ptr->x_attr[F_LIT_DARKDARK];
+                                       c = f_ptr->x_char[F_LIT_DARKDARK];
+                               }
+                       }
 
-                       /* Mega-Hack -- Handle "in-sight" and "darkened" grids first */
-                       if (darkened_grid)
+                       /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
+                       else if (darkened_grid(c_ptr))
                        {
                                darkened_grid_hack();
                        }
 
                        /* Special lighting effects */
-                       else if (view_special_lite && (!p_ptr->wild_mode) && ((a == TERM_WHITE) || use_graphics))
+                       else if (view_special_lite)
                        {
                                /* Handle "blind" */
                                if (p_ptr->blind)
                                {
-                                       if (use_graphics)
-                                       {
-                                               /*
-                                                * feat_supports_lighting(feat)
-                                                * is always TRUE here
-                                                */
-
-                                               /* Use a dark tile */
-                                               c++;
-                                       }
-                                       else
-                                       {
-                                               /* Use "dark gray" */
-                                               a = TERM_L_DARK;
-                                       }
+                                       /* Use a darkly darkened colour/tile */
+                                       a = f_ptr->x_attr[F_LIT_DARKDARK];
+                                       c = f_ptr->x_char[F_LIT_DARKDARK];
                                }
 
                                /* Handle "torch-lit" grids */
                                else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
                                {
                                        /* Torch lite */
-                                       if (view_yellow_lite && !p_ptr->wild_mode)
+                                       if (view_yellow_lite)
                                        {
-                                               if (use_graphics)
-                                               {
-                                                       /*
-                                                        * feat_supports_lighting(feat)
-                                                        * is always TRUE here
-                                                        */
-
-                                                       /* Use a brightly lit tile */
-                                                       c += 2;
-                                               }
-                                               else
-                                               {
-                                                       /* Use "yellow" */
-                                                       a = TERM_YELLOW;
-                                               }
+                                               /* Use a brightly lit colour/tile */
+                                               a = f_ptr->x_attr[F_LIT_LITE];
+                                               c = f_ptr->x_char[F_LIT_LITE];
                                        }
                                }
 
                                /* Handle "dark" grids */
                                else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
                                {
-                                       if (use_graphics)
-                                       {
-                                               /*
-                                                * feat_supports_lighting(feat)
-                                                * is always TRUE here
-                                                */
-
-                                               /* Use a dark tile */
-                                               c++;
-                                       }
-                                       else
-                                       {
-                                               /* Use "dark gray" */
-                                               a = TERM_L_DARK;
-                                       }
+                                       /* Use a darkly darkened colour/tile */
+                                       a = f_ptr->x_attr[F_LIT_DARKDARK];
+                                       c = f_ptr->x_char[F_LIT_DARKDARK];
                                }
 
                                /* Handle "out-of-sight" grids */
                                else if (!(c_ptr->info & CAVE_VIEW))
                                {
                                        /* Special flag */
-                                       if (view_bright_lite && !p_ptr->wild_mode)
+                                       if (view_bright_lite)
                                        {
-                                               if (use_graphics)
-                                               {
-                                                       /*
-                                                        * feat_supports_lighting(feat)
-                                                        * is always TRUE here
-                                                        */
-
-                                                       /* Use a dark tile */
-                                                       c++;
-                                               }
-                                               else
-                                               {
-                                                       /* Use "gray" */
-                                                       a = TERM_SLATE;
-                                               }
+                                               /* Use a darkened colour/tile */
+                                               a = f_ptr->x_attr[F_LIT_DARK];
+                                               c = f_ptr->x_char[F_LIT_DARK];
                                        }
                                }
                        }
@@ -1073,7 +929,7 @@ void map_info(int y, int x, byte *ap, char *cp)
                {
                        /* Unsafe cave grid -- idea borrowed from Unangband */
                        if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
-                               feat = FEAT_UNDETECTD;
+                               feat = FEAT_UNDETECTED;
                        else
                                feat = FEAT_NONE;
 
@@ -1081,349 +937,134 @@ void map_info(int y, int x, byte *ap, char *cp)
                        f_ptr = &f_info[feat];
 
                        /* Normal attr */
-                       a = f_ptr->x_attr;
+                       a = f_ptr->x_attr[F_LIT_STANDARD];
 
                        /* Normal char */
-                       c = f_ptr->x_char;
+                       c = f_ptr->x_char[F_LIT_STANDARD];
                }
        }
 
-       /* Non floors */
+       /* Interesting grids (non-floors) */
        else
        {
                /* Memorized grids */
-               if ((c_ptr->info & CAVE_MARK) && (view_granite_lite || new_ascii_graphics))
+               if (c_ptr->info & CAVE_MARK)
                {
-                       /* Access feature */
-                       f_ptr = &f_info[feat];
-
                        /* Normal char */
-                       c = f_ptr->x_char;
+                       c = f_ptr->x_char[F_LIT_STANDARD];
 
                        /* Normal attr */
-                       a = f_ptr->x_attr;
-
-                       /* Mega-Hack -- Handle "in-sight" and "darkened" grids first */
-                       if (darkened_grid)
-                       {
-                               darkened_grid_hack();
-                       }
+                       a = f_ptr->x_attr[F_LIT_STANDARD];
 
-                       else if (new_ascii_graphics)
+                       if (p_ptr->wild_mode)
                        {
+                               /* Special lighting effects */
                                /* Handle "blind" */
-                               if (p_ptr->blind)
-                               {
-                                       if (is_ascii_graphics(a))
-                                       {
-                                               /* Use darkened colour */
-                                               a = lighting_colours[a][1];
-                                       }
-                                       else if (use_graphics && feat_supports_lighting(feat))
-                                       {
-                                               /* Use a dark tile */
-                                               c++;
-                                       }
-                               }
-
-                               /* Handle "torch-lit" grids */
-                               else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
+                               if (view_granite_lite && p_ptr->blind)
                                {
-                                       /* Torch lite */
-                                       if (view_yellow_lite && !p_ptr->wild_mode && ((use_graphics && feat_supports_lighting(feat)) || is_ascii_graphics(a)))
-                                       {
-                                               if (is_ascii_graphics(a))
-                                               {
-                                                       /* Use lightened colour */
-                                                       a = lighting_colours[a][0];
-                                               }
-                                               else if (use_graphics &&
-                                                               feat_supports_lighting(feat))
-                                               {
-                                                       /* Use a brightly lit tile */
-                                                       c += 2;
-                                               }
-                                       }
+                                       /* Use a darkened colour/tile */
+                                       a = f_ptr->x_attr[F_LIT_DARK];
+                                       c = f_ptr->x_char[F_LIT_DARK];
                                }
+                       }
 
-                               /* Handle "view_bright_lite" */
-                               else if (view_bright_lite && !p_ptr->wild_mode && ((use_graphics && feat_supports_lighting(feat)) || is_ascii_graphics(a)))
-                               {
-                                       /* Not viewable */
-                                       if (!(c_ptr->info & CAVE_VIEW))
-                                       {
-                                               if (is_ascii_graphics(a))
-                                               {
-                                                       /* Use darkened colour */
-                                                       a = lighting_colours[a][1];
-                                               }
-                                               else if (use_graphics && feat_supports_lighting(feat))
-                                               {
-                                                       /* Use a dark tile */
-                                                       c++;
-                                               }
-                                       }
-
-                                       /* Not glowing */
-                                       else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
-                                       {
-                                               if (is_ascii_graphics(a))
-                                               {
-                                                       /* Use darkened colour */
-                                                       a = lighting_colours[a][1];
-                                               }
-                                       }
-                               }
+                       /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
+                       else if (darkened_grid(c_ptr))
+                       {
+                               darkened_grid_hack();
                        }
 
                        /* Special lighting effects */
-                       else if (view_granite_lite && !p_ptr->wild_mode &&
-                          (((a == TERM_WHITE) && !use_graphics) ||
-                          (use_graphics && feat_supports_lighting(feat))))
+                       else if (view_granite_lite)
                        {
                                /* Handle "blind" */
                                if (p_ptr->blind)
                                {
-                                       if (use_graphics)
-                                       {
-                                               /* Use a dark tile */
-                                               c++;
-                                       }
-                                       else
-                                       {
-                                               /* Use "dark gray" */
-                                               a = TERM_L_DARK;
-                                       }
+                                       /* Use a darkened colour/tile */
+                                       a = f_ptr->x_attr[F_LIT_DARK];
+                                       c = f_ptr->x_char[F_LIT_DARK];
                                }
 
                                /* Handle "torch-lit" grids */
                                else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
                                {
                                        /* Torch lite */
-                                       if (view_yellow_lite && !p_ptr->wild_mode)
+                                       if (view_yellow_lite)
                                        {
-                                               if (use_graphics)
-                                               {
-                                                       /* Use a brightly lit tile */
-                                                       c += 2;
-                                               }
-                                               else
-                                               {
-                                                       /* Use "yellow" */
-                                                       a = TERM_YELLOW;
-                                               }
+                                               /* Use a brightly lit colour/tile */
+                                               a = f_ptr->x_attr[F_LIT_LITE];
+                                               c = f_ptr->x_char[F_LIT_LITE];
                                        }
                                }
 
                                /* Handle "view_bright_lite" */
-                               else if (view_bright_lite && !p_ptr->wild_mode)
+                               else if (view_bright_lite)
                                {
                                        /* Not viewable */
                                        if (!(c_ptr->info & CAVE_VIEW))
                                        {
-                                               if (use_graphics)
-                                               {
-                                                       /* Use a dark tile */
-                                                       c++;
-                                               }
-                                               else
-                                               {
-                                                       /* Use "gray" */
-                                                       a = TERM_SLATE;
-                                               }
+                                               /* Use a darkened colour/tile */
+                                               a = f_ptr->x_attr[F_LIT_DARK];
+                                               c = f_ptr->x_char[F_LIT_DARK];
                                        }
 
                                        /* Not glowing */
                                        else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
                                        {
-                                               if (use_graphics)
-                                               {
-                                                       /* Use a lit tile */
-                                               }
-                                               else
-                                               {
-                                                       /* Use "gray" */
-                                                       a = TERM_SLATE;
-                                               }
+                                               /* Use a darkened colour/tile */
+                                               a = f_ptr->x_attr[F_LIT_DARK];
+                                               c = f_ptr->x_char[F_LIT_DARK];
                                        }
 
                                        /* Not glowing correctly */
-                                       else
+                                       else if (!feat_supports_los(feat) && !check_local_illumination(y, x))
                                        {
-                                               int xx, yy;
-
-                                               /* Hack -- move towards player */
-                                               yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
-                                               xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
-
-                                               /* Check for "local" illumination */
-                                               if ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
-                                               {
-                                                       if (use_graphics)
-                                                       {
-                                                               /* Use a lit tile */
-                                                       }
-                                                       else
-                                                       {
-                                                               /* Use "gray" */
-                                                               a = TERM_SLATE;
-                                                       }
-                                               }
+                                               /* Use a darkened colour/tile */
+                                               a = f_ptr->x_attr[F_LIT_DARK];
+                                               c = f_ptr->x_char[F_LIT_DARK];
                                        }
                                }
                        }
                }
 
-               /* "Simple Lighting" */
+               /* Unknown */
                else
                {
-                       /* Handle "blind" */
-                       if (!(c_ptr->info & CAVE_MARK))
-                       {
-                               /* Unsafe cave grid -- idea borrowed from Unangband */
-                               if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
-                                       feat = FEAT_UNDETECTD;
-                               else
-                                       feat = FEAT_NONE;
-                       }
+                       /* Unsafe cave grid -- idea borrowed from Unangband */
+                       if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
+                               feat = FEAT_UNDETECTED;
+                       else
+                               feat = FEAT_NONE;
 
                        /* Access feature */
                        f_ptr = &f_info[feat];
 
                        /* Normal attr */
-                       a = f_ptr->x_attr;
+                       a = f_ptr->x_attr[F_LIT_STANDARD];
 
                        /* Normal char */
-                       c = f_ptr->x_char;
-
-                       /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
-                       if (darkened_grid)
-                       {
-                               darkened_grid_hack();
-                       }
+                       c = f_ptr->x_char[F_LIT_STANDARD];
                }
        }
 
-       if (feat_priority == -1)
-       {
-               switch (feat)
-               {
-               case FEAT_NONE:
-               case FEAT_UNDETECTD:
-               case FEAT_DARK_PIT:
-                       feat_priority = 1;
-                       break;
-
-               case FEAT_FLOOR:
-               case FEAT_INVIS:
-               case FEAT_TRAP_TRAPDOOR:
-               case FEAT_TRAP_PIT:
-               case FEAT_TRAP_SPIKED_PIT:
-               case FEAT_TRAP_POISON_PIT:
-               case FEAT_TRAP_TY_CURSE:
-               case FEAT_TRAP_TELEPORT:
-               case FEAT_TRAP_FIRE:
-               case FEAT_TRAP_ACID:
-               case FEAT_TRAP_SLOW:
-               case FEAT_TRAP_LOSE_STR:
-               case FEAT_TRAP_LOSE_DEX:
-               case FEAT_TRAP_LOSE_CON:
-               case FEAT_TRAP_BLIND:
-               case FEAT_TRAP_CONFUSE:
-               case FEAT_TRAP_POISON:
-               case FEAT_TRAP_SLEEP:
-               case FEAT_TRAP_TRAPS:
-               case FEAT_TRAP_ALARM:
-               case FEAT_DIRT:
-               case FEAT_GRASS:
-               case FEAT_FLOWER:
-               case FEAT_DEEP_GRASS:
-               case FEAT_SWAMP:
-               case FEAT_TREES:
-               case FEAT_RUBBLE:
-               case FEAT_MAGMA:
-               case FEAT_QUARTZ:
-               case FEAT_MAGMA_H:
-               case FEAT_QUARTZ_H:
-               case FEAT_WALL_EXTRA:
-               case FEAT_WALL_INNER:
-               case FEAT_WALL_OUTER:
-               case FEAT_WALL_SOLID:
-               case FEAT_DEEP_WATER:
-               case FEAT_SHAL_WATER:
-               case FEAT_DEEP_LAVA:
-               case FEAT_SHAL_LAVA:
-                       feat_priority = 2;
-                       break;
-                       
-               case FEAT_MAGMA_K:
-               case FEAT_QUARTZ_K:
-                       /* Now a days treasere grid is too many */
-                       feat_priority = 2;
-                       break;
-                       
-               case FEAT_MOUNTAIN:
-               case FEAT_PERM_EXTRA:
-               case FEAT_PERM_INNER:
-               case FEAT_PERM_OUTER:
-               case FEAT_PERM_SOLID:
-                       feat_priority = 5;
-                       break;
-                       
-                       /* default is feat_priority = 20; (doors and stores) */ 
-                       
-               case FEAT_GLYPH:
-               case FEAT_MINOR_GLYPH:
-               case FEAT_MIRROR:
-               case FEAT_PATTERN_START:
-               case FEAT_PATTERN_1:
-               case FEAT_PATTERN_2:
-               case FEAT_PATTERN_3:
-               case FEAT_PATTERN_4:
-               case FEAT_PATTERN_END:
-               case FEAT_PATTERN_OLD:
-               case FEAT_PATTERN_XTRA1:
-               case FEAT_PATTERN_XTRA2:
-                       feat_priority = 16;
-                       break;
-                       
-                       /* objects have feat_priority = 20 */ 
-                       /* monsters have feat_priority = 30 */ 
-                       
-               case FEAT_LESS:
-               case FEAT_MORE:
-               case FEAT_QUEST_ENTER:
-               case FEAT_QUEST_EXIT:
-               case FEAT_QUEST_DOWN:
-               case FEAT_QUEST_UP:
-               case FEAT_LESS_LESS:
-               case FEAT_MORE_MORE:
-               case FEAT_TOWN:
-               case FEAT_ENTRANCE:
-                       feat_priority = 35;
-                       break;
-                       
-               default:
-                       feat_priority = 10;
-                       break;
-               }
-       }
+       if (feat_priority == -1) feat_priority = f_ptr->priority;
 
-#ifdef USE_TRANSPARENCY
        /* Save the terrain info for the transparency effects */
        (*tap) = a;
        (*tcp) = c;
-#endif /* USE_TRANSPARENCY */
 
        /* Save the info */
        (*ap) = a;
        (*cp) = c;
 
        /* Hack -- rare random hallucination, except on outer dungeon walls */
-       if (p_ptr->image && (feat < FEAT_PERM_SOLID) && one_in_(256))
+       if (p_ptr->image)
        {
-               /* Hallucinate */
-               image_random(ap, cp);
+               if (one_in_(256))
+               {
+                       /* Hallucinate */
+                       image_random(ap, cp);
+               }
        }
 
        /* Objects */
@@ -1611,47 +1252,6 @@ void map_info(int y, int x, byte *ap, char *cp)
 }
 
 
-#ifdef JP
-/*
- * Table of Ascii-to-Zenkaku
- * ¡Ö¢£¡×¤ÏÆóÇÜÉýƦÉå¤ÎÆâÉô¥³¡¼¥É¤Ë»ÈÍÑ¡£
- */
-static char ascii_to_zenkaku[2*128+1] =  "\
-¡¡¡ª¡É¡ô¡ð¡ó¡õ¡Ç¡Ê¡Ë¡ö¡Ü¡¤¡Ý¡¥¡¿\
-£°£±£²£³£´£µ£¶£·£¸£¹¡§¡¨¡ã¡á¡ä¡©\
-¡÷£Á£Â£Ã£Ä£Å£Æ£Ç£È£É£Ê£Ë£Ì£Í£Î£Ï\
-£Ð£Ñ£Ò£Ó£Ô£Õ£Ö£×£Ø£Ù£Ú¡Î¡À¡Ï¡°¡²\
-¡Æ£á£â£ã£ä£å£æ£ç£è£é£ê£ë£ì£í£î£ï\
-£ð£ñ£ò£ó£ô£õ£ö£÷£ø£ù£ú¡Ð¡Ã¡Ñ¡Á¢£";
-#endif
-
-/*
- * Prepare Bigtile or 2-bytes character attr/char pairs
- */
-void bigtile_attr(char *cp, byte *ap, char *cp2, byte *ap2)
-{
-       if ((*ap & 0x80) && (*cp & 0x80))
-       {
-               *ap2 = 255;
-               *cp2 = -1;
-               return;
-       }
-
-#ifdef JP
-       if (isprint(*cp) || *cp == 127)
-       {
-               *ap2 = (*ap) | 0xf0;
-               *cp2 = ascii_to_zenkaku[2*(*cp-' ') + 1];
-               *cp = ascii_to_zenkaku[2*(*cp-' ')];
-               return;
-       }
-#endif
-
-       *ap2 = TERM_WHITE;
-       *cp2 = ' ';
-}
-
-
 /*
  * Calculate panel colum of a location in the map
  */
@@ -1682,9 +1282,6 @@ void move_cursor_relative(int row, int col)
  */
 void print_rel(char c, byte a, int y, int x)
 {
-       char c2;
-       byte a2;
-
        /* Only do "legal" locations */
        if (panel_contains(y, x))
        {
@@ -1696,12 +1293,8 @@ void print_rel(char c, byte a, int y, int x)
                        else if (p_ptr->wraith_form) a = TERM_L_DARK;
                }
 
-               if (use_bigtile) bigtile_attr(&c, &a, &c2, &a2);
-
                /* Draw the char using the attr */
-               Term_draw(panel_col_of(x), y-panel_row_prt, a, c);
-               if (use_bigtile)
-                       Term_draw(panel_col_of(x)+1, y-panel_row_prt, a2, c2);
+               Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, 0, 0);
        }
 }
 
@@ -1754,23 +1347,18 @@ void note_spot(int y, int x)
 
        s16b this_o_idx, next_o_idx = 0;
 
-       byte feat;
-
-       /* Feature code (applying "mimic" field) */
-       feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
-
 
        /* Blind players see nothing */
        if (p_ptr->blind) return;
 
        /* Analyze non-torch-lit grids */
-       if (!(c_ptr->info & (CAVE_LITE)))
+       if (!(c_ptr->info & (CAVE_LITE | CAVE_MNLT)))
        {
                /* Require line of sight to the grid */
                if (!(c_ptr->info & (CAVE_VIEW))) return;
 
                /* Require "perma-lite" of the grid */
-               if (!(c_ptr->info & CAVE_MNLT) && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW))
+               if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
                {
                        /* Not Ninja */
                        if (!p_ptr->see_nocto) return;
@@ -1794,8 +1382,11 @@ void note_spot(int y, int x)
        /* Hack -- memorize grids */
        if (!(c_ptr->info & (CAVE_MARK)))
        {
-               /* Handle floor grids first */
-               if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
+               /* Feature code (applying "mimic" field) */
+               s16b feat = get_feat_mimic(c_ptr);
+
+               /* Memorize some "boring" grids */
+               if (!have_flag(f_info[feat].flags, FF_REMEMBER))
                {
                        /* Option -- memorize all torch-lit floors */
                        if (view_torch_grids &&
@@ -1814,7 +1405,7 @@ void note_spot(int y, int x)
                }
 
                /* Memorize normal grids */
-               else if (cave_floor_grid(c_ptr))
+               else if (feat_supports_los(feat))
                {
                        /* Memorize */
                        c_ptr->info |= (CAVE_MARK);
@@ -1835,20 +1426,10 @@ void note_spot(int y, int x)
                }
 
                /* Memorize certain non-torch-lit wall grids */
-               else
+               else if (check_local_illumination(y, x))
                {
-                       int yy, xx;
-
-                       /* Hack -- move one grid towards player */
-                       yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
-                       xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
-
-                       /* Check for "local" illumination */
-                       if ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
-                       {
-                               /* Memorize */
-                               c_ptr->info |= (CAVE_MARK);
-                       }
+                       /* Memorize */
+                       c_ptr->info |= (CAVE_MARK);
                }
        }
 }
@@ -1860,10 +1441,8 @@ void display_dungeon(void)
        byte a;
        char c;
 
-#ifdef USE_TRANSPARENCY
        byte ta;
        char tc;
-#endif /* USE_TRANSPARENCY */
 
        for (x = px - Term->wid / 2 + 1; x <= px + Term->wid / 2; x++)
        {
@@ -1872,13 +1451,8 @@ void display_dungeon(void)
                        if (in_bounds2(y, x))
                        {
 
-#ifdef USE_TRANSPARENCY
                                /* Examine the grid */
                                map_info(y, x, &a, &c, &ta, &tc);
-#else /* USE_TRANSPARENCY */
-                               /* Examine the grid */
-                               map_info(y, x, &a, &c);
-#endif /* USE_TRANSPARENCY */
 
                                /* Hack -- fake monochrome */
                                if (!use_graphics)
@@ -1888,14 +1462,8 @@ void display_dungeon(void)
                                        else if (p_ptr->wraith_form) a = TERM_L_DARK;
                                }
 
-#ifdef USE_TRANSPARENCY
                                /* Hack -- Queue it */
                                Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
-#else /* USE_TRANSPARENCY */
-                               /* Hack -- Queue it */
-                               Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c);
-#endif /* USE_TRANSPARENCY */
-
                        }
                        else
                        {
@@ -1905,18 +1473,13 @@ void display_dungeon(void)
                                feature_type *f_ptr = &f_info[FEAT_NONE];
 
                                /* Normal attr */
-                               a = f_ptr->x_attr;
+                               a = f_ptr->x_attr[F_LIT_STANDARD];
 
                                /* Normal char */
-                               c = f_ptr->x_char;
+                               c = f_ptr->x_char[F_LIT_STANDARD];
 
-#ifdef USE_TRANSPARENCY
                                /* Hack -- Queue it */
                                Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
-#else /* USE_TRANSPARENCY */
-                               /* Hack -- Queue it */
-                               Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c);
-#endif /* USE_TRANSPARENCY */
                        }
                }
        }
@@ -1936,16 +1499,11 @@ void lite_spot(int y, int x)
                byte a;
                char c;
 
-#ifdef USE_TRANSPARENCY
                byte ta;
                char tc;
 
                /* Examine the grid */
                map_info(y, x, &a, &c, &ta, &tc);
-#else /* USE_TRANSPARENCY */
-               /* Examine the grid */
-               map_info(y, x, &a, &c);
-#endif /* USE_TRANSPARENCY */
 
                /* Hack -- fake monochrome */
                if (!use_graphics)
@@ -1955,26 +1513,8 @@ void lite_spot(int y, int x)
                        else if (p_ptr->wraith_form) a = TERM_L_DARK;
                }
 
-#ifdef JP
-               if (use_bigtile && is_ascii_graphics(a) && (isprint(c) || c == 127))
-               {
-                       /* Term_queue_chars ¤ÏÁ´³ÑASCIIÃÏ·Á¤òÀµ¤·¤¯update¤¹¤ë¡£ */
-                       Term_queue_chars(panel_col_of(x), y-panel_row_prt, 2, a, &ascii_to_zenkaku[2*(c-' ')]);
-                       return;
-               }
-#endif
-
-#ifdef USE_TRANSPARENCY
-               /* Hack -- Queue it */
-               Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
-               if (use_bigtile)
-                       Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, 255, -1, 0, 0);
-#else /* USE_TRANSPARENCY */
                /* Hack -- Queue it */
-               Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c);
-               if (use_bigtile)
-                       Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, 255, -1);
-#endif /* USE_TRANSPARENCY */
+               Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
 
                /* Update sub-windows */
                p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
@@ -2038,19 +1578,14 @@ void prt_map(void)
                /* Scan the columns of row "y" */
                for (x = xmin; x <= xmax; x++)
                {
-                       byte a, a2;
-                       char c, c2;
+                       byte a;
+                       char c;
 
-#ifdef USE_TRANSPARENCY
                        byte ta;
                        char tc;
 
                        /* Determine what is there */
                        map_info(y, x, &a, &c, &ta, &tc);
-#else
-                       /* Determine what is there */
-                       map_info(y, x, &a, &c);
-#endif
 
                        /* Hack -- fake monochrome */
                        if (!use_graphics)
@@ -2060,16 +1595,8 @@ void prt_map(void)
                                else if (p_ptr->wraith_form) a = TERM_L_DARK;
                        }
 
-                       if (use_bigtile) bigtile_attr(&c, &a, &c2, &a2);
-
                        /* Efficiency -- Redraw that grid of the map */
-#ifdef USE_TRANSPARENCY
-                       Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
-                       if (use_bigtile) Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, a2, c2, 0, 0);
-#else
-                       Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c);
-                       if (use_bigtile) Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, a2, c2);
-#endif
+                       Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
                }
        }
 
@@ -2110,25 +1637,21 @@ void prt_path(int y, int x)
        {
                int ny = GRID_Y(path_g[i]);
                int nx = GRID_X(path_g[i]);
+               cave_type *c_ptr = &cave[ny][nx];
 
                if (panel_contains(ny, nx))
                {
-                       byte a2, a = default_color;
-                       char c, c2;
+                       byte a = default_color;
+                       char c;
 
-#ifdef USE_TRANSPARENCY
                        byte ta;
                        char tc;
-#endif
 
-                       if (cave[ny][nx].m_idx && m_list[cave[ny][nx].m_idx].ml)
+                       if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
                        {
                                /* Determine what is there */
-#ifdef USE_TRANSPARENCY
                                map_info(ny, nx, &a, &c, &ta, &tc);
-#else
-                               map_info(ny, nx, &a, &c);
-#endif
+
                                if (!is_ascii_graphics(a))
                                        a = default_color;
                                else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
@@ -2145,20 +1668,13 @@ void prt_path(int y, int x)
                        }
 
                        c = '*';
-                       if (use_bigtile) bigtile_attr(&c, &a, &c2, &a2);
 
                        /* Hack -- Queue it */
-#ifdef USE_TRANSPARENCY
-                       Term_queue_char(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
-                       if (use_bigtile) Term_queue_char(panel_col_of(nx)+1, ny-panel_row_prt, a, c2, 0, 0);
-#else
-                       Term_queue_char(panel_col_of(nx), ny-panel_row_prt, a, c);
-                       if (use_bigtile) Term_queue_char(panel_col_of(nx)+1, ny-panel_row_prt, a, c2);
-#endif
+                       Term_queue_bigchar(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
                }
 
                /* Known Wall */
-               if ((cave[ny][nx].info & CAVE_MARK) && !cave_floor_bold(ny, nx)) break;
+               if ((c_ptr->info & CAVE_MARK) && !have_flag(f_flags_grid(c_ptr), FF_PROJECT)) break;
 
                /* Change color */
                if (nx == x && ny == y) default_color = TERM_L_DARK;
@@ -2198,7 +1714,7 @@ static void display_shortened_item_name(object_type *o_ptr, int y)
        int len = 0;
        byte attr;
 
-       object_desc(buf, o_ptr, FALSE, 0);
+       object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
        attr = tval_to_attr[o_ptr->tval % 128];
 
        if (p_ptr->image)
@@ -2271,8 +1787,8 @@ void display_map(int *cy, int *cx)
 {
        int i, j, x, y;
 
-       byte ta, a2;
-       char tc, c2;
+       byte ta;
+       char tc;
 
        byte tp;
 
@@ -2375,11 +1891,7 @@ void display_map(int *cy, int *cx)
                        feat_priority = -1;
 
                        /* Extract the current attr/char at that map location */
-#ifdef USE_TRANSPARENCY
                        map_info(j, i, &ta, &tc, &ta, &tc);
-#else /* USE_TRANSPARENCY */
-                       map_info(j, i, &ta, &tc);
-#endif /* USE_TRANSPARENCY */
 
                        /* Extract the priority */
                        tp = feat_priority;
@@ -2474,11 +1986,8 @@ void display_map(int *cy, int *cx)
                                else if (p_ptr->wraith_form) ta = TERM_L_DARK;
                        }
 
-                       if (use_bigtile) bigtile_attr(&tc, &ta, &c2, &a2);
-
                        /* Add the character */
-                       Term_addch(ta, tc);
-                       if (use_bigtile) Term_addch(a2, c2);
+                       Term_add_bigch(ta, tc);
                }
        }
 
@@ -2834,7 +2343,7 @@ prt("
  * I am thinking in terms of an algorithm that "walks" from the central point
  * out to the maximal "distance", at each point, determining the "view" code
  * (above).  For each grid not on a major axis or diagonal, the "view" code
- * depends on the "cave_floor_bold()" and "view" of exactly two other grids
+ * depends on the "cave_los_bold()" and "view" of exactly two other grids
  * (the one along the nearest diagonal, and the one next to that one, see
  * "update_view_aux()"...).
  *
@@ -2933,11 +2442,12 @@ void forget_lite(void)
  */
 #define cave_lite_hack(Y,X) \
 {\
-    if (!(cave[Y][X].info & (CAVE_LITE))) { \
-    cave[Y][X].info |= (CAVE_LITE); \
-    lite_y[lite_n] = (Y); \
-    lite_x[lite_n] = (X); \
-                           lite_n++;} \
+       if (!(cave[Y][X].info & (CAVE_LITE))) \
+       { \
+               cave[Y][X].info |= (CAVE_LITE); \
+               lite_y[lite_n] = (Y); \
+               lite_x[lite_n++] = (X); \
+       } \
 }
 
 
@@ -3034,7 +2544,7 @@ void update_lite(void)
        if (p >= 2)
        {
                /* South of the player */
-               if (cave_floor_bold(py+1, px))
+               if (cave_los_bold(py + 1, px))
                {
                        cave_lite_hack(py+2, px);
                        cave_lite_hack(py+2, px+1);
@@ -3042,7 +2552,7 @@ void update_lite(void)
                }
 
                /* North of the player */
-               if (cave_floor_bold(py-1, px))
+               if (cave_los_bold(py - 1, px))
                {
                        cave_lite_hack(py-2, px);
                        cave_lite_hack(py-2, px+1);
@@ -3050,7 +2560,7 @@ void update_lite(void)
                }
 
                /* East of the player */
-               if (cave_floor_bold(py, px+1))
+               if (cave_los_bold(py, px + 1))
                {
                        cave_lite_hack(py, px+2);
                        cave_lite_hack(py+1, px+2);
@@ -3058,7 +2568,7 @@ void update_lite(void)
                }
 
                /* West of the player */
-               if (cave_floor_bold(py, px-1))
+               if (cave_los_bold(py, px - 1))
                {
                        cave_lite_hack(py, px-2);
                        cave_lite_hack(py+1, px-2);
@@ -3075,25 +2585,25 @@ void update_lite(void)
                if (p > 14) p = 14;
 
                /* South-East of the player */
-               if (cave_floor_bold(py+1, px+1))
+               if (cave_los_bold(py + 1, px + 1))
                {
                        cave_lite_hack(py+2, px+2);
                }
 
                /* South-West of the player */
-               if (cave_floor_bold(py+1, px-1))
+               if (cave_los_bold(py + 1, px - 1))
                {
                        cave_lite_hack(py+2, px-2);
                }
 
                /* North-East of the player */
-               if (cave_floor_bold(py-1, px+1))
+               if (cave_los_bold(py - 1, px + 1))
                {
                        cave_lite_hack(py-2, px+2);
                }
 
                /* North-West of the player */
-               if (cave_floor_bold(py-1, px-1))
+               if (cave_los_bold(py - 1, px - 1))
                {
                        cave_lite_hack(py-2, px-2);
                }
@@ -3186,6 +2696,7 @@ void update_lite(void)
 
 
 static bool mon_invis;
+static s16b mon_fy, mon_fx;
 
 /*
  * Add a square to the changes array
@@ -3193,17 +2704,59 @@ static bool mon_invis;
 static void mon_lite_hack(int y, int x)
 {
        cave_type *c_ptr;
+       int       midpoint, dpf, d;
 
-       /* Out of bounds */
-       if (!in_bounds2(y, x)) return;
+       /* We trust this grid is in bounds */
+       /* if (!in_bounds2(y, x)) return; */
 
        c_ptr = &cave[y][x];
 
        /* Want a unlit square in view of the player */
        if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
 
-       /* Hack XXX XXX - Is it a wall and monster not in LOS? */
-       if (!cave_floor_grid(c_ptr) && mon_invis) return;
+       if (!cave_los_grid(c_ptr))
+       {
+               /* Hack XXX XXX - Is it a wall and monster not in LOS? */
+               if (mon_invis) return;
+
+               /* Hack -- Prevent monster lite leakage in walls */
+
+               /* Horizontal walls between player and a monster */
+               if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
+               {
+                       dpf = py - mon_fy;
+                       d = y - mon_fy;
+                       midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
+
+                       /* Only first wall viewed from mid-x is lit */
+                       if (x < midpoint)
+                       {
+                               if (!cave_los_bold(y, x + 1)) return;
+                       }
+                       else if (x > midpoint)
+                       {
+                               if (!cave_los_bold(y, x - 1)) return;
+                       }
+               }
+
+               /* Vertical walls between player and a monster */
+               if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
+               {
+                       dpf = px - mon_fx;
+                       d = x - mon_fx;
+                       midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
+
+                       /* Only first wall viewed from mid-y is lit */
+                       if (y < midpoint)
+                       {
+                               if (!cave_los_bold(y + 1, x)) return;
+                       }
+                       else if (y > midpoint)
+                       {
+                               if (!cave_los_bold(y - 1, x)) return;
+                       }
+               }
+       }
 
        /* We trust temp_n does not exceed TEMP_MAX */
 
@@ -3234,17 +2787,59 @@ static void mon_lite_hack(int y, int x)
 static void mon_dark_hack(int y, int x)
 {
        cave_type *c_ptr;
+       int       midpoint, dpf, d;
 
-       /* Out of bounds */
-       if (!in_bounds2(y, x)) return;
+       /* We trust this grid is in bounds */
+       /* if (!in_bounds2(y, x)) return; */
 
        c_ptr = &cave[y][x];
 
        /* Want a unlit and undarkened square in view of the player */
-       if ((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) || ((c_ptr->info & (CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW)) return;
+       if ((c_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW) return;
+
+       if (!cave_los_grid(c_ptr))
+       {
+               /* Hack XXX XXX - Is it a wall and monster not in LOS? */
+               if (mon_invis) return;
+
+               /* Hack -- Prevent monster dark lite leakage in walls */
+
+               /* Horizontal walls between player and a monster */
+               if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
+               {
+                       dpf = py - mon_fy;
+                       d = y - mon_fy;
+                       midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
+
+                       /* Only first wall viewed from mid-x is lit */
+                       if (x < midpoint)
+                       {
+                               if (!cave_los_bold(y, x + 1)) return;
+                       }
+                       else if (x > midpoint)
+                       {
+                               if (!cave_los_bold(y, x - 1)) return;
+                       }
+               }
+
+               /* Vertical walls between player and a monster */
+               if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
+               {
+                       dpf = px - mon_fx;
+                       d = x - mon_fx;
+                       midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
 
-       /* Hack XXX XXX - Is it a wall and monster not in LOS? */
-       if (!cave_floor_grid(c_ptr) && mon_invis) return;
+                       /* Only first wall viewed from mid-y is lit */
+                       if (y < midpoint)
+                       {
+                               if (!cave_los_bold(y + 1, x)) return;
+                       }
+                       else if (y > midpoint)
+                       {
+                               if (!cave_los_bold(y - 1, x)) return;
+                       }
+               }
+       }
 
        /* We trust temp_n does not exceed TEMP_MAX */
 
@@ -3274,6 +2869,7 @@ void update_mon_lite(void)
        cave_type *c_ptr;
 
        s16b fx, fy;
+       void (*add_mon_lite)(int, int);
 
        s16b end_temp;
 
@@ -3309,6 +2905,9 @@ void update_mon_lite(void)
                /* Is it too far away? */
                if (m_ptr->cdis > dis_lim) continue;
 
+               /* If a monster stops time, break */
+               if (world_monster) break;
+
                /* Get lite radius */
                rad = 0;
 
@@ -3324,257 +2923,136 @@ void update_mon_lite(void)
                {
                        if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (m_ptr->csleep || (!dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
                        if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
+                       add_mon_lite = mon_lite_hack;
                }
                else
                {
                        if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (m_ptr->csleep || (!dun_level && !is_daytime()))) continue;
+                       add_mon_lite = mon_dark_hack;
+                       rad = -rad; /* Use absolute value */
                }
 
-               if (world_monster) continue;
-
                /* Access the location */
-               fx = m_ptr->fx;
-               fy = m_ptr->fy;
+               mon_fx = m_ptr->fx;
+               mon_fy = m_ptr->fy;
 
                /* Is the monster visible? */
-               mon_invis = !(cave[fy][fx].info & CAVE_VIEW);
-
-               if (rad > 0) /* Lite */
+               mon_invis = !(cave[mon_fy][mon_fx].info & CAVE_VIEW);
+
+               /* The square it is on */
+               add_mon_lite(mon_fy, mon_fx);
+
+               /* Adjacent squares */
+               add_mon_lite(mon_fy + 1, mon_fx);
+               add_mon_lite(mon_fy - 1, mon_fx);
+               add_mon_lite(mon_fy, mon_fx + 1);
+               add_mon_lite(mon_fy, mon_fx - 1);
+               add_mon_lite(mon_fy + 1, mon_fx + 1);
+               add_mon_lite(mon_fy + 1, mon_fx - 1);
+               add_mon_lite(mon_fy - 1, mon_fx + 1);
+               add_mon_lite(mon_fy - 1, mon_fx - 1);
+
+               /* Radius 2 */
+               if (rad >= 2)
                {
-                       /* The square it is on */
-                       mon_lite_hack(fy, fx);
-
-                       /* Adjacent squares */
-                       mon_lite_hack(fy + 1, fx);
-                       mon_lite_hack(fy - 1, fx);
-                       mon_lite_hack(fy, fx + 1);
-                       mon_lite_hack(fy, fx - 1);
-                       mon_lite_hack(fy + 1, fx + 1);
-                       mon_lite_hack(fy + 1, fx - 1);
-                       mon_lite_hack(fy - 1, fx + 1);
-                       mon_lite_hack(fy - 1, fx - 1);
-
-                       /* Radius 2 */
-                       if (rad >= 2)
+                       /* South of the monster */
+                       if (cave_los_bold(mon_fy + 1, mon_fx))
                        {
-                               /* South of the monster */
-                               if (cave_floor_bold(fy + 1, fx))
-                               {
-                                       mon_lite_hack(fy + 2, fx + 1);
-                                       mon_lite_hack(fy + 2, fx);
-                                       mon_lite_hack(fy + 2, fx - 1);
-
-                                       c_ptr = &cave[fy + 2][fx];
-
-                                       /* Radius 3 */
-                                       if ((rad == 3) && cave_floor_grid(c_ptr))
-                                       {
-                                               mon_lite_hack(fy + 3, fx + 1);
-                                               mon_lite_hack(fy + 3, fx);
-                                               mon_lite_hack(fy + 3, fx - 1);
-                                       }
-                               }
-
-                               /* North of the monster */
-                               if (cave_floor_bold(fy - 1, fx))
-                               {
-                                       mon_lite_hack(fy - 2, fx + 1);
-                                       mon_lite_hack(fy - 2, fx);
-                                       mon_lite_hack(fy - 2, fx - 1);
-
-                                       c_ptr = &cave[fy - 2][fx];
-
-                                       /* Radius 3 */
-                                       if ((rad == 3) && cave_floor_grid(c_ptr))
-                                       {
-                                               mon_lite_hack(fy - 3, fx + 1);
-                                               mon_lite_hack(fy - 3, fx);
-                                               mon_lite_hack(fy - 3, fx - 1);
-                                       }
-                               }
-
-                               /* East of the monster */
-                               if (cave_floor_bold(fy, fx + 1))
-                               {
-                                       mon_lite_hack(fy + 1, fx + 2);
-                                       mon_lite_hack(fy, fx + 2);
-                                       mon_lite_hack(fy - 1, fx + 2);
-
-                                       c_ptr = &cave[fy][fx + 2];
+                               add_mon_lite(mon_fy + 2, mon_fx + 1);
+                               add_mon_lite(mon_fy + 2, mon_fx);
+                               add_mon_lite(mon_fy + 2, mon_fx - 1);
 
-                                       /* Radius 3 */
-                                       if ((rad == 3) && cave_floor_grid(c_ptr))
-                                       {
-                                               mon_lite_hack(fy + 1, fx + 3);
-                                               mon_lite_hack(fy, fx + 3);
-                                               mon_lite_hack(fy - 1, fx + 3);
-                                       }
-                               }
+                               c_ptr = &cave[mon_fy + 2][mon_fx];
 
-                               /* West of the monster */
-                               if (cave_floor_bold(fy, fx - 1))
+                               /* Radius 3 */
+                               if ((rad == 3) && cave_los_grid(c_ptr))
                                {
-                                       mon_lite_hack(fy + 1, fx - 2);
-                                       mon_lite_hack(fy, fx - 2);
-                                       mon_lite_hack(fy - 1, fx - 2);
-
-                                       c_ptr = &cave[fy][fx - 2];
-
-                                       /* Radius 3 */
-                                       if ((rad == 3) && cave_floor_grid(c_ptr))
-                                       {
-                                               mon_lite_hack(fy + 1, fx - 3);
-                                               mon_lite_hack(fy, fx - 3);
-                                               mon_lite_hack(fy - 1, fx - 3);
-                                       }
+                                       add_mon_lite(mon_fy + 3, mon_fx + 1);
+                                       add_mon_lite(mon_fy + 3, mon_fx);
+                                       add_mon_lite(mon_fy + 3, mon_fx - 1);
                                }
                        }
 
-                       /* Radius 3 */
-                       if (rad == 3)
+                       /* North of the monster */
+                       if (cave_los_bold(mon_fy - 1, mon_fx))
                        {
-                               /* South-East of the monster */
-                               if (cave_floor_bold(fy + 1, fx + 1))
-                               {
-                                       mon_lite_hack(fy + 2, fx + 2);
-                               }
+                               add_mon_lite(mon_fy - 2, mon_fx + 1);
+                               add_mon_lite(mon_fy - 2, mon_fx);
+                               add_mon_lite(mon_fy - 2, mon_fx - 1);
 
-                               /* South-West of the monster */
-                               if (cave_floor_bold(fy + 1, fx - 1))
-                               {
-                                       mon_lite_hack(fy + 2, fx - 2);
-                               }
-
-                               /* North-East of the monster */
-                               if (cave_floor_bold(fy - 1, fx + 1))
-                               {
-                                       mon_lite_hack(fy - 2, fx + 2);
-                               }
+                               c_ptr = &cave[mon_fy - 2][mon_fx];
 
-                               /* North-West of the monster */
-                               if (cave_floor_bold(fy - 1, fx - 1))
+                               /* Radius 3 */
+                               if ((rad == 3) && cave_los_grid(c_ptr))
                                {
-                                       mon_lite_hack(fy - 2, fx - 2);
+                                       add_mon_lite(mon_fy - 3, mon_fx + 1);
+                                       add_mon_lite(mon_fy - 3, mon_fx);
+                                       add_mon_lite(mon_fy - 3, mon_fx - 1);
                                }
                        }
-               }
-               else /* Dark (rad < 0) */
-               {
-                       /* The square it is on */
-                       mon_dark_hack(fy, fx);
-
-                       /* Adjacent squares */
-                       mon_dark_hack(fy + 1, fx);
-                       mon_dark_hack(fy - 1, fx);
-                       mon_dark_hack(fy, fx + 1);
-                       mon_dark_hack(fy, fx - 1);
-                       mon_dark_hack(fy + 1, fx + 1);
-                       mon_dark_hack(fy + 1, fx - 1);
-                       mon_dark_hack(fy - 1, fx + 1);
-                       mon_dark_hack(fy - 1, fx - 1);
-
-                       /* Radius -2 */
-                       if (rad <= -2)
-                       {
-                               /* South of the monster */
-                               if (cave_floor_bold(fy + 1, fx))
-                               {
-                                       mon_dark_hack(fy + 2, fx + 1);
-                                       mon_dark_hack(fy + 2, fx);
-                                       mon_dark_hack(fy + 2, fx - 1);
 
-                                       c_ptr = &cave[fy + 2][fx];
+                       /* East of the monster */
+                       if (cave_los_bold(mon_fy, mon_fx + 1))
+                       {
+                               add_mon_lite(mon_fy + 1, mon_fx + 2);
+                               add_mon_lite(mon_fy, mon_fx + 2);
+                               add_mon_lite(mon_fy - 1, mon_fx + 2);
 
-                                       /* Radius -3 */
-                                       if ((rad == -3) && cave_floor_grid(c_ptr))
-                                       {
-                                               mon_dark_hack(fy + 3, fx + 1);
-                                               mon_dark_hack(fy + 3, fx);
-                                               mon_dark_hack(fy + 3, fx - 1);
-                                       }
-                               }
+                               c_ptr = &cave[mon_fy][mon_fx + 2];
 
-                               /* North of the monster */
-                               if (cave_floor_bold(fy - 1, fx))
+                               /* Radius 3 */
+                               if ((rad == 3) && cave_los_grid(c_ptr))
                                {
-                                       mon_dark_hack(fy - 2, fx + 1);
-                                       mon_dark_hack(fy - 2, fx);
-                                       mon_dark_hack(fy - 2, fx - 1);
-
-                                       c_ptr = &cave[fy - 2][fx];
-
-                                       /* Radius -3 */
-                                       if ((rad == -3) && cave_floor_grid(c_ptr))
-                                       {
-                                               mon_dark_hack(fy - 3, fx + 1);
-                                               mon_dark_hack(fy - 3, fx);
-                                               mon_dark_hack(fy - 3, fx - 1);
-                                       }
+                                       add_mon_lite(mon_fy + 1, mon_fx + 3);
+                                       add_mon_lite(mon_fy, mon_fx + 3);
+                                       add_mon_lite(mon_fy - 1, mon_fx + 3);
                                }
+                       }
 
-                               /* East of the monster */
-                               if (cave_floor_bold(fy, fx + 1))
-                               {
-                                       mon_dark_hack(fy + 1, fx + 2);
-                                       mon_dark_hack(fy, fx + 2);
-                                       mon_dark_hack(fy - 1, fx + 2);
-
-                                       c_ptr = &cave[fy][fx + 2];
+                       /* West of the monster */
+                       if (cave_los_bold(mon_fy, mon_fx - 1))
+                       {
+                               add_mon_lite(mon_fy + 1, mon_fx - 2);
+                               add_mon_lite(mon_fy, mon_fx - 2);
+                               add_mon_lite(mon_fy - 1, mon_fx - 2);
 
-                                       /* Radius -3 */
-                                       if ((rad == -3) && cave_floor_grid(c_ptr))
-                                       {
-                                               mon_dark_hack(fy + 1, fx + 3);
-                                               mon_dark_hack(fy, fx + 3);
-                                               mon_dark_hack(fy - 1, fx + 3);
-                                       }
-                               }
+                               c_ptr = &cave[mon_fy][mon_fx - 2];
 
-                               /* West of the monster */
-                               if (cave_floor_bold(fy, fx - 1))
+                               /* Radius 3 */
+                               if ((rad == 3) && cave_los_grid(c_ptr))
                                {
-                                       mon_dark_hack(fy + 1, fx - 2);
-                                       mon_dark_hack(fy, fx - 2);
-                                       mon_dark_hack(fy - 1, fx - 2);
-
-                                       c_ptr = &cave[fy][fx - 2];
-
-                                       /* Radius -3 */
-                                       if ((rad == -3) && cave_floor_grid(c_ptr))
-                                       {
-                                               mon_dark_hack(fy + 1, fx - 3);
-                                               mon_dark_hack(fy, fx - 3);
-                                               mon_dark_hack(fy - 1, fx - 3);
-                                       }
+                                       add_mon_lite(mon_fy + 1, mon_fx - 3);
+                                       add_mon_lite(mon_fy, mon_fx - 3);
+                                       add_mon_lite(mon_fy - 1, mon_fx - 3);
                                }
                        }
+               }
 
-                       /* Radius -3 */
-                       if (rad == -3)
+               /* Radius 3 */
+               if (rad == 3)
+               {
+                       /* South-East of the monster */
+                       if (cave_los_bold(mon_fy + 1, mon_fx + 1))
                        {
-                               /* South-East of the monster */
-                               if (cave_floor_bold(fy + 1, fx + 1))
-                               {
-                                       mon_dark_hack(fy + 2, fx + 2);
-                               }
+                               add_mon_lite(mon_fy + 2, mon_fx + 2);
+                       }
 
-                               /* South-West of the monster */
-                               if (cave_floor_bold(fy + 1, fx - 1))
-                               {
-                                       mon_dark_hack(fy + 2, fx - 2);
-                               }
+                       /* South-West of the monster */
+                       if (cave_los_bold(mon_fy + 1, mon_fx - 1))
+                       {
+                               add_mon_lite(mon_fy + 2, mon_fx - 2);
+                       }
 
-                               /* North-East of the monster */
-                               if (cave_floor_bold(fy - 1, fx + 1))
-                               {
-                                       mon_dark_hack(fy - 2, fx + 2);
-                               }
+                       /* North-East of the monster */
+                       if (cave_los_bold(mon_fy - 1, mon_fx + 1))
+                       {
+                               add_mon_lite(mon_fy - 2, mon_fx + 2);
+                       }
 
-                               /* North-West of the monster */
-                               if (cave_floor_bold(fy - 1, fx - 1))
-                               {
-                                       mon_dark_hack(fy - 2, fx - 2);
-                               }
+                       /* North-West of the monster */
+                       if (cave_los_bold(mon_fy - 1, mon_fx - 1))
+                       {
+                               add_mon_lite(mon_fy - 2, mon_fx - 2);
                        }
                }
        }
@@ -3810,8 +3288,8 @@ static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
 
 
        /* Check for walls */
-       f1 = (cave_floor_grid(g1_c_ptr));
-       f2 = (cave_floor_grid(g2_c_ptr));
+       f1 = (cave_los_grid(g1_c_ptr));
+       f2 = (cave_los_grid(g2_c_ptr));
 
        /* Totally blocked by physical walls */
        if (!f1 && !f2) return (TRUE);
@@ -3830,7 +3308,7 @@ static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
 
 
        /* Check for walls */
-       wall = (!cave_floor_grid(c_ptr));
+       wall = (!cave_los_grid(c_ptr));
 
 
        /* Check the "ease" of visibility */
@@ -3946,7 +3424,7 @@ static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
  * 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_floor_bold()" macro, and to avoid the overhead
+ * use the optimized "cave_los_bold()" 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",
@@ -3962,8 +3440,8 @@ static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
  * 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_floor_grid()"
- * macro is a replacement for "cave_floor_bold()" which takes a pointer to
+ * Note the use of "inline" macros for efficiency.  The "cave_los_grid()"
+ * macro is a replacement for "cave_los_bold()" which takes a pointer to
  * a cave 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
@@ -4070,7 +3548,7 @@ void update_view(void)
                c_ptr = &cave[y+d][x+d];
                c_ptr->info |= (CAVE_XTRA);
                cave_view_hack(c_ptr, y+d, x+d);
-               if (!cave_floor_grid(c_ptr)) break;
+               if (!cave_los_grid(c_ptr)) break;
        }
 
        /* Scan south-west */
@@ -4079,7 +3557,7 @@ void update_view(void)
                c_ptr = &cave[y+d][x-d];
                c_ptr->info |= (CAVE_XTRA);
                cave_view_hack(c_ptr, y+d, x-d);
-               if (!cave_floor_grid(c_ptr)) break;
+               if (!cave_los_grid(c_ptr)) break;
        }
 
        /* Scan north-east */
@@ -4088,7 +3566,7 @@ void update_view(void)
                c_ptr = &cave[y-d][x+d];
                c_ptr->info |= (CAVE_XTRA);
                cave_view_hack(c_ptr, y-d, x+d);
-               if (!cave_floor_grid(c_ptr)) break;
+               if (!cave_los_grid(c_ptr)) break;
        }
 
        /* Scan north-west */
@@ -4097,7 +3575,7 @@ void update_view(void)
                c_ptr = &cave[y-d][x-d];
                c_ptr->info |= (CAVE_XTRA);
                cave_view_hack(c_ptr, y-d, x-d);
-               if (!cave_floor_grid(c_ptr)) break;
+               if (!cave_los_grid(c_ptr)) break;
        }
 
 
@@ -4109,7 +3587,7 @@ void update_view(void)
                c_ptr = &cave[y+d][x];
                c_ptr->info |= (CAVE_XTRA);
                cave_view_hack(c_ptr, y+d, x);
-               if (!cave_floor_grid(c_ptr)) break;
+               if (!cave_los_grid(c_ptr)) break;
        }
 
        /* Initialize the "south strips" */
@@ -4121,7 +3599,7 @@ void update_view(void)
                c_ptr = &cave[y-d][x];
                c_ptr->info |= (CAVE_XTRA);
                cave_view_hack(c_ptr, y-d, x);
-               if (!cave_floor_grid(c_ptr)) break;
+               if (!cave_los_grid(c_ptr)) break;
        }
 
        /* Initialize the "north strips" */
@@ -4133,7 +3611,7 @@ void update_view(void)
                c_ptr = &cave[y][x+d];
                c_ptr->info |= (CAVE_XTRA);
                cave_view_hack(c_ptr, y, x+d);
-               if (!cave_floor_grid(c_ptr)) break;
+               if (!cave_los_grid(c_ptr)) break;
        }
 
        /* Initialize the "east strips" */
@@ -4145,7 +3623,7 @@ void update_view(void)
                c_ptr = &cave[y][x-d];
                c_ptr->info |= (CAVE_XTRA);
                cave_view_hack(c_ptr, y, x-d);
-               if (!cave_floor_grid(c_ptr)) break;
+               if (!cave_los_grid(c_ptr)) break;
        }
 
        /* Initialize the "west strips" */
@@ -4590,7 +4068,7 @@ void update_flow(void)
                        if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
 
                        /* Ignore "walls" and "rubble" */
-                       if ((c_ptr->feat >= FEAT_RUBBLE) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
+                       if (!have_flag(f_flags_grid(c_ptr), FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
 
                        /* Save the flow cost */
                        if (c_ptr->cost == 0 || c_ptr->cost > m) c_ptr->cost = m;
@@ -4681,7 +4159,7 @@ void update_smell(void)
                        c_ptr = &cave[y][x];
 
                        /* Walls, water, and lava cannot hold scent. */
-                       if ((c_ptr->feat >= FEAT_RUBBLE) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
+                       if (!have_flag(f_flags_grid(c_ptr), FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
 
                        /* Grid must not be blocked by walls from the character */
                        if (!player_has_los_bold(y, x)) continue;
@@ -4702,10 +4180,9 @@ void update_smell(void)
 void map_area(int range)
 {
        int             i, x, y;
-
        cave_type       *c_ptr;
-
-       byte feat;
+       s16b            feat;
+       feature_type    *f_ptr;
 
        if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
 
@@ -4719,17 +4196,14 @@ void map_area(int range)
                        c_ptr = &cave[y][x];
 
                        /* Feature code (applying "mimic" field) */
-                       feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+                       feat = get_feat_mimic(c_ptr);
+                       f_ptr = &f_info[feat];
 
                        /* All non-walls are "checked" */
-                       if ((feat <= FEAT_DOOR_TAIL) ||
-                           (feat == FEAT_RUBBLE) ||
-                          ((feat >= FEAT_MINOR_GLYPH) &&
-                           (feat <= FEAT_TREES)) ||
-                           (feat >= FEAT_TOWN))
+                       if (!have_flag(f_ptr->flags, FF_WALL))
                        {
                                /* Memorize normal features */
-                               if ((feat > FEAT_INVIS) && (feat != FEAT_DIRT) && (feat != FEAT_GRASS))
+                               if (have_flag(f_ptr->flags, FF_REMEMBER))
                                {
                                        /* Memorize the object */
                                        c_ptr->info |= (CAVE_MARK);
@@ -4741,10 +4215,11 @@ void map_area(int range)
                                        c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
 
                                        /* Feature code (applying "mimic" field) */
-                                       feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+                                       feat = get_feat_mimic(c_ptr);
+                                       f_ptr = &f_info[feat];
 
                                        /* Memorize walls (etc) */
-                                       if ((feat >= FEAT_RUBBLE) && (feat != FEAT_DIRT) && (feat != FEAT_GRASS))
+                                       if (have_flag(f_ptr->flags, FF_REMEMBER))
                                        {
                                                /* Memorize the walls */
                                                c_ptr->info |= (CAVE_MARK);
@@ -4782,7 +4257,8 @@ void map_area(int range)
 void wiz_lite(bool ninja)
 {
        int i, y, x;
-       byte feat;
+       s16b feat;
+       feature_type *f_ptr;
 
        /* Memorize objects */
        for (i = 1; i < o_max; i++)
@@ -4808,10 +4284,11 @@ void wiz_lite(bool ninja)
                        cave_type *c_ptr = &cave[y][x];
 
                        /* Feature code (applying "mimic" field) */
-                       feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+                       feat = get_feat_mimic(c_ptr);
+                       f_ptr = &f_info[feat];
 
                        /* Process all non-walls */
-                       if (cave_floor_bold(y, x) || (feat == FEAT_RUBBLE) || (feat == FEAT_TREES) || (feat == FEAT_MOUNTAIN))
+                       if (!have_flag(f_ptr->flags, FF_WALL))
                        {
                                /* Scan all neighbors */
                                for (i = 0; i < 9; i++)
@@ -4823,34 +4300,30 @@ void wiz_lite(bool ninja)
                                        c_ptr = &cave[yy][xx];
 
                                        /* Feature code (applying "mimic" field) */
-                                       feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+                                       f_ptr = &f_info[get_feat_mimic(c_ptr)];
+
+                                       /* Perma-lite the grid */
+                                       if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS) && !ninja)
+                                       {
+                                               c_ptr->info |= (CAVE_GLOW);
+                                       }
 
                                        /* Memorize normal features */
-                                       if (ninja)
+                                       if (have_flag(f_ptr->flags, FF_REMEMBER))
                                        {
                                                /* Memorize the grid */
                                                c_ptr->info |= (CAVE_MARK);
                                        }
-                                       else
+
+                                       /* Perma-lit grids (newly and previously) */
+                                       else if (c_ptr->info & CAVE_GLOW)
                                        {
-                                               if ((feat > FEAT_INVIS))
+                                               /* Normally, memorize floors (see above) */
+                                               if (view_perma_grids && !view_torch_grids)
                                                {
                                                        /* Memorize the grid */
                                                        c_ptr->info |= (CAVE_MARK);
                                                }
-
-                                               /* Perma-lite the grid */
-                                               if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
-                                               {
-                                                       c_ptr->info |= (CAVE_GLOW);
-
-                                                       /* Normally, memorize floors (see above) */
-                                                       if (view_perma_grids && !view_torch_grids)
-                                                       {
-                                                               /* Memorize the grid */
-                                                               c_ptr->info |= (CAVE_MARK);
-                                                       }
-                                               }
                                        }
                                }
                        }
@@ -4877,17 +4350,32 @@ void wiz_dark(void)
 
 
        /* Forget every grid */
-       for (y = 0; y < cur_hgt; y++)
+       for (y = 1; y < cur_hgt - 1; y++)
        {
-               for (x = 0; x < cur_wid; x++)
+               for (x = 1; x < cur_wid - 1; x++)
                {
                        cave_type *c_ptr = &cave[y][x];
 
                        /* Process the grid */
-                       c_ptr->info &= ~(CAVE_MARK);
+                       c_ptr->info &= ~(CAVE_MARK | CAVE_IN_DETECT);
+                       c_ptr->info |= (CAVE_UNSAFE);
                }
        }
 
+       /* Forget every grid on horizontal edge */
+       for (x = 0; x < cur_wid; x++)
+       {
+               cave[0][x].info &= ~(CAVE_MARK);
+               cave[cur_hgt - 1][x].info &= ~(CAVE_MARK);
+       }
+
+       /* Forget every grid on vertical edge */
+       for (y = 1; y < (cur_hgt - 1); y++)
+       {
+               cave[y][0].info &= ~(CAVE_MARK);
+               cave[y][cur_wid - 1].info &= ~(CAVE_MARK);
+       }
+
        /* Forget all objects */
        for (i = 1; i < o_max; i++)
        {
@@ -4929,6 +4417,7 @@ void wiz_dark(void)
 void cave_set_feat(int y, int x, int feat)
 {
        cave_type *c_ptr = &cave[y][x];
+       feature_type *f_ptr = &f_info[feat];
 
        /* Clear mimic type */
        c_ptr->mimic = 0;
@@ -4939,8 +4428,14 @@ void cave_set_feat(int y, int x, int feat)
        /* Change the feature */
        c_ptr->feat = feat;
 
+       /* Check for change to boring grid */
+       if (!have_flag(f_ptr->flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+
+       /* Check for change to out of sight grid */
+       else if (!player_can_see_bold(y, x)) c_ptr->info &= ~(CAVE_MARK);
+
        /* Hack -- glow the deep lava */
-       if ((feat == FEAT_DEEP_LAVA) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+       if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
        {
                int i, yy, xx;
 
@@ -4968,6 +4463,103 @@ void cave_set_feat(int y, int x, int feat)
        lite_spot(y, x);
 }
 
+
+int conv_dungeon_feat(int newfeat)
+{
+       switch (newfeat)
+       {
+       case FEAT_DUNGEON_FLOOR:
+               return floor_type[randint0(100)];
+       case FEAT_DUNGEON_WALL:
+               return fill_type[randint0(100)];
+       case FEAT_DUNGEON_INNER:
+               return feat_wall_inner;
+       case FEAT_DUNGEON_OUTER:
+               return feat_wall_outer;
+       case FEAT_DUNGEON_SOLID:
+               return feat_wall_solid;
+       case FEAT_DUNGEON_STREAM1:
+               return d_info[dungeon_type].stream1;
+       case FEAT_DUNGEON_STREAM2:
+               return d_info[dungeon_type].stream2;
+       default:
+               return newfeat;
+       }
+}
+
+
+/*
+ * Take a feature, determine what that feature becomes
+ * through applying the given action.
+ */
+int feat_state(int feat, int action)
+{
+       feature_type *f_ptr = &f_info[feat];
+       int i;
+
+       /* Get the new feature */
+       for (i = 0; i < MAX_FEAT_STATES; i++)
+       {
+               if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
+       }
+
+       if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
+
+       return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
+}
+
+/*
+ * Takes a location and action and changes the feature at that 
+ * location through applying the given action.
+ */
+void cave_alter_feat(int y, int x, int action)
+{
+       /* Set old feature */
+       int oldfeat = cave[y][x].feat;
+
+       /* Get the new feat */
+       int newfeat = feat_state(oldfeat, action);
+
+       /* No change */
+       if (newfeat == oldfeat) return;
+
+       /* Set the new feature */
+       cave_set_feat(y, x, newfeat);
+
+       if (!(feature_action_flags[action] & FAF_NO_DROP))
+       {
+               feature_type *old_f_ptr = &f_info[oldfeat];
+               feature_type *f_ptr = &f_info[newfeat];
+               bool found = FALSE;
+
+               /* Handle gold */
+               if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
+               {
+                       /* Place some gold */
+                       place_gold(y, x);
+                       found = TRUE;
+               }
+
+               /* Handle item */
+               if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - dun_level / 2)))
+               {
+                       /* Place object */
+                       place_object(y, x, 0L);
+                       found = TRUE;
+               }
+
+               if (found && character_dungeon && player_can_see_bold(y, x))
+               {
+#ifdef JP
+                       msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
+#else
+                       msg_print("You have found something!");
+#endif
+               }
+       }
+}
+
+
 /* Remove a mirror */
 void remove_mirror(int y, int x)
 {
@@ -4993,7 +4585,7 @@ void remove_mirror(int y, int x)
  */
 bool is_mirror_grid(cave_type *c_ptr)
 {
-       if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_MIRROR)
+       if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MIRROR))
                return TRUE;
        else
                return FALSE;
@@ -5005,7 +4597,7 @@ bool is_mirror_grid(cave_type *c_ptr)
  */
 bool is_glyph_grid(cave_type *c_ptr)
 {
-       if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_GLYPH)
+       if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_GLYPH))
                return TRUE;
        else
                return FALSE;
@@ -5017,7 +4609,7 @@ bool is_glyph_grid(cave_type *c_ptr)
  */
 bool is_explosive_rune_grid(cave_type *c_ptr)
 {
-       if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_MINOR_GLYPH)
+       if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MINOR_GLYPH))
                return TRUE;
        else
                return FALSE;
@@ -5096,8 +4688,8 @@ bool projectable(int y1, int x1, int y2, int x2)
        /* Check the projection path */
        grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
 
-       /* No grid is ever projectable from itself */
-       if (!grid_n) return (FALSE);
+       /* Identical grid */
+       if (!grid_n) return TRUE;
 
        /* Final grid */
        y = GRID_Y(grid_g[grid_n - 1]);
@@ -5261,7 +4853,6 @@ void glow_deep_lava_and_bldg(void)
 {
        int y, x, i, yy, xx;
        cave_type *c_ptr;
-       byte feat;
 
        /* Not in the darkness dungeon */
        if (d_info[dungeon_type].flags1 & DF1_DARKNESS) return;
@@ -5273,14 +4864,8 @@ void glow_deep_lava_and_bldg(void)
                        c_ptr = &cave[y][x];
 
                        /* Feature code (applying "mimic" field) */
-                       feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
-
-                       if ((feat == FEAT_DEEP_LAVA) ||
-                          ((feat >= FEAT_SHOP_HEAD) &&
-                           (feat <= FEAT_SHOP_TAIL)) ||
-                           (feat == FEAT_MUSEUM) ||
-                          ((feat >= FEAT_BLDG_HEAD) &&
-                           (feat <= FEAT_BLDG_TAIL)))
+
+                       if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_GLOW))
                        {
                                for (i = 0; i < 9; i++)
                                {