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[Refactor] #38997 new_player_spot() に player_type * 引数を追加. / Add player_type * argume...
[hengband/hengband.git] / src / grid.c
index 74308d2..459b62a 100644 (file)
 
 
 #include "angband.h"
+#include "util.h"
+#include "term.h"
+
 #include "floor.h"
 #include "world.h"
 #include "object-flavor.h"
 #include "object-hook.h"
-#include "generate.h"
+#include "dungeon.h"
+#include "floor-generate.h"
 #include "grid.h"
 #include "trap.h"
 #include "rooms.h"
 #include "feature.h"
 #include "monster-status.h"
 #include "player-status.h"
+#include "player-effects.h"
+#include "player-class.h"
 #include "spells.h"
+#include "view-mainwindow.h"
+#include "realm-song.h"
+
+#define MONSTER_FLOW_DEPTH 32 /*!< 敵のプレイヤーに対する移動道のりの最大値(この値以上は処理を打ち切る) / OPTION: Maximum flow depth when using "MONSTER_FLOW" */
 
-static byte display_autopick; /*!< 自動拾い状態の設定フラグ */
-static int match_autopick;
-static object_type *autopick_obj; /*!< 各種自動拾い処理時に使うオブジェクトポインタ */
-static int feat_priority; /*!< マップ縮小表示時に表示すべき地形の優先度を保管する */
+/*
+ * Feature action flags
+ */
+#define FAF_DESTROY     0x01
+#define FAF_NO_DROP     0x02
+#define FAF_CRASH_GLASS 0x04
 
+/*!
+ * @brief 地形状態フラグテーブル /
+ * The table of features' actions
+ */
+static const byte feature_action_flags[FF_FLAG_MAX] =
+{
+       0, /* LOS */
+       0, /* PROJECT */
+       0, /* MOVE */
+       0, /* PLACE */
+       0, /* DROP */
+       0, /* SECRET */
+       0, /* NOTICE */
+       0, /* REMEMBER */
+       0, /* OPEN */
+       0, /* CLOSE */
+       FAF_CRASH_GLASS, /* BASH */
+       0, /* SPIKE */
+       FAF_DESTROY, /* DISARM */
+       0, /* STORE */
+       FAF_DESTROY | FAF_CRASH_GLASS, /* TUNNEL */
+       0, /* MAY_HAVE_GOLD */
+       0, /* HAS_GOLD */
+       0, /* HAS_ITEM */
+       0, /* DOOR */
+       0, /* TRAP */
+       0, /* STAIRS */
+       0, /* GLYPH */
+       0, /* LESS */
+       0, /* MORE */
+       0, /* RUN */
+       0, /* FLOOR */
+       0, /* WALL */
+       0, /* PERMANENT */
+       0, /* INNER */
+       0, /* OUTER */
+       0, /* SOLID */
+       0, /* HIT_TRAP */
+
+       0, /* BRIDGE */
+       0, /* RIVER */
+       0, /* LAKE */
+       0, /* BRIDGED */
+       0, /* COVERED */
+       0, /* GLOW */
+       0, /* ENSECRET */
+       0, /* WATER */
+       0, /* LAVA */
+       0, /* SHALLOW */
+       0, /* DEEP */
+       0, /* FILLED */
+       FAF_DESTROY | FAF_CRASH_GLASS, /* HURT_ROCK */
+       0, /* HURT_FIRE */
+       0, /* HURT_COLD */
+       0, /* HURT_ACID */
+       0, /* ICE */
+       0, /* ACID */
+       0, /* OIL */
+       0, /* XXX04 */
+       0, /* CAN_CLIMB */
+       0, /* CAN_FLY */
+       0, /* CAN_SWIM */
+       0, /* CAN_PASS */
+       0, /* CAN_OOZE */
+       0, /* CAN_DIG */
+       0, /* HIDE_ITEM */
+       0, /* HIDE_SNEAK */
+       0, /* HIDE_SWIM */
+       0, /* HIDE_DIG */
+       0, /* KILL_HUGE */
+       0, /* KILL_MOVE */
+
+       0, /* PICK_TRAP */
+       0, /* PICK_DOOR */
+       0, /* ALLOC */
+       0, /* CHEST */
+       0, /* DROP_1D2 */
+       0, /* DROP_2D2 */
+       0, /* DROP_GOOD */
+       0, /* DROP_GREAT */
+       0, /* HURT_POIS */
+       0, /* HURT_ELEC */
+       0, /* HURT_WATER */
+       0, /* HURT_BWATER */
+       0, /* USE_FEAT */
+       0, /* GET_FEAT */
+       0, /* GROUND */
+       0, /* OUTSIDE */
+       0, /* EASY_HIDE */
+       0, /* EASY_CLIMB */
+       0, /* MUST_CLIMB */
+       0, /* TREE */
+       0, /* NEED_TREE */
+       0, /* BLOOD */
+       0, /* DUST */
+       0, /* SLIME */
+       0, /* PLANT */
+       0, /* XXX2 */
+       0, /* INSTANT */
+       0, /* EXPLODE */
+       0, /* TIMED */
+       0, /* ERUPT */
+       0, /* STRIKE */
+       0, /* SPREAD */
+
+       0, /* SPECIAL */
+       FAF_DESTROY | FAF_NO_DROP | FAF_CRASH_GLASS, /* HURT_DISI */
+       0, /* QUEST_ENTER */
+       0, /* QUEST_EXIT */
+       0, /* QUEST */
+       0, /* SHAFT */
+       0, /* MOUNTAIN */
+       0, /* BLDG */
+       0, /* MINOR_GLYPH */
+       0, /* PATTERN */
+       0, /* TOWN */
+       0, /* ENTRANCE */
+       0, /* MIRROR */
+       0, /* UNPERM */
+       0, /* TELEPORTABLE */
+       0, /* CONVERT */
+       0, /* GLASS */
+};
 
 /*!
  * @brief 新規フロアに入りたてのプレイヤーをランダムな場所に配置する / Returns random co-ordinates for player/monster/object
+ * @param creature_ptr 配置したいクリーチャーの参照ポインタ
  * @return 配置に成功したらTRUEを返す
  */
-bool new_player_spot(void)
+bool new_player_spot(player_type *creature_ptr)
 {
        POSITION y = 0, x = 0;
        int max_attempts = 10000;
@@ -51,18 +187,17 @@ bool new_player_spot(void)
        grid_type *g_ptr;
        feature_type *f_ptr;
 
-       /* Place the player */
        while (max_attempts--)
        {
                /* Pick a legal spot */
-               y = (POSITION)rand_range(1, current_floor_ptr->height - 2);
-               x = (POSITION)rand_range(1, current_floor_ptr->width - 2);
+               y = (POSITION)rand_range(1, creature_ptr->current_floor_ptr->height - 2);
+               x = (POSITION)rand_range(1, creature_ptr->current_floor_ptr->width - 2);
 
-               g_ptr = &current_floor_ptr->grid_array[y][x];
+               g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
 
                /* Must be a "naked" floor grid */
                if (g_ptr->m_idx) continue;
-               if (current_floor_ptr->dun_level)
+               if (creature_ptr->current_floor_ptr->dun_level)
                {
                        f_ptr = &f_info[g_ptr->feat];
 
@@ -80,7 +215,7 @@ bool new_player_spot(void)
                        if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) continue;
                }
                if (!player_can_enter(g_ptr->feat, 0)) continue;
-               if (!in_bounds(y, x)) continue;
+               if (!in_bounds(creature_ptr->current_floor_ptr, y, x)) continue;
 
                /* Refuse to start on anti-teleport grids */
                if (g_ptr->info & (CAVE_ICKY)) continue;
@@ -92,8 +227,8 @@ bool new_player_spot(void)
                return FALSE;
 
        /* Save the new player grid */
-       p_ptr->y = y;
-       p_ptr->x = x;
+       creature_ptr->y = y;
+       creature_ptr->x = x;
 
        return TRUE;
 }
@@ -111,20 +246,13 @@ void place_random_stairs(POSITION y, POSITION x)
        bool up_stairs = TRUE;
        bool down_stairs = TRUE;
        grid_type *g_ptr;
-       g_ptr = &current_floor_ptr->grid_array[y][x];
+       g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
        if (!is_floor_grid(g_ptr) || g_ptr->o_idx) return;
 
-       /* Town */
-       if (!current_floor_ptr->dun_level) up_stairs = FALSE;
-
-       /* Ironman */
+       if (!p_ptr->current_floor_ptr->dun_level) up_stairs = FALSE;
        if (ironman_downward) up_stairs = FALSE;
-
-       /* Bottom */
-       if (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) down_stairs = FALSE;
-
-       /* Quest-level */
-       if (quest_number(current_floor_ptr->dun_level) && (current_floor_ptr->dun_level > 1)) down_stairs = FALSE;
+       if (p_ptr->current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) down_stairs = FALSE;
+       if (quest_number(p_ptr->current_floor_ptr->dun_level) && (p_ptr->current_floor_ptr->dun_level > 1)) down_stairs = FALSE;
 
        /* We can't place both */
        if (down_stairs && up_stairs)
@@ -135,8 +263,8 @@ void place_random_stairs(POSITION y, POSITION x)
        }
 
        /* Place the stairs */
-       if (up_stairs) place_up_stairs(y, x);
-       else if (down_stairs) place_down_stairs(y, x);
+       if (up_stairs) set_cave_feat(p_ptr->current_floor_ptr, y, x, feat_up_stair);
+       else if (down_stairs) set_cave_feat(p_ptr->current_floor_ptr, y, x, feat_down_stair);
 }
 
 /*!
@@ -150,7 +278,7 @@ void place_random_door(POSITION y, POSITION x, bool room)
 {
        int tmp, type;
        FEAT_IDX feat = feat_none;
-       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
+       grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
 
        /* Initialize mimic info */
        g_ptr->mimic = 0;
@@ -212,7 +340,7 @@ void place_random_door(POSITION y, POSITION x, bool room)
        {
                if (feat != feat_none)
                {
-                       set_cave_feat(y, x, feat);
+                       set_cave_feat(p_ptr->current_floor_ptr, y, x, feat);
                }
                else
                {
@@ -270,81 +398,12 @@ void place_closed_door(POSITION y, POSITION x, int type)
                cave_set_feat(y, x, feat);
 
                /* Now it is not floor */
-               current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
-       }
-       else
-       {
-               place_floor_bold(y, x);
-       }
-}
-
-/*!
-* @brief 鍵のかかったドアを配置する
-* @param y 配置したいフロアのY座標
-* @param x 配置したいフロアのX座標
-* @return なし
-*/
-void place_locked_door(POSITION y, POSITION x)
-{
-       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
-       {
-               place_floor_bold(y, x);
+               p_ptr->current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
        }
        else
        {
-               set_cave_feat(y, x, feat_locked_door_random((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
-               current_floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
-               delete_monster(y, x);
-       }
-}
-
-
-/*!
-* @brief 隠しドアを配置する
-* @param y 配置したいフロアのY座標
-* @param x 配置したいフロアのX座標
-* @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
-* @return なし
-*/
-void place_secret_door(POSITION y, POSITION x, int type)
-{
-       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
-       {
                place_floor_bold(y, x);
        }
-       else
-       {
-               grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
-
-               if (type == DOOR_DEFAULT)
-               {
-                       type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
-                               one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
-                               ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
-               }
-
-               /* Create secret door */
-               place_closed_door(y, x, type);
-
-               if (type != DOOR_CURTAIN)
-               {
-                       /* Hide by inner wall because this is used in rooms only */
-                       g_ptr->mimic = feat_wall_inner;
-
-                       /* Floor type terrain cannot hide a door */
-                       if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
-                       {
-                               if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
-                               {
-                                       g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
-                               }
-                               g_ptr->mimic = 0;
-                       }
-               }
-
-               g_ptr->info &= ~(CAVE_FLOOR);
-               delete_monster(y, x);
-       }
 }
 
 /*
@@ -356,7 +415,7 @@ void place_secret_door(POSITION y, POSITION x, int type)
 void add_door(POSITION x, POSITION y)
 {
        /* Need to have a wall in the center square */
-       if (!is_outer_bold(y, x)) return;
+       if (!is_outer_bold(p_ptr->current_floor_ptr, y, x)) return;
 
        /* look at:
        *  x#x
@@ -367,11 +426,11 @@ void add_door(POSITION x, POSITION y)
        *  .=floor, #=wall
        */
 
-       if (is_floor_bold(y - 1, x) && is_floor_bold(y + 1, x) &&
-               (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
+       if (is_floor_bold(p_ptr->current_floor_ptr, y - 1, x) && is_floor_bold(p_ptr->current_floor_ptr, y + 1, x) &&
+               (is_outer_bold(p_ptr->current_floor_ptr, y, x - 1) && is_outer_bold(p_ptr->current_floor_ptr, y, x + 1)))
        {
                /* secret door */
-               place_secret_door(y, x, DOOR_DEFAULT);
+               place_secret_door(p_ptr->current_floor_ptr, y, x, DOOR_DEFAULT);
 
                /* set boundarys so don't get wide doors */
                place_solid_bold(y, x - 1);
@@ -387,11 +446,11 @@ void add_door(POSITION x, POSITION y)
        *  where x = don't care
        *  .=floor, #=wall
        */
-       if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
-               is_floor_bold(y, x - 1) && is_floor_bold(y, x + 1))
+       if (is_outer_bold(p_ptr->current_floor_ptr, y - 1, x) && is_outer_bold(p_ptr->current_floor_ptr, y + 1, x) &&
+               is_floor_bold(p_ptr->current_floor_ptr, y, x - 1) && is_floor_bold(p_ptr->current_floor_ptr, y, x + 1))
        {
                /* secret door */
-               place_secret_door(y, x, DOOR_DEFAULT);
+               place_secret_door(p_ptr->current_floor_ptr, y, x, DOOR_DEFAULT);
 
                /* set boundarys so don't get wide doors */
                place_solid_bold(y - 1, x);
@@ -404,7 +463,7 @@ void add_door(POSITION x, POSITION y)
 * @param y1 基準となるマスのY座標
 * @param x1 基準となるマスのX座標
 * @return 通路の数
-* @note Assumes "in_bounds(y1, x1)"
+* @note Assumes "in_bounds(p_ptr->current_floor_ptr, y1, x1)"
 * @details
 * XXX XXX This routine currently only counts actual "empty floor"\n
 * grids which are not in rooms.  We might want to also count stairs,\n
@@ -420,10 +479,9 @@ static int next_to_corr(POSITION y1, POSITION x1)
        /* Scan adjacent grids */
        for (i = 0; i < 4; i++)
        {
-               /* Extract the location */
                y = y1 + ddy_ddd[i];
                x = x1 + ddx_ddd[i];
-               g_ptr = &current_floor_ptr->grid_array[y][x];
+               g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
 
                /* Skip non floors */
                if (cave_have_flag_grid(g_ptr, FF_WALL)) continue;
@@ -448,10 +506,10 @@ static int next_to_corr(POSITION y1, POSITION x1)
 * @param y 判定を行いたいマスのY座標
 * @param x 判定を行いたいマスのX座標
 * @return ドアを設置可能ならばTRUEを返す
-* @note Assumes "in_bounds(y1, x1)"
+* @note Assumes "in_bounds(p_ptr->current_floor_ptr, y1, x1)"
 * @details
 * \n
-* Assumes "in_bounds(y, x)"\n
+* Assumes "in_bounds(p_ptr->current_floor_ptr, y, x)"\n
 */
 static bool possible_doorway(POSITION y, POSITION x)
 {
@@ -484,13 +542,13 @@ static bool possible_doorway(POSITION y, POSITION x)
 * @return なし
 */
 void try_door(POSITION y, POSITION x)
-{      if (!in_bounds(y, x)) return;
+{      if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
 
        /* Ignore walls */
        if (cave_have_flag_bold(y, x, FF_WALL)) return;
 
        /* Ignore room grids */
-       if (current_floor_ptr->grid_array[y][x].info & (CAVE_ROOM)) return;
+       if (p_ptr->current_floor_ptr->grid_array[y][x].info & (CAVE_ROOM)) return;
 
        /* Occasional door (if allowed) */
        if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS))
@@ -520,8 +578,8 @@ void place_floor(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
                for (x = x1 - 1; x <= x2 + 1; x++)
                {
                        place_floor_bold(y, x);
-                       add_cave_info(y, x, CAVE_ROOM);
-                       if (light) add_cave_info(y, x, CAVE_GLOW);
+                       add_cave_info(p_ptr->current_floor_ptr, y, x, CAVE_ROOM);
+                       if (light) add_cave_info(p_ptr->current_floor_ptr, y, x, CAVE_GLOW);
                }
        }
 }
@@ -585,7 +643,7 @@ void vault_objects(POSITION y, POSITION x, int num)
                                j = rand_spread(y, 2);
                                k = rand_spread(x, 3);
                                dummy++;
-                               if (!in_bounds(j, k)) continue;
+                               if (!in_bounds(p_ptr->current_floor_ptr, j, k)) continue;
                                break;
                        }
 
@@ -595,7 +653,7 @@ void vault_objects(POSITION y, POSITION x, int num)
                        }
 
                        /* Require "clean" floor space */
-                       g_ptr = &current_floor_ptr->grid_array[j][k];
+                       g_ptr = &p_ptr->current_floor_ptr->grid_array[j][k];
                        if (!is_floor_grid(g_ptr) || g_ptr->o_idx) continue;
 
                        if (randint0(100) < 75)
@@ -639,7 +697,7 @@ void vault_trap_aux(POSITION y, POSITION x, POSITION yd, POSITION xd)
                        y1 = rand_spread(y, yd);
                        x1 = rand_spread(x, xd);
                        dummy++;
-                       if (!in_bounds(y1, x1)) continue;
+                       if (!in_bounds(p_ptr->current_floor_ptr, y1, x1)) continue;
                        break;
                }
 
@@ -649,7 +707,7 @@ void vault_trap_aux(POSITION y, POSITION x, POSITION yd, POSITION xd)
                }
 
                /* Require "naked" floor grids */
-               g_ptr = &current_floor_ptr->grid_array[y1][x1];
+               g_ptr = &p_ptr->current_floor_ptr->grid_array[y1][x1];
                if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
 
                /* Place the trap */
@@ -707,13 +765,13 @@ void vault_monsters(POSITION y1, POSITION x1, int num)
                        scatter(&y, &x, y1, x1, d, 0);
 
                        /* Require "empty" floor grids */
-                       g_ptr = &current_floor_ptr->grid_array[y][x];
+                       g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
                        if (!cave_empty_grid(g_ptr)) continue;
 
                        /* Place the monster (allow groups) */
-                       current_floor_ptr->monster_level = current_floor_ptr->base_level + 2;
+                       p_ptr->current_floor_ptr->monster_level = p_ptr->current_floor_ptr->base_level + 2;
                        (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                       current_floor_ptr->monster_level = current_floor_ptr->base_level;
+                       p_ptr->current_floor_ptr->monster_level = p_ptr->current_floor_ptr->base_level;
                }
        }
 }
@@ -726,14 +784,14 @@ void vault_monsters(POSITION y1, POSITION x1, int num)
  */
 bool get_is_floor(POSITION x, POSITION y)
 {
-       if (!in_bounds(y, x))
+       if (!in_bounds(p_ptr->current_floor_ptr, y, x))
        {
                /* Out of bounds */
                return (FALSE);
        }
 
        /* Do the real check */
-       if (is_floor_bold(y, x)) return (TRUE);
+       if (is_floor_bold(p_ptr->current_floor_ptr, y, x)) return (TRUE);
 
        return (FALSE);
 }
@@ -746,20 +804,20 @@ bool get_is_floor(POSITION x, POSITION y)
  */
 void set_floor(POSITION x, POSITION y)
 {
-       if (!in_bounds(y, x))
+       if (!in_bounds(p_ptr->current_floor_ptr, y, x))
        {
                /* Out of bounds */
                return;
        }
 
-       if (current_floor_ptr->grid_array[y][x].info & CAVE_ROOM)
+       if (p_ptr->current_floor_ptr->grid_array[y][x].info & CAVE_ROOM)
        {
                /* A room border don't touch. */
                return;
        }
 
        /* Set to be floor if is a wall (don't touch lakes). */
-       if (is_extra_bold(y, x))
+       if (is_extra_bold(p_ptr->current_floor_ptr, y, x))
                place_floor_bold(y, x);
 }
 
@@ -792,47 +850,6 @@ void place_bound_perm_wall(grid_type *g_ptr)
        place_solid_perm_grid(g_ptr);
 }
 
-
-/*!
- * @brief 2点間の距離をニュートン・ラプソン法で算出する / Distance between two points via Newton-Raphson technique
- * @param y1 1点目のy座標
- * @param x1 1点目のx座標
- * @param y2 2点目のy座標
- * @param x2 2点目のx座標
- * @return 2点間の距離
- */
-POSITION distance(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
-{
-       POSITION dy = (y1 > y2) ? (y1 - y2) : (y2 - y1);
-       POSITION dx = (x1 > x2) ? (x1 - x2) : (x2 - x1);
-
-       /* Squared distance */
-       POSITION target = (dy * dy) + (dx * dx);
-
-       /* Approximate distance: hypot(dy,dx) = max(dy,dx) + min(dy,dx) / 2 */
-       POSITION d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
-
-       POSITION err;
-
-       /* Simple case */
-       if (!dy || !dx) return d;
-
-       while (1)
-       {
-               /* Approximate error */
-               err = (target - d * d) / (2 * d);
-
-               /* No error - we are done */
-               if (!err) break;
-
-               /* Adjust distance */
-               d += err;
-       }
-
-       return d;
-}
-
-
 /*!
  * @brief マスに看破済みの罠があるかの判定を行う。 / Return TRUE if the given grid is a known trap
  * @param g_ptr マス構造体の参照ポインタ
@@ -862,271 +879,6 @@ bool is_hidden_door(grid_type *g_ptr)
                return FALSE;
 }
 
-/*!
- * @brief LOS(Line Of Sight / 視線が通っているか)の判定を行う。
- * @param y1 始点のy座標
- * @param x1 始点のx座標
- * @param y2 終点のy座標
- * @param x2 終点のx座標
- * @return LOSが通っているならTRUEを返す。
- * @details
- * A simple, fast, integer-based line-of-sight algorithm.  By Joseph Hall,\n
- * 4116 Brewster Drive, Raleigh NC 27606.  Email to jnh@ecemwl.ncsu.edu.\n
- *\n
- * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).\n
- *\n
- * The LOS begins at the center of the tile (x1,y1) and ends at the center of\n
- * the tile (x2,y2).  If los() is to return TRUE, all of the tiles this line\n
- * passes through must be floor tiles, except for (x1,y1) and (x2,y2).\n
- *\n
- * We assume that the "mathematical corner" of a non-floor tile does not\n
- * block line of sight.\n
- *\n
- * Because this function uses (short) ints for all calculations, overflow may\n
- * occur if dx and dy exceed 90.\n
- *\n
- * Once all the degenerate cases are eliminated, the values "qx", "qy", and\n
- * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that\n
- * we can use integer arithmetic.\n
- *\n
- * We travel from start to finish along the longer axis, starting at the border\n
- * between the first and second tiles, where the y offset = .5 * slope, taking\n
- * into account the scale factor.  See below.\n
- *\n
- * Also note that this function and the "move towards target" code do NOT\n
- * share the same properties.  Thus, you can see someone, target them, and\n
- * then fire a bolt at them, but the bolt may hit a wall, not them.  However\n,
- * by clever choice of target locations, you can sometimes throw a "curve".\n
- *\n
- * Note that "line of sight" is not "reflexive" in all cases.\n
- *\n
- * Use the "projectable()" routine to test "spell/missile line of sight".\n
- *\n
- * Use the "update_view()" function to determine player line-of-sight.\n
- */
-bool los(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
-{
-       /* Delta */
-       POSITION dx, dy;
-
-       /* Absolute */
-       POSITION ax, ay;
-
-       /* Signs */
-       POSITION sx, sy;
-
-       /* Fractions */
-       POSITION qx, qy;
-
-       /* Scanners */
-       POSITION tx, ty;
-
-       /* Scale factors */
-       POSITION f1, f2;
-
-       /* Slope, or 1/Slope, of LOS */
-       POSITION m;
-
-
-       /* Extract the offset */
-       dy = y2 - y1;
-       dx = x2 - x1;
-
-       /* Extract the absolute offset */
-       ay = ABS(dy);
-       ax = ABS(dx);
-
-
-       /* Handle adjacent (or identical) grids */
-       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; */
-
-
-       /* Directly South/North */
-       if (!dx)
-       {
-               /* South -- check for walls */
-               if (dy > 0)
-               {
-                       for (ty = y1 + 1; ty < y2; ty++)
-                       {
-                               if (!cave_los_bold(ty, x1)) return FALSE;
-                       }
-               }
-
-               /* North -- check for walls */
-               else
-               {
-                       for (ty = y1 - 1; ty > y2; ty--)
-                       {
-                               if (!cave_los_bold(ty, x1)) return FALSE;
-                       }
-               }
-
-               /* Assume los */
-               return TRUE;
-       }
-
-       /* Directly East/West */
-       if (!dy)
-       {
-               /* East -- check for walls */
-               if (dx > 0)
-               {
-                       for (tx = x1 + 1; tx < x2; tx++)
-                       {
-                               if (!cave_los_bold(y1, tx)) return FALSE;
-                       }
-               }
-
-               /* West -- check for walls */
-               else
-               {
-                       for (tx = x1 - 1; tx > x2; tx--)
-                       {
-                               if (!cave_los_bold(y1, tx)) return FALSE;
-                       }
-               }
-
-               /* Assume los */
-               return TRUE;
-       }
-
-
-       /* Extract some signs */
-       sx = (dx < 0) ? -1 : 1;
-       sy = (dy < 0) ? -1 : 1;
-
-
-       /* Vertical "knights" */
-       if (ax == 1)
-       {
-               if (ay == 2)
-               {
-                       if (cave_los_bold(y1 + sy, x1)) return TRUE;
-               }
-       }
-
-       /* Horizontal "knights" */
-       else if (ay == 1)
-       {
-               if (ax == 2)
-               {
-                       if (cave_los_bold(y1, x1 + sx)) return TRUE;
-               }
-       }
-
-
-       /* Calculate scale factor div 2 */
-       f2 = (ax * ay);
-
-       /* Calculate scale factor */
-       f1 = f2 << 1;
-
-
-       /* Travel horizontally */
-       if (ax >= ay)
-       {
-               /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
-               qy = ay * ay;
-               m = qy << 1;
-
-               tx = x1 + sx;
-
-               /* Consider the special case where slope == 1. */
-               if (qy == f2)
-               {
-                       ty = y1 + sy;
-                       qy -= f1;
-               }
-               else
-               {
-                       ty = y1;
-               }
-
-               /* Note (below) the case (qy == f2), where */
-               /* the LOS exactly meets the corner of a tile. */
-               while (x2 - tx)
-               {
-                       if (!cave_los_bold(ty, tx)) return FALSE;
-
-                       qy += m;
-
-                       if (qy < f2)
-                       {
-                               tx += sx;
-                       }
-                       else if (qy > f2)
-                       {
-                               ty += sy;
-                               if (!cave_los_bold(ty, tx)) return FALSE;
-                               qy -= f1;
-                               tx += sx;
-                       }
-                       else
-                       {
-                               ty += sy;
-                               qy -= f1;
-                               tx += sx;
-                       }
-               }
-       }
-
-       /* Travel vertically */
-       else
-       {
-               /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
-               qx = ax * ax;
-               m = qx << 1;
-
-               ty = y1 + sy;
-
-               if (qx == f2)
-               {
-                       tx = x1 + sx;
-                       qx -= f1;
-               }
-               else
-               {
-                       tx = x1;
-               }
-
-               /* Note (below) the case (qx == f2), where */
-               /* the LOS exactly meets the corner of a tile. */
-               while (y2 - ty)
-               {
-                       if (!cave_los_bold(ty, tx)) return FALSE;
-
-                       qx += m;
-
-                       if (qx < f2)
-                       {
-                               ty += sy;
-                       }
-                       else if (qx > f2)
-                       {
-                               tx += sx;
-                               if (!cave_los_bold(ty, tx)) return FALSE;
-                               qx -= f1;
-                               ty += sy;
-                       }
-                       else
-                       {
-                               tx += sx;
-                               qx -= f1;
-                               ty += sy;
-                       }
-               }
-       }
-
-       /* Assume los */
-       return TRUE;
-}
-
 #define COMPLEX_WALL_ILLUMINATION /*!< 照明状態を壁により影響を受ける、より複雑な判定に切り替えるマクロ */
 
 
@@ -1136,7 +888,7 @@ bool los(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
  * @param x x座標
  * @return 指定された座標に照明がかかっているならTRUEを返す。。
  */
-static bool check_local_illumination(POSITION y, POSITION x)
+bool check_local_illumination(POSITION y, POSITION x)
 {
        /* Hack -- move towards player */
        POSITION yy = (y < p_ptr->y) ? (y + 1) : (y > p_ptr->y) ? (y - 1) : y;
@@ -1147,12 +899,12 @@ static bool check_local_illumination(POSITION y, POSITION x)
 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
 
        /* Check for "complex" illumination */
-       if ((feat_supports_los(get_feat_mimic(&current_floor_ptr->grid_array[yy][xx])) &&
-               (current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW)) ||
-               (feat_supports_los(get_feat_mimic(&current_floor_ptr->grid_array[y][xx])) &&
-               (current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW)) ||
-                       (feat_supports_los(get_feat_mimic(&current_floor_ptr->grid_array[yy][x])) &&
-               (current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW)))
+       if ((feat_supports_los(get_feat_mimic(&p_ptr->current_floor_ptr->grid_array[yy][xx])) &&
+               (p_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW)) ||
+               (feat_supports_los(get_feat_mimic(&p_ptr->current_floor_ptr->grid_array[y][xx])) &&
+               (p_ptr->current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW)) ||
+                       (feat_supports_los(get_feat_mimic(&p_ptr->current_floor_ptr->grid_array[yy][x])) &&
+               (p_ptr->current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW)))
        {
                return TRUE;
        }
@@ -1161,7 +913,7 @@ static bool check_local_illumination(POSITION y, POSITION x)
 #else /* COMPLEX_WALL_ILLUMINATION */
 
        /* Check for "simple" illumination */
-       return (current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
+       return (p_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
 
 #endif /* COMPLEX_WALL_ILLUMINATION */
 }
@@ -1173,7 +925,7 @@ static bool check_local_illumination(POSITION y, POSITION x)
        if (player_has_los_bold((Y), (X))) \
        { \
                /* Update the monster */ \
-               if (current_floor_ptr->grid_array[(Y)][(X)].m_idx) update_monster(current_floor_ptr->grid_array[(Y)][(X)].m_idx, FALSE); \
+               if (p_ptr->current_floor_ptr->grid_array[(Y)][(X)].m_idx) update_monster(p_ptr->current_floor_ptr->grid_array[(Y)][(X)].m_idx, FALSE); \
 \
                /* Notice and redraw */ \
                note_spot((Y), (X)); \
@@ -1183,30 +935,31 @@ static bool check_local_illumination(POSITION y, POSITION x)
 
 /*!
  * @brief 指定された座標の照明状態を更新する / Update "local" illumination
- * @param y y座標
- * @param x x座標
+ * @param creature_ptr 視界元のクリーチャー
+ * @param y 視界先y座標
+ * @param x 視界先x座標
  * @return なし
  */
-void update_local_illumination(POSITION y, POSITION x)
+void update_local_illumination(player_type * creature_ptr, POSITION y, POSITION x)
 {
        int i;
        POSITION yy, xx;
 
-       if (!in_bounds(y, x)) return;
+       if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
 
 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
 
-       if ((y != p_ptr->y) && (x != p_ptr->x))
+       if ((y != creature_ptr->y) && (x != creature_ptr->x))
        {
-               yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
-               xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
+               yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
+               xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
                update_local_illumination_aux(yy, xx);
                update_local_illumination_aux(y, xx);
                update_local_illumination_aux(yy, x);
        }
-       else if (x != p_ptr->x) /* y == p_ptr->y */
+       else if (x != creature_ptr->x) /* y == creature_ptr->y */
        {
-               xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
+               xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
                for (i = -1; i <= 1; i++)
                {
                        yy = y + i;
@@ -1217,9 +970,9 @@ void update_local_illumination(POSITION y, POSITION x)
                yy = y + 1;
                update_local_illumination_aux(yy, x);
        }
-       else if (y != p_ptr->y) /* x == p_ptr->x */
+       else if (y != creature_ptr->y) /* x == creature_ptr->x */
        {
-               yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
+               yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
                for (i = -1; i <= 1; i++)
                {
                        xx = x + i;
@@ -1242,24 +995,24 @@ void update_local_illumination(POSITION y, POSITION x)
 
 #else /* COMPLEX_WALL_ILLUMINATION */
 
-       if ((y != p_ptr->y) && (x != p_ptr->x))
+       if ((y != creature_ptr->y) && (x != creature_ptr->x))
        {
-               yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
-               xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
+               yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
+               xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
                update_local_illumination_aux(yy, xx);
        }
-       else if (x != p_ptr->x) /* y == p_ptr->y */
+       else if (x != creature_ptr->x) /* y == creature_ptr->y */
        {
-               xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
+               xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
                for (i = -1; i <= 1; i++)
                {
                        yy = y + i;
                        update_local_illumination_aux(yy, xx);
                }
        }
-       else if (y != p_ptr->y) /* x == p_ptr->x */
+       else if (y != creature_ptr->y) /* x == creature_ptr->x */
        {
-               yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
+               yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
                for (i = -1; i <= 1; i++)
                {
                        xx = x + i;
@@ -1281,70 +1034,6 @@ void update_local_illumination(POSITION y, POSITION x)
 
 
 /*!
- * @brief 指定された座標をプレイヤーが視覚に収められるかを返す。 / Can the player "see" the given grid in detail?
- * @param y y座標
- * @param x x座標
- * @return 視覚に収められる状態ならTRUEを返す
- * @details
- * He must have vision, illumination, and line of sight.\n
- * \n
- * Note -- "CAVE_LITE" is only set if the "torch" has "los()".\n
- * So, given "CAVE_LITE", we know that the grid is "fully visible".\n
- *\n
- * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean\n
- * that a wall is visible from any direction.  That would be odd.  Except\n
- * under wizard light, which might make sense.  Thus, for walls, we require\n
- * not only that they be "CAVE_GLOW", but also, that they be adjacent to a\n
- * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is\n
- * in line of sight of the player.\n
- *\n
- * This extra check is expensive, but it provides a more "correct" semantics.\n
- *\n
- * Note that we should not run this check on walls which are "outer walls" of\n
- * the dungeon, or we will induce a memory fault, but actually verifying all\n
- * of the locations would be extremely expensive.\n
- *\n
- * Thus, to speed up the function, we assume that all "perma-walls" which are\n
- * "CAVE_GLOW" are "illuminated" from all sides.  This is correct for all cases\n
- * except "vaults" and the "buildings" in town.  But the town is a hack anyway,\n
- * and the player has more important things on his mind when he is attacking a\n
- * monster vault.  It is annoying, but an extremely important optimization.\n
- *\n
- * Note that "glowing walls" are only considered to be "illuminated" if the\n
- * grid which is next to the wall in the direction of the player is also a\n
- * "glowing" grid.  This prevents the player from being able to "see" the\n
- * walls of illuminated rooms from a corridor outside the room.\n
- */
-bool player_can_see_bold(POSITION y, POSITION x)
-{
-       grid_type *g_ptr;
-
-       /* Blind players see nothing */
-       if (p_ptr->blind) return FALSE;
-
-       g_ptr = &current_floor_ptr->grid_array[y][x];
-
-       /* Note that "torch-lite" yields "illumination" */
-       if (g_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
-
-       /* Require line of sight to the grid */
-       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 ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
-
-       /* Feature code (applying "mimic" field) */
-       /* Floors are simple */
-       if (feat_supports_los(get_feat_mimic(g_ptr))) return TRUE;
-
-       /* Check for "local" illumination */
-       return check_local_illumination(y, x);
-}
-
-/*!
  * @brief 指定された座標をプレイヤー収められていない状態かどうか / Returns true if the player's grid is dark
  * @return 視覚に収められていないならTRUEを返す
  * @details player_can_see_bold()関数の返り値の否定を返している。
@@ -1365,7 +1054,7 @@ bool no_lite(void)
  */
 bool cave_valid_bold(POSITION y, POSITION x)
 {
-       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
+       grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
        OBJECT_IDX this_o_idx, next_o_idx = 0;
 
        /* Forbid perma-grids */
@@ -1375,7 +1064,7 @@ bool cave_valid_bold(POSITION y, POSITION x)
        for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
                object_type *o_ptr;
-               o_ptr = &current_floor_ptr->o_list[this_o_idx];
+               o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
                next_o_idx = o_ptr->next_o_idx;
 
                /* Forbid artifact grids */
@@ -1388,769 +1077,24 @@ bool cave_valid_bold(POSITION y, POSITION x)
 
 
 
-
-/*!
- * 一般的にモンスターシンボルとして扱われる記号を定義する(幻覚処理向け) / Hack -- Legal monster codes
- */
-static char image_monster_hack[] = \
-"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
-
-/*!
- * 一般的にオブジェクトシンボルとして扱われる記号を定義する(幻覚処理向け) /  Hack -- Legal object codes
- */
-static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
-
-/*!
- * @brief モンスターの表示を幻覚状態に差し替える / Mega-Hack -- Hallucinatory monster
- * @param ap 本来の色
- * @param cp 本来のシンボル
- * @return なし
+/*
+ * Place an attr/char pair at the given map coordinate, if legal.
  */
-static void image_monster(TERM_COLOR *ap, SYMBOL_CODE *cp)
+void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x)
 {
-       /* Random symbol from set above */
-       if (use_graphics)
-       {
-               monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
-
-               *cp = r_ptr->x_char;
-               *ap = r_ptr->x_attr;
-       }
-       else
-               /* Text mode */
+       /* Only do "legal" locations */
+       if (panel_contains(y, x))
        {
-               *cp = (one_in_(25) ?
-                       image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
-                       image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
+               /* Hack -- fake monochrome */
+               if (!use_graphics)
+               {
+                       if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
+                       else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
+                       else if (p_ptr->wraith_form) a = TERM_L_DARK;
+               }
 
-               /* Random color */
-               *ap = randint1(15);
-       }
-}
-
-/*!
- * @brief オブジェクトの表示を幻覚状態に差し替える / Hallucinatory object
- * @param ap 本来の色
- * @param cp 本来のシンボル
- * @return なし
- */
-static void image_object(TERM_COLOR *ap, SYMBOL_CODE *cp)
-{
-       if (use_graphics)
-       {
-               object_kind *k_ptr = &k_info[randint1(max_k_idx - 1)];
-
-               *cp = k_ptr->x_char;
-               *ap = k_ptr->x_attr;
-       }
-       else
-       {
-               int n = sizeof(image_object_hack) - 1;
-
-               *cp = image_object_hack[randint0(n)];
-
-               /* Random color */
-               *ap = randint1(15);
-       }
-}
-
-
-/*!
- * @brief オブジェクト&モンスターの表示を幻覚状態に差し替える / Hack -- Random hallucination
- * @param ap 本来の色
- * @param cp 本来のシンボル
- * @return なし
- */
-static void image_random(TERM_COLOR *ap, SYMBOL_CODE *cp)
-{
-       /* Normally, assume monsters */
-       if (randint0(100) < 75)
-       {
-               image_monster(ap, cp);
-       }
-
-       /* Otherwise, assume objects */
-       else
-       {
-               image_object(ap, cp);
-       }
-}
-
-/*!
- * 照明の表現を行うための色合いの関係を{暗闇時, 照明時} で定義する /
- * This array lists the effects of "brightness" on various "base" colours.\n
- *\n
- * This is used to do dynamic lighting effects in ascii :-)\n
- * At the moment, only the various "floor" tiles are affected.\n
- *\n
- * The layout of the array is [x][0] = light and [x][1] = dark.\n
- */
-static TERM_COLOR lighting_colours[16][2] =
-{
-       /* TERM_DARK */
-       {TERM_L_DARK, TERM_DARK},
-
-       /* TERM_WHITE */
-       {TERM_YELLOW, TERM_SLATE},
-
-       /* TERM_SLATE */
-       {TERM_WHITE, TERM_L_DARK},
-
-       /* TERM_ORANGE */
-       {TERM_L_UMBER, TERM_UMBER},
-
-       /* TERM_RED */
-       {TERM_RED, TERM_RED},
-
-       /* TERM_GREEN */
-       {TERM_L_GREEN, TERM_GREEN},
-
-       /* TERM_BLUE */
-       {TERM_BLUE, TERM_BLUE},
-
-       /* TERM_UMBER */
-       {TERM_L_UMBER, TERM_RED},
-
-       /* TERM_L_DARK */
-       {TERM_SLATE, TERM_L_DARK},
-
-       /* TERM_L_WHITE */
-       {TERM_WHITE, TERM_SLATE},
-
-       /* TERM_VIOLET */
-       {TERM_L_RED, TERM_BLUE},
-
-       /* TERM_YELLOW */
-       {TERM_YELLOW, TERM_ORANGE},
-
-       /* TERM_L_RED */
-       {TERM_L_RED, TERM_L_RED},
-
-       /* TERM_L_GREEN */
-       {TERM_L_GREEN, TERM_GREEN},
-
-       /* TERM_L_BLUE */
-       {TERM_L_BLUE, TERM_L_BLUE},
-
-       /* TERM_L_UMBER */
-       {TERM_L_UMBER, TERM_UMBER}
-};
-
-/*!
- * @brief 調査中
- * @todo コメントを付加すること
- */
-void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], SYMBOL_CODE f_char[F_LIT_MAX])
-{
-       TERM_COLOR s_attr = f_attr[F_LIT_STANDARD];
-       SYMBOL_CODE s_char = f_char[F_LIT_STANDARD];
-       int i;
-
-       if (is_ascii_graphics(s_attr)) /* For ASCII */
-       {
-               f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
-               f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
-               for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
-       }
-       else /* For tile graphics */
-       {
-               for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
-               f_char[F_LIT_LITE] = s_char + 2;
-               f_char[F_LIT_DARK] = s_char + 1;
-       }
-}
-
-
-/*!
- * モンスターにより照明が消されている地形か否かを判定する。 / 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)
-
-
- /*!
-  * @brief Mコマンドによる縮小マップの表示を行う / Extract the attr/char to display at the given (legal) map location
-  * @details
-  * Basically, we "paint" the chosen attr/char in several passes, starting\n
-  * with any known "terrain features" (defaulting to darkness), then adding\n
-  * any known "objects", and finally, adding any known "monsters".  This\n
-  * is not the fastest method but since most of the calls to this function\n
-  * are made for grids with no monsters or objects, it is fast enough.\n
-  *\n
-  * Note that this function, if used on the grid containing the "player",\n
-  * will return the attr/char of the grid underneath the player, and not\n
-  * the actual player attr/char itself, allowing a lot of optimization\n
-  * in various "display" functions.\n
-  *\n
-  * Note that the "zero" entry in the feature/object/monster arrays are\n
-  * used to provide "special" attr/char codes, with "monster zero" being\n
-  * used for the player attr/char, "object zero" being used for the "stack"\n
-  * attr/char, and "feature zero" being used for the "nothing" attr/char,\n
-  * though this function makes use of only "feature zero".\n
-  *\n
-  * Note that monsters can have some "special" flags, including "ATTR_MULTI",\n
-  * which means their color changes, and "ATTR_CLEAR", which means they take\n
-  * the color of whatever is under them, and "CHAR_CLEAR", which means that\n
-  * they take the symbol of whatever is under them.  Technically, the flag\n
-  * "CHAR_MULTI" is supposed to indicate that a monster looks strange when\n
-  * examined, but this flag is currently ignored.\n
-  *\n
-  * Currently, we do nothing with multi-hued objects, because there are\n
-  * not any.  If there were, they would have to set "shimmer_objects"\n
-  * when they were created, and then new "shimmer" code in "dungeon.c"\n
-  * would have to be created handle the "shimmer" effect, and the code\n
-  * in "current_floor_ptr->grid_array.c" would have to be updated to create the shimmer effect.\n
-  *\n
-  * Note the effects of hallucination.  Objects always appear as random\n
-  * "objects", monsters as random "monsters", and normal grids occasionally\n
-  * appear as random "monsters" or "objects", but note that these random\n
-  * "monsters" and "objects" are really just "colored ascii symbols".\n
-  *\n
-  * Note that "floors" and "invisible traps" (and "zero" features) are\n
-  * drawn as "floors" using a special check for optimization purposes,\n
-  * and these are the only features which get drawn using the special\n
-  * lighting effects activated by "view_special_lite".\n
-  *\n
-  * Note the use of the "mimic" field in the "terrain feature" processing,\n
-  * which allows any feature to "pretend" to be another feature.  This is\n
-  * used to "hide" secret doors, and to make all "doors" appear the same,\n
-  * and all "walls" appear the same, and "hidden" treasure stay hidden.\n
-  * It is possible to use this field to make a feature "look" like a floor,\n
-  * but the "special lighting effects" for floors will not be used.\n
-  *\n
-  * Note the use of the new "terrain feature" information.  Note that the\n
-  * assumption that all interesting "objects" and "terrain features" are\n
-  * memorized allows extremely optimized processing below.  Note the use\n
-  * of separate flags on objects to mark them as memorized allows a grid\n
-  * to have memorized "terrain" without granting knowledge of any object\n
-  * which may appear in that grid.\n
-  *\n
-  * Note the efficient code used to determine if a "floor" grid is\n
-  * "memorized" or "viewable" by the player, where the test for the\n
-  * grid being "viewable" is based on the facts that (1) the grid\n
-  * must be "lit" (torch-lit or perma-lit), (2) the grid must be in\n
-  * line of sight, and (3) the player must not be blind, and uses the\n
-  * assumption that all torch-lit grids are in line of sight.\n
-  *\n
-  * Note that floors (and invisible traps) are the only grids which are\n
-  * not memorized when seen, so only these grids need to check to see if\n
-  * the grid is "viewable" to the player (if it is not memorized).  Since\n
-  * most non-memorized grids are in fact walls, this induces *massive*\n
-  * efficiency, at the cost of *forcing* the memorization of non-floor\n
-  * grids when they are first seen.  Note that "invisible traps" are\n
-  * always treated exactly like "floors", which prevents "cheating".\n
-  *\n
-  * Note the "special lighting effects" which can be activated for floor\n
-  * grids using the "view_special_lite" option (for "white" floor grids),\n
-  * causing certain grids to be displayed using special colors.  If the\n
-  * player is "blind", we will use "dark gray", else if the grid is lit\n
-  * by the torch, and the "view_yellow_lite" option is set, we will use\n
-  * "yellow", else if the grid is "dark", we will use "dark gray", else\n
-  * if the grid is not "viewable", and the "view_bright_lite" option is\n
-  * set, and the we will use "slate" (gray).  We will use "white" for all\n
-  * other cases, in particular, for illuminated viewable floor grids.\n
-  *\n
-  * Note the "special lighting effects" which can be activated for wall\n
-  * grids using the "view_granite_lite" option (for "white" wall grids),\n
-  * causing certain grids to be displayed using special colors.  If the\n
-  * player is "blind", we will use "dark gray", else if the grid is lit\n
-  * by the torch, and the "view_yellow_lite" option is set, we will use\n
-  * "yellow", else if the "view_bright_lite" option is set, and the grid\n
-  * is not "viewable", or is "dark", or is glowing, but not when viewed\n
-  * from the player's current location, we will use "slate" (gray).  We\n
-  * will use "white" for all other cases, in particular, for correctly\n
-  * illuminated viewable wall grids.\n
-  *\n
-  * Note that, when "view_granite_lite" is set, we use an inline version\n
-  * of the "player_can_see_bold()" function to check the "viewability" of\n
-  * grids when the "view_bright_lite" option is set, and we do NOT use\n
-  * any special colors for "dark" wall grids, since this would allow the\n
-  * player to notice the walls of illuminated rooms from a hallway that\n
-  * happened to run beside the room.  The alternative, by the way, would\n
-  * be to prevent the generation of hallways next to rooms, but this\n
-  * would still allow problems when digging towards a room.\n
-  *\n
-  * Note that bizarre things must be done when the "attr" and/or "char"\n
-  * codes have the "high-bit" set, since these values are used to encode\n
-  * various "special" pictures in some versions, and certain situations,\n
-  * such as "multi-hued" or "clear" monsters, cause the attr/char codes\n
-  * to be "scrambled" in various ways.\n
-  *\n
-  * Note that eventually we may use the "&" symbol for embedded treasure,\n
-  * and use the "*" symbol to indicate multiple objects, though this will\n
-  * have to wait for Angband 2.8.0 or later.  Note that currently, this\n
-  * is not important, since only one object or terrain feature is allowed\n
-  * in each grid.  If needed, "k_info[0]" will hold the "stack" attr/char.\n
-  *\n
-  * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of\n
-  * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n
-  * then a whole lot of code should be changed...  XXX XXX\n
-  */
-void map_info(POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp)
-{
-       /* Get the current_floor_ptr->grid_array */
-       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
-
-       OBJECT_IDX this_o_idx, next_o_idx = 0;
-
-       /* Feature code (applying "mimic" field) */
-       FEAT_IDX feat = get_feat_mimic(g_ptr);
-
-       /* Access floor */
-       feature_type *f_ptr = &f_info[feat];
-
-       TERM_COLOR a;
-       SYMBOL_CODE c;
-
-       /* Boring grids (floors, etc) */
-       if (!have_flag(f_ptr->flags, FF_REMEMBER))
-       {
-               /*
-                * Handle Memorized or visible floor
-                *
-                * No visual when blinded.
-                *   (to prevent strange effects on darkness breath)
-                * otherwise,
-                * - Can see grids with CAVE_MARK.
-                * - Can see grids with CAVE_LITE or CAVE_MNLT.
-                *   (Such grids also have CAVE_VIEW)
-                * - Can see grids with CAVE_VIEW unless darkened by monsters.
-                */
-               if (!p_ptr->blind &&
-                       ((g_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
-                       ((g_ptr->info & CAVE_VIEW) && (((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))))
-               {
-                       /* Normal attr/char */
-                       a = f_ptr->x_attr[F_LIT_STANDARD];
-                       c = f_ptr->x_char[F_LIT_STANDARD];
-
-                       if (p_ptr->wild_mode)
-                       {
-                               /* Special lighting effects */
-                               /* Handle "night" */
-                               if (view_special_lite && !is_daytime())
-                               {
-                                       /* Use a darkened colour/tile */
-                                       a = f_ptr->x_attr[F_LIT_DARK];
-                                       c = f_ptr->x_char[F_LIT_DARK];
-                               }
-                       }
-
-                       /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
-                       else if (darkened_grid(g_ptr))
-                       {
-                               /* Unsafe grid -- idea borrowed from Unangband */
-                               feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
-
-                               /* Access darkness */
-                               f_ptr = &f_info[feat];
-
-                               /* Char and attr of darkness */
-                               a = f_ptr->x_attr[F_LIT_STANDARD];
-                               c = f_ptr->x_char[F_LIT_STANDARD];
-                       }
-
-                       /* Special lighting effects */
-                       else if (view_special_lite)
-                       {
-                               /* Handle "torch-lit" grids */
-                               if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
-                               {
-                                       /* Torch lite */
-                                       if (view_yellow_lite)
-                                       {
-                                               /* 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 ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
-                               {
-                                       /* Use a darkened colour/tile */
-                                       a = f_ptr->x_attr[F_LIT_DARK];
-                                       c = f_ptr->x_char[F_LIT_DARK];
-                               }
-
-                               /* Handle "out-of-sight" grids */
-                               else if (!(g_ptr->info & CAVE_VIEW))
-                               {
-                                       /* Special flag */
-                                       if (view_bright_lite)
-                                       {
-                                               /* Use a darkened colour/tile */
-                                               a = f_ptr->x_attr[F_LIT_DARK];
-                                               c = f_ptr->x_char[F_LIT_DARK];
-                                       }
-                               }
-                       }
-               }
-
-               /* Unknown */
-               else
-               {
-                       /* Unsafe grid -- idea borrowed from Unangband */
-                       feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
-
-                       /* Access darkness */
-                       f_ptr = &f_info[feat];
-
-                       /* Normal attr/char */
-                       a = f_ptr->x_attr[F_LIT_STANDARD];
-                       c = f_ptr->x_char[F_LIT_STANDARD];
-               }
-       }
-
-       /* Interesting grids (non-floors) */
-       else
-       {
-               /* Memorized grids */
-               if (g_ptr->info & CAVE_MARK)
-               {
-                       /* Normal attr/char */
-                       a = f_ptr->x_attr[F_LIT_STANDARD];
-                       c = f_ptr->x_char[F_LIT_STANDARD];
-
-                       if (p_ptr->wild_mode)
-                       {
-                               /* Special lighting effects */
-                               /* Handle "blind" or "night" */
-                               if (view_granite_lite && (p_ptr->blind || !is_daytime()))
-                               {
-                                       /* Use a darkened colour/tile */
-                                       a = f_ptr->x_attr[F_LIT_DARK];
-                                       c = f_ptr->x_char[F_LIT_DARK];
-                               }
-                       }
-
-                       /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
-                       else if (darkened_grid(g_ptr) && !p_ptr->blind)
-                       {
-                               if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
-                               {
-                                       /* Unsafe grid -- idea borrowed from Unangband */
-                                       feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
-
-                                       /* Access darkness */
-                                       f_ptr = &f_info[feat];
-
-                                       /* Char and attr of darkness */
-                                       a = f_ptr->x_attr[F_LIT_STANDARD];
-                                       c = f_ptr->x_char[F_LIT_STANDARD];
-                               }
-                               else if (view_granite_lite && view_bright_lite)
-                               {
-                                       /* Use a darkened colour/tile */
-                                       a = f_ptr->x_attr[F_LIT_DARK];
-                                       c = f_ptr->x_char[F_LIT_DARK];
-                               }
-                       }
-
-                       /* Special lighting effects */
-                       else if (view_granite_lite)
-                       {
-                               /* Handle "blind" */
-                               if (p_ptr->blind)
-                               {
-                                       /* 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 (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
-                               {
-                                       /* Torch lite */
-                                       if (view_yellow_lite)
-                                       {
-                                               /* 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)
-                               {
-                                       /* Not viewable */
-                                       if (!(g_ptr->info & CAVE_VIEW))
-                                       {
-                                               /* 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 ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
-                                       {
-                                               /* 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 if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(y, x))
-                                       {
-                                               /* Use a darkened colour/tile */
-                                               a = f_ptr->x_attr[F_LIT_DARK];
-                                               c = f_ptr->x_char[F_LIT_DARK];
-                                       }
-                               }
-                       }
-               }
-
-               /* Unknown */
-               else
-               {
-                       /* Unsafe grid -- idea borrowed from Unangband */
-                       feat = (view_unsafe_grids && (g_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
-
-                       /* Access feature */
-                       f_ptr = &f_info[feat];
-
-                       /* Normal attr/char */
-                       a = f_ptr->x_attr[F_LIT_STANDARD];
-                       c = f_ptr->x_char[F_LIT_STANDARD];
-               }
-       }
-
-       if (feat_priority == -1) feat_priority = f_ptr->priority;
-
-       /* Save the terrain info for the transparency effects */
-       (*tap) = a;
-       (*tcp) = c;
-
-       /* Save the info */
-       (*ap) = a;
-       (*cp) = c;
-
-       /* Hack -- rare random hallucination, except on outer dungeon walls */
-       if (p_ptr->image)
-       {
-               if (one_in_(256))
-               {
-                       image_random(ap, cp);
-               }
-       }
-
-       /* Objects */
-       for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
-       {
-               object_type *o_ptr;
-               o_ptr = &current_floor_ptr->o_list[this_o_idx];
-               next_o_idx = o_ptr->next_o_idx;
-
-               /* Memorized objects */
-               if (o_ptr->marked & OM_FOUND)
-               {
-                       if (display_autopick)
-                       {
-                               byte act;
-
-                               match_autopick = is_autopick(o_ptr);
-                               if (match_autopick == -1)
-                                       continue;
-
-                               act = autopick_list[match_autopick].action;
-
-                               if ((act & DO_DISPLAY) && (act & display_autopick))
-                               {
-                                       autopick_obj = o_ptr;
-                               }
-                               else
-                               {
-                                       match_autopick = -1;
-                                       continue;
-                               }
-                       }
-                       /* Normal char */
-                       (*cp) = object_char(o_ptr);
-
-                       /* Normal attr */
-                       (*ap) = object_attr(o_ptr);
-
-                       feat_priority = 20;
-
-                       /* Hack -- hallucination */
-                       if (p_ptr->image) image_object(ap, cp);
-
-                       break;
-               }
-       }
-
-
-       /* Handle monsters */
-       if (g_ptr->m_idx && display_autopick == 0)
-       {
-               monster_type *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
-
-               /* Visible monster */
-               if (m_ptr->ml)
-               {
-                       monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
-
-                       feat_priority = 30;
-
-                       /* Hallucination */
-                       if (p_ptr->image)
-                       {
-                               /*
-                                * Monsters with both CHAR_CLEAR and ATTR_CLEAR
-                                * flags are always unseen.
-                                */
-                               if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
-                               {
-                                       /* Do nothing */
-                               }
-                               else
-                               {
-                                       image_monster(ap, cp);
-                               }
-                       }
-                       else
-                       {
-                               /* Monster attr/char */
-                               a = r_ptr->x_attr;
-                               c = r_ptr->x_char;
-
-                               if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
-                                       | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
-                               {
-                                       /* Desired monster attr/char */
-                                       *ap = a;
-                                       *cp = c;
-                               }
-
-                               /*
-                                * Monsters with both CHAR_CLEAR and ATTR_CLEAR
-                                * flags are always unseen.
-                                */
-                               else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
-                               {
-                                       /* Do nothing */
-                               }
-
-                               else
-                               {
-                                       /***  Monster's attr  ***/
-                                       if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
-                                       {
-                                               /* Clear-attr */
-                                               /* Do nothing */
-                                       }
-                                       else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
-                                       {
-                                               /* Multi-hued attr */
-                                               if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
-                                               else switch (randint1(7))
-                                               {
-                                               case 1: *ap = TERM_RED;     break;
-                                               case 2: *ap = TERM_L_RED;   break;
-                                               case 3: *ap = TERM_WHITE;   break;
-                                               case 4: *ap = TERM_L_GREEN; break;
-                                               case 5: *ap = TERM_BLUE;    break;
-                                               case 6: *ap = TERM_L_DARK;  break;
-                                               case 7: *ap = TERM_GREEN;   break;
-                                               }
-                                       }
-                                       else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
-                                       {
-                                               /* Use semi-random attr (usually mimics' colors vary) */
-                                               *ap = g_ptr->m_idx % 15 + 1;
-                                       }
-                                       else
-                                       {
-                                               /* Normal case */
-                                               *ap = a;
-                                       }
-
-                                       /***  Monster's char  ***/
-                                       if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
-                                       {
-                                               /* Clear-char */
-                                               /* Do nothing */
-                                       }
-                                       else if (r_ptr->flags1 & RF1_SHAPECHANGER)
-                                       {
-                                               if (use_graphics)
-                                               {
-                                                       monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
-                                                       *cp = tmp_r_ptr->x_char;
-                                                       *ap = tmp_r_ptr->x_attr;
-                                               }
-                                               else
-                                               {
-                                                       *cp = (one_in_(25) ?
-                                                               image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
-                                                               image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
-                                               }
-                                       }
-                                       else
-                                       {
-                                               /* Normal case */
-                                               *cp = c;
-                                       }
-                               }
-                       }
-               }
-       }
-
-       /* Handle "player" */
-       if (player_bold(y, x))
-       {
-               monster_race *r_ptr = &r_info[0];
-               *ap = r_ptr->x_attr;
-               *cp = r_ptr->x_char;
-               feat_priority = 31;
-       }
-}
-
-
-/*
- * Calculate panel colum of a location in the map
- */
-static int panel_col_of(int col)
-{
-       col -= panel_col_min;
-       if (use_bigtile) col *= 2;
-       return col + 13;
-}
-
-
-/*
- * Moves the cursor to a given MAP (y,x) location
- */
-void move_cursor_relative(int row, int col)
-{
-       /* Real co-ords convert to screen positions */
-       row -= panel_row_prt;
-
-       /* Go there */
-       Term_gotoxy(panel_col_of(col), row);
-}
-
-
-
-/*
- * Place an attr/char pair at the given map coordinate, if legal.
- */
-void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x)
-{
-       /* Only do "legal" locations */
-       if (panel_contains(y, x))
-       {
-               /* Hack -- fake monochrome */
-               if (!use_graphics)
-               {
-                       if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
-                       else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
-                       else if (p_ptr->wraith_form) a = TERM_L_DARK;
-               }
-
-               /* Draw the char using the attr */
-               Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
+               /* Draw the char using the attr */
+               Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
        }
 }
 
@@ -2199,7 +1143,7 @@ void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x)
  */
 void note_spot(POSITION y, POSITION x)
 {
-       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
+       grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
        OBJECT_IDX this_o_idx, next_o_idx = 0;
 
        /* Blind players see nothing */
@@ -2223,7 +1167,7 @@ void note_spot(POSITION y, POSITION x)
        /* Hack -- memorize objects */
        for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
-               object_type *o_ptr = &current_floor_ptr->o_list[this_o_idx];
+               object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
                next_o_idx = o_ptr->next_o_idx;
 
                /* Memorize objects */
@@ -2283,72 +1227,22 @@ void note_spot(POSITION y, POSITION x)
        g_ptr->info |= (CAVE_KNOWN);
 }
 
-
-void display_dungeon(void)
+/*
+ * Redraw (on the screen) a given MAP location
+ *
+ * This function should only be called on "legal" grids
+ */
+void lite_spot(POSITION y, POSITION x)
 {
-       TERM_LEN x, y;
-       TERM_COLOR a;
-       SYMBOL_CODE c;
-
-       TERM_COLOR ta = 0;
-       SYMBOL_CODE tc = '\0';
-
-       for (x = p_ptr->x - Term->wid / 2 + 1; x <= p_ptr->x + Term->wid / 2; x++)
+       /* Redraw if on screen */
+       if (panel_contains(y, x) && in_bounds2(p_ptr->current_floor_ptr, y, x))
        {
-               for (y = p_ptr->y - Term->hgt / 2 + 1; y <= p_ptr->y + Term->hgt / 2; y++)
-               {
-                       if (in_bounds2(y, x))
-                       {
-                               map_info(y, x, &a, &c, &ta, &tc);
+               TERM_COLOR a;
+               SYMBOL_CODE c;
+               TERM_COLOR ta;
+               SYMBOL_CODE tc;
 
-                               /* Hack -- fake monochrome */
-                               if (!use_graphics)
-                               {
-                                       if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
-                                       else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
-                                       else if (p_ptr->wraith_form) a = TERM_L_DARK;
-                               }
-
-                               /* Hack -- Queue it */
-                               Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
-                       }
-                       else
-                       {
-                               /* Clear out-of-bound tiles */
-
-                               /* Access darkness */
-                               feature_type *f_ptr = &f_info[feat_none];
-
-                               /* Normal attr */
-                               a = f_ptr->x_attr[F_LIT_STANDARD];
-
-                               /* Normal char */
-                               c = f_ptr->x_char[F_LIT_STANDARD];
-
-                               /* Hack -- Queue it */
-                               Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
-                       }
-               }
-       }
-}
-
-
-/*
- * Redraw (on the screen) a given MAP location
- *
- * This function should only be called on "legal" grids
- */
-void lite_spot(POSITION y, POSITION x)
-{
-       /* Redraw if on screen */
-       if (panel_contains(y, x) && in_bounds2(y, x))
-       {
-               TERM_COLOR a;
-               SYMBOL_CODE c;
-               TERM_COLOR ta;
-               SYMBOL_CODE tc;
-
-               map_info(y, x, &a, &c, &ta, &tc);
+               map_info(y, x, &a, &c, &ta, &tc);
 
                /* Hack -- fake monochrome */
                if (!use_graphics)
@@ -2366,623 +1260,6 @@ void lite_spot(POSITION y, POSITION x)
        }
 }
 
-
-/*
- * Prints the map of the dungeon
- *
- * Note that, for efficiency, we contain an "optimized" version
- * of both "lite_spot()" and "print_rel()", and that we use the
- * "lite_spot()" function to display the player grid, if needed.
- */
-void prt_map(void)
-{
-       POSITION x, y;
-       int v;
-
-       /* map bounds */
-       POSITION xmin, xmax, ymin, ymax;
-
-       TERM_LEN wid, hgt;
-
-       Term_get_size(&wid, &hgt);
-
-       /* Remove map offset */
-       wid -= COL_MAP + 2;
-       hgt -= ROW_MAP + 2;
-
-       /* Access the cursor state */
-       (void)Term_get_cursor(&v);
-
-       /* Hide the cursor */
-       (void)Term_set_cursor(0);
-
-       /* Get bounds */
-       xmin = (0 < panel_col_min) ? panel_col_min : 0;
-       xmax = (current_floor_ptr->width - 1 > panel_col_max) ? panel_col_max : current_floor_ptr->width - 1;
-       ymin = (0 < panel_row_min) ? panel_row_min : 0;
-       ymax = (current_floor_ptr->height - 1 > panel_row_max) ? panel_row_max : current_floor_ptr->height - 1;
-
-       /* Bottom section of screen */
-       for (y = 1; y <= ymin - panel_row_prt; y++)
-       {
-               /* Erase the section */
-               Term_erase(COL_MAP, y, wid);
-       }
-
-       /* Top section of screen */
-       for (y = ymax - panel_row_prt; y <= hgt; y++)
-       {
-               /* Erase the section */
-               Term_erase(COL_MAP, y, wid);
-       }
-
-       /* Dump the map */
-       for (y = ymin; y <= ymax; y++)
-       {
-               /* Scan the columns of row "y" */
-               for (x = xmin; x <= xmax; x++)
-               {
-                       TERM_COLOR a;
-                       SYMBOL_CODE c;
-
-                       TERM_COLOR ta;
-                       SYMBOL_CODE tc;
-
-                       /* Determine what is there */
-                       map_info(y, x, &a, &c, &ta, &tc);
-
-                       /* Hack -- fake monochrome */
-                       if (!use_graphics)
-                       {
-                               if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
-                               else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
-                               else if (p_ptr->wraith_form) a = TERM_L_DARK;
-                       }
-
-                       /* Efficiency -- Redraw that grid of the map */
-                       Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
-               }
-       }
-
-       /* Display player */
-       lite_spot(p_ptr->y, p_ptr->x);
-
-       /* Restore the cursor */
-       (void)Term_set_cursor(v);
-}
-
-
-
-/*
- * print project path
- */
-void prt_path(POSITION y, POSITION x)
-{
-       int i;
-       int path_n;
-       u16b path_g[512];
-       byte_hack default_color = TERM_SLATE;
-
-       if (!display_path) return;
-       if (-1 == project_length)
-               return;
-
-       /* Get projection path */
-       path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), p_ptr->y, p_ptr->x, y, x, PROJECT_PATH | PROJECT_THRU);
-
-       p_ptr->redraw |= (PR_MAP);
-       handle_stuff();
-
-       /* Draw path */
-       for (i = 0; i < path_n; i++)
-       {
-               POSITION ny = GRID_Y(path_g[i]);
-               POSITION nx = GRID_X(path_g[i]);
-               grid_type *g_ptr = &current_floor_ptr->grid_array[ny][nx];
-
-               if (panel_contains(ny, nx))
-               {
-                       TERM_COLOR a = default_color;
-                       char c;
-
-                       TERM_COLOR ta = default_color;
-                       char tc = '*';
-
-                       if (g_ptr->m_idx && current_floor_ptr->m_list[g_ptr->m_idx].ml)
-                       {
-                               /* Determine what is there */
-                               map_info(ny, nx, &a, &c, &ta, &tc);
-
-                               if (!is_ascii_graphics(a))
-                                       a = default_color;
-                               else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
-                                       a = default_color;
-                               else if (a == default_color)
-                                       a = TERM_WHITE;
-                       }
-
-                       if (!use_graphics)
-                       {
-                               if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
-                               else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
-                               else if (p_ptr->wraith_form) a = TERM_L_DARK;
-                       }
-
-                       c = '*';
-
-                       /* Hack -- Queue it */
-                       Term_queue_bigchar(panel_col_of(nx), ny - panel_row_prt, a, c, ta, tc);
-               }
-
-               /* Known Wall */
-               if ((g_ptr->info & CAVE_MARK) && !cave_have_flag_grid(g_ptr, FF_PROJECT)) break;
-
-               /* Change color */
-               if (nx == x && ny == y) default_color = TERM_L_DARK;
-       }
-}
-
-
-static concptr simplify_list[][2] =
-{
-#ifdef JP
-       {"の魔法書", ""},
-       {NULL, NULL}
-#else
-       {"^Ring of ",   "="},
-       {"^Amulet of ", "\""},
-       {"^Scroll of ", "?"},
-       {"^Scroll titled ", "?"},
-       {"^Wand of "  , "-"},
-       {"^Rod of "   , "-"},
-       {"^Staff of " , "_"},
-       {"^Potion of ", "!"},
-       {" Spellbook ",""},
-       {"^Book of ",   ""},
-       {" Magic [",   "["},
-       {" Book [",    "["},
-       {" Arts [",    "["},
-       {"^Set of ",    ""},
-       {"^Pair of ",   ""},
-       {NULL, NULL}
-#endif
-};
-
-static void display_shortened_item_name(object_type *o_ptr, int y)
-{
-       char buf[MAX_NLEN];
-       char *c = buf;
-       int len = 0;
-       TERM_COLOR attr;
-
-       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)
-       {
-               attr = TERM_WHITE;
-               strcpy(buf, _("何か奇妙な物", "something strange"));
-       }
-
-       for (c = buf; *c; c++)
-       {
-               int i;
-               for (i = 0; simplify_list[i][1]; i++)
-               {
-                       concptr org_w = simplify_list[i][0];
-
-                       if (*org_w == '^')
-                       {
-                               if (c == buf)
-                                       org_w++;
-                               else
-                                       continue;
-                       }
-
-                       if (!strncmp(c, org_w, strlen(org_w)))
-                       {
-                               char *s = c;
-                               concptr tmp = simplify_list[i][1];
-                               while (*tmp)
-                                       *s++ = *tmp++;
-                               tmp = c + strlen(org_w);
-                               while (*tmp)
-                                       *s++ = *tmp++;
-                               *s = '\0';
-                       }
-               }
-       }
-
-       c = buf;
-       len = 0;
-       /* 半角 12 文字分で切る */
-       while (*c)
-       {
-#ifdef JP
-               if (iskanji(*c))
-               {
-                       if (len + 2 > 12) break;
-                       c += 2;
-                       len += 2;
-               }
-               else
-#endif
-               {
-                       if (len + 1 > 12) break;
-                       c++;
-                       len++;
-               }
-       }
-       *c = '\0';
-       Term_putstr(0, y, 12, attr, buf);
-}
-
-/*
- * Display a "small-scale" map of the dungeon in the active Term
- */
-void display_map(int *cy, int *cx)
-{
-       int i, j, x, y;
-
-       TERM_COLOR ta;
-       SYMBOL_CODE tc;
-
-       byte tp;
-
-       TERM_COLOR **bigma;
-       SYMBOL_CODE **bigmc;
-       byte **bigmp;
-
-       TERM_COLOR **ma;
-       SYMBOL_CODE **mc;
-       byte **mp;
-
-       /* Save lighting effects */
-       bool old_view_special_lite = view_special_lite;
-       bool old_view_granite_lite = view_granite_lite;
-
-       TERM_LEN hgt, wid, yrat, xrat;
-
-       int **match_autopick_yx;
-       object_type ***object_autopick_yx;
-
-       Term_get_size(&wid, &hgt);
-       hgt -= 2;
-       wid -= 14;
-       if (use_bigtile) wid /= 2;
-
-       yrat = (current_floor_ptr->height + hgt - 1) / hgt;
-       xrat = (current_floor_ptr->width + wid - 1) / wid;
-
-       /* Disable lighting effects */
-       view_special_lite = FALSE;
-       view_granite_lite = FALSE;
-
-       /* Allocate the maps */
-       C_MAKE(ma, (hgt + 2), TERM_COLOR *);
-       C_MAKE(mc, (hgt + 2), char_ptr);
-       C_MAKE(mp, (hgt + 2), byte_ptr);
-       C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
-       C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
-
-       /* Allocate and wipe each line map */
-       for (y = 0; y < (hgt + 2); y++)
-       {
-               /* Allocate one row each array */
-               C_MAKE(ma[y], (wid + 2), TERM_COLOR);
-               C_MAKE(mc[y], (wid + 2), char);
-               C_MAKE(mp[y], (wid + 2), byte);
-               C_MAKE(match_autopick_yx[y], (wid + 2), int);
-               C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
-
-               for (x = 0; x < wid + 2; ++x)
-               {
-                       match_autopick_yx[y][x] = -1;
-                       object_autopick_yx[y][x] = NULL;
-
-                       /* Nothing here */
-                       ma[y][x] = TERM_WHITE;
-                       mc[y][x] = ' ';
-
-                       /* No priority */
-                       mp[y][x] = 0;
-               }
-       }
-
-       /* Allocate the maps */
-       C_MAKE(bigma, (current_floor_ptr->height + 2), TERM_COLOR *);
-       C_MAKE(bigmc, (current_floor_ptr->height + 2), char_ptr);
-       C_MAKE(bigmp, (current_floor_ptr->height + 2), byte_ptr);
-
-       /* Allocate and wipe each line map */
-       for (y = 0; y < (current_floor_ptr->height + 2); y++)
-       {
-               /* Allocate one row each array */
-               C_MAKE(bigma[y], (current_floor_ptr->width + 2), TERM_COLOR);
-               C_MAKE(bigmc[y], (current_floor_ptr->width + 2), char);
-               C_MAKE(bigmp[y], (current_floor_ptr->width + 2), byte);
-
-               for (x = 0; x < current_floor_ptr->width + 2; ++x)
-               {
-                       /* Nothing here */
-                       bigma[y][x] = TERM_WHITE;
-                       bigmc[y][x] = ' ';
-
-                       /* No priority */
-                       bigmp[y][x] = 0;
-               }
-       }
-
-       /* Fill in the map */
-       for (i = 0; i < current_floor_ptr->width; ++i)
-       {
-               for (j = 0; j < current_floor_ptr->height; ++j)
-               {
-                       x = i / xrat + 1;
-                       y = j / yrat + 1;
-
-                       match_autopick = -1;
-                       autopick_obj = NULL;
-                       feat_priority = -1;
-
-                       /* Extract the current attr/char at that map location */
-                       map_info(j, i, &ta, &tc, &ta, &tc);
-
-                       /* Extract the priority */
-                       tp = (byte_hack)feat_priority;
-
-                       if (match_autopick != -1
-                               && (match_autopick_yx[y][x] == -1
-                                       || match_autopick_yx[y][x] > match_autopick))
-                       {
-                               match_autopick_yx[y][x] = match_autopick;
-                               object_autopick_yx[y][x] = autopick_obj;
-                               tp = 0x7f;
-                       }
-
-                       /* Save the char, attr and priority */
-                       bigmc[j + 1][i + 1] = tc;
-                       bigma[j + 1][i + 1] = ta;
-                       bigmp[j + 1][i + 1] = tp;
-               }
-       }
-
-       for (j = 0; j < current_floor_ptr->height; ++j)
-       {
-               for (i = 0; i < current_floor_ptr->width; ++i)
-               {
-                       x = i / xrat + 1;
-                       y = j / yrat + 1;
-
-                       tc = bigmc[j + 1][i + 1];
-                       ta = bigma[j + 1][i + 1];
-                       tp = bigmp[j + 1][i + 1];
-
-                       /* rare feature has more priority */
-                       if (mp[y][x] == tp)
-                       {
-                               int t;
-                               int cnt = 0;
-
-                               for (t = 0; t < 8; t++)
-                               {
-                                       if (tc == bigmc[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]] &&
-                                               ta == bigma[j + 1 + ddy_cdd[t]][i + 1 + ddx_cdd[t]])
-                                               cnt++;
-                               }
-                               if (cnt <= 4)
-                                       tp++;
-                       }
-
-                       /* Save "best" */
-                       if (mp[y][x] < tp)
-                       {
-                               /* Save the char, attr and priority */
-                               mc[y][x] = tc;
-                               ma[y][x] = ta;
-                               mp[y][x] = tp;
-                       }
-               }
-       }
-
-
-       /* Corners */
-       x = wid + 1;
-       y = hgt + 1;
-
-       /* Draw the corners */
-       mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
-
-       /* Draw the horizontal edges */
-       for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
-
-       /* Draw the vertical edges */
-       for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
-
-
-       /* Display each map line in order */
-       for (y = 0; y < hgt + 2; ++y)
-       {
-               /* Start a new line */
-               Term_gotoxy(COL_MAP, y);
-
-               /* Display the line */
-               for (x = 0; x < wid + 2; ++x)
-               {
-                       ta = ma[y][x];
-                       tc = mc[y][x];
-
-                       /* Hack -- fake monochrome */
-                       if (!use_graphics)
-                       {
-                               if (current_world_ptr->timewalk_m_idx) ta = TERM_DARK;
-                               else if (IS_INVULN() || p_ptr->timewalk) ta = TERM_WHITE;
-                               else if (p_ptr->wraith_form) ta = TERM_L_DARK;
-                       }
-
-                       /* Add the character */
-                       Term_add_bigch(ta, tc);
-               }
-       }
-
-
-       for (y = 1; y < hgt + 1; ++y)
-       {
-               match_autopick = -1;
-               for (x = 1; x <= wid; x++) {
-                       if (match_autopick_yx[y][x] != -1 &&
-                               (match_autopick > match_autopick_yx[y][x] ||
-                                       match_autopick == -1)) {
-                               match_autopick = match_autopick_yx[y][x];
-                               autopick_obj = object_autopick_yx[y][x];
-                       }
-               }
-
-               /* Clear old display */
-               Term_putstr(0, y, 12, 0, "            ");
-
-               if (match_autopick != -1)
-#if 1
-                       display_shortened_item_name(autopick_obj, y);
-#else
-               {
-                       char buf[13] = "\0";
-                       strncpy(buf, autopick_list[match_autopick].name, 12);
-                       buf[12] = '\0';
-                       put_str(buf, y, 0);
-               }
-#endif
-
-       }
-
-       /* Player location */
-       (*cy) = p_ptr->y / yrat + 1 + ROW_MAP;
-       if (!use_bigtile)
-               (*cx) = p_ptr->x / xrat + 1 + COL_MAP;
-       else
-               (*cx) = (p_ptr->x / xrat + 1) * 2 + COL_MAP;
-
-       /* Restore lighting effects */
-       view_special_lite = old_view_special_lite;
-       view_granite_lite = old_view_granite_lite;
-
-       /* Free each line map */
-       for (y = 0; y < (hgt + 2); y++)
-       {
-               /* Free one row each array */
-               C_KILL(ma[y], (wid + 2), TERM_COLOR);
-               C_KILL(mc[y], (wid + 2), SYMBOL_CODE);
-               C_KILL(mp[y], (wid + 2), byte);
-               C_KILL(match_autopick_yx[y], (wid + 2), int);
-               C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
-       }
-
-       /* Free each line map */
-       C_KILL(ma, (hgt + 2), TERM_COLOR *);
-       C_KILL(mc, (hgt + 2), char_ptr);
-       C_KILL(mp, (hgt + 2), byte_ptr);
-       C_KILL(match_autopick_yx, (hgt + 2), sint_ptr);
-       C_KILL(object_autopick_yx, (hgt + 2), object_type **);
-
-       /* Free each line map */
-       for (y = 0; y < (current_floor_ptr->height + 2); y++)
-       {
-               /* Free one row each array */
-               C_KILL(bigma[y], (current_floor_ptr->width + 2), TERM_COLOR);
-               C_KILL(bigmc[y], (current_floor_ptr->width + 2), SYMBOL_CODE);
-               C_KILL(bigmp[y], (current_floor_ptr->width + 2), byte);
-       }
-
-       /* Free each line map */
-       C_KILL(bigma, (current_floor_ptr->height + 2), TERM_COLOR *);
-       C_KILL(bigmc, (current_floor_ptr->height + 2), char_ptr);
-       C_KILL(bigmp, (current_floor_ptr->height + 2), byte_ptr);
-}
-
-
-/*
- * Display a "small-scale" map of the dungeon for the player
- *
- * Currently, the "player" is displayed on the map.
- */
-void do_cmd_view_map(void)
-{
-       int cy, cx;
-
-       screen_save();
-
-       prt(_("お待ち下さい...", "Please wait..."), 0, 0);
-
-       Term_fresh();
-       Term_clear();
-
-       display_autopick = 0;
-
-       /* Display the map */
-       display_map(&cy, &cx);
-
-       /* Wait for it */
-       if (max_autopick && !p_ptr->wild_mode)
-       {
-               display_autopick = ITEM_DISPLAY;
-
-               while (1)
-               {
-                       int i;
-                       byte flag;
-
-                       int wid, hgt, row_message;
-
-                       Term_get_size(&wid, &hgt);
-                       row_message = hgt - 1;
-
-                       put_str(_("何かキーを押してください('M':拾う 'N':放置 'D':M+N 'K':壊すアイテムを表示)",
-                               " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
-
-                       /* Hilite the player */
-                       move_cursor(cy, cx);
-
-                       i = inkey();
-
-                       if ('M' == i)
-                               flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
-                       else if ('N' == i)
-                               flag = DONT_AUTOPICK;
-                       else if ('K' == i)
-                               flag = DO_AUTODESTROY;
-                       else if ('D' == i)
-                               flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
-                       else
-                               break;
-
-                       Term_fresh();
-
-                       if (~display_autopick & flag)
-                               display_autopick |= flag;
-                       else
-                               display_autopick &= ~flag;
-                       /* Display the map */
-                       display_map(&cy, &cx);
-               }
-
-               display_autopick = 0;
-
-       }
-       else
-       {
-               put_str(_("何かキーを押すとゲームに戻ります", "Hit any key to continue"), 23, 30);
-               /* Hilite the player */
-               move_cursor(cy, cx);
-               /* Get any key */
-               inkey();
-       }
-       screen_load();
-}
-
-
-
-
-
 /*
  * Some comments on the grid flags.  -BEN-
  *
@@ -3035,1691 +1312,159 @@ void do_cmd_view_map(void)
  * now, monsters simply "cheat" somewhat and assume that if the player
  * has "line of sight" to the monster, then the monster can "pretend"
  * that it has "line of sight" to the player.
- *
- *
- * The "update_lite()" function maintains the "CAVE_LITE" flag for each
- * grid and maintains an array of all "CAVE_LITE" grids.
- *
- * This set of grids is the complete set of all grids which are lit by
- * the players light source, which allows the "player_can_see_bold()"
- * function to work very quickly.
- *
- * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
- * fact, the player (unless blind) can always "see" all grids which are
- * marked as "CAVE_LITE", unless they are "off screen".
- *
- *
- * The "update_view()" function maintains the "CAVE_VIEW" flag for each
- * grid and maintains an array of all "CAVE_VIEW" grids.
- *
- * This set of grids is the complete set of all grids within line of sight
- * of the player, allowing the "player_has_los_bold()" macro to work very
- * quickly.
- *
- *
- * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
- * temporary internal flag to mark those grids which are not only in view,
- * but which are also "easily" in line of sight of the player.  This flag
- * is always cleared when we are done.
- *
- *
- * The current "update_lite()" and "update_view()" algorithms use the
- * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
- * to keep track of which grids were previously marked as "CAVE_LITE" or
- * "CAVE_VIEW", which allows us to optimize the "screen updates".
- *
- * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
- * for various other purposes, such as spreading lite or darkness during
- * "lite_room()" / "unlite_room()", and for calculating monster flow.
- *
- *
- * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
- * in some way permanently lit.  However, for the player to "see" anything
- * in the grid, as determined by "player_can_see()", the player must not be
- * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
- * grids, even if marked as "perma lit", are only illuminated if they touch
- * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
- *
- *
- * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
- * that even if the player cannot "see" the grid, he "knows" the terrain in
- * that grid.  This is used to "remember" walls/doors/stairs/floors when they
- * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
- * or when one of the "memorize floor grids" options induces memorization.
- *
- * Objects are "memorized" in a different way, using a special "marked" flag
- * on the object itself, which is set when an object is observed or detected.
- *
- *
- * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
- * and should be illuminated by "lite room" and "darkness" spells.
- *
- *
- * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
- * and should be unavailable for "teleportation" destinations.
- *
- *
- * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
- * which is observed, and the "view_torch_grids" allows the player to memorize
- * every torch-lit grid.  The player will always memorize important walls,
- * doors, stairs, and other terrain features, as well as any "detected" grids.
- *
- * Note that the new "update_view()" method allows, among other things, a room
- * to be "partially" seen as the player approaches it, with a growing cone of
- * floor appearing as the player gets closer to the door.  Also, by not turning
- * on the "memorize perma-lit grids" option, the player will only "see" those
- * floor grids which are actually in line of sight.
- *
- * And my favorite "plus" is that you can now use a special option to draw the
- * "floors" in the "viewable region" brightly (actually, to draw the *other*
- * grids dimly), providing a "pretty" effect as the player runs around, and
- * to efficiently display the "torch lite" in a special color.
- *
- *
- * Some comments on the "update_view()" algorithm...
- *
- * The algorithm is very fast, since it spreads "obvious" grids very quickly,
- * and only has to call "los()" on the borderline cases.  The major axes/diags
- * even terminate early when they hit walls.  I need to find a quick way
- * to "terminate" the other scans.
- *
- * Note that in the worst case (a big empty area with say 5% scattered walls),
- * each of the 1500 or so nearby grids is checked once, most of them getting
- * an "instant" rating, and only a small portion requiring a call to "los()".
- *
- * The only time that the algorithm appears to be "noticeably" too slow is
- * when running, and this is usually only important in town, since the town
- * provides about the worst scenario possible, with large open regions and
- * a few scattered obstructions.  There is a special "efficiency" option to
- * allow the player to reduce his field of view in town, if needed.
- *
- * In the "best" case (say, a normal stretch of corridor), the algorithm
- * makes one check for each viewable grid, and makes no calls to "los()".
- * So running in corridors is very fast, and if a lot of monsters are
- * nearby, it is much faster than the old methods.
- *
- * Note that resting, most normal commands, and several forms of running,
- * plus all commands executed near large groups of monsters, are strictly
- * more efficient with "update_view()" that with the old "compute los() on
- * demand" method, primarily because once the "field of view" has been
- * calculated, it does not have to be recalculated until the player moves
- * (or a wall or door is created or destroyed).
- *
- * Note that we no longer have to do as many "los()" checks, since once the
- * "view" region has been built, very few things cause it to be "changed"
- * (player movement, and the opening/closing of doors, changes in wall status).
- * Note that door/wall changes are only relevant when the door/wall itself is
- * in the "view" region.
- *
- * The algorithm seems to only call "los()" from zero to ten times, usually
- * only when coming down a corridor into a room, or standing in a room, just
- * misaligned with a corridor.  So if, say, there are five "nearby" monsters,
- * we will be reducing the calls to "los()".
- *
- * 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_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()"...).
- *
- * We "memorize" the viewable space array, so that at the cost of under 3000
- * bytes, we reduce the time taken by "forget_view()" to one assignment for
- * each grid actually in the "viewable space".  And for another 3000 bytes,
- * we prevent "erase + redraw" ineffiencies via the "seen" set.  These bytes
- * are also used by other routines, thus reducing the cost to almost nothing.
- *
- * A similar thing is done for "forget_lite()" in which case the savings are
- * much less, but save us from doing bizarre maintenance checking.
- *
- * In the worst "normal" case (in the middle of the town), the reachable space
- * actually reaches to more than half of the largest possible "circle" of view,
- * or about 800 grids, and in the worse case (in the middle of a dungeon level
- * where all the walls have been removed), the reachable space actually reaches
- * the theoretical maximum size of just under 1500 grids.
- *
- * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
- * If G1 is lite, G is lite.  Else if G2 is lite, G is half.  Else if G1 and G2
- * are both half, G is half.  Else G is dark.  It only takes 2 (or 4) bits to
- * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
- * entire possible space (including initialization) in one step per grid.  If
- * we do the "clearing" as a separate step (and use an array of "view" grids),
- * then the clearing will take as many steps as grids that were viewed, and the
- * algorithm will be able to "stop" scanning at various points.
- * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
- */
-
-
-
-
-
-
-
-
- /*
-  * Actually erase the entire "lite" array, redrawing every grid
-  */
-void forget_lite(void)
-{
-       int i;
-       POSITION x, y;
-
-       /* None to forget */
-       if (!current_floor_ptr->lite_n) return;
-
-       /* Clear them all */
-       for (i = 0; i < current_floor_ptr->lite_n; i++)
-       {
-               y = current_floor_ptr->lite_y[i];
-               x = current_floor_ptr->lite_x[i];
-
-               /* Forget "LITE" flag */
-               current_floor_ptr->grid_array[y][x].info &= ~(CAVE_LITE);
-
-               /* lite_spot(y, x); Perhaps don't need? */
-       }
-
-       /* None left */
-       current_floor_ptr->lite_n = 0;
-}
-
-
-/*
- * For delayed visual update
- */
-#define cave_note_and_redraw_later(C,Y,X) \
-{\
-       (C)->info |= CAVE_NOTE; \
-       cave_redraw_later((C), (Y), (X)); \
-}
-
-
- /*
-  * For delayed visual update
-  */
-#define cave_redraw_later(C,Y,X) \
-{\
-       if (!((C)->info & CAVE_REDRAW)) \
-       { \
-               (C)->info |= CAVE_REDRAW; \
-               current_floor_ptr->redraw_y[current_floor_ptr->redraw_n] = (Y); \
-               current_floor_ptr->redraw_x[current_floor_ptr->redraw_n++] = (X); \
-       } \
-}
-
-
-  /*
-   * This macro allows us to efficiently add a grid to the "lite" array,
-   * note that we are never called for illegal grids, or for grids which
-   * have already been placed into the "lite" array, and we are never
-   * called when the "lite" array is full.
-   */
-#define cave_lite_hack(Y,X) \
-{\
-       if (!(current_floor_ptr->grid_array[Y][X].info & (CAVE_LITE))) \
-       { \
-               current_floor_ptr->grid_array[Y][X].info |= (CAVE_LITE); \
-               current_floor_ptr->lite_y[current_floor_ptr->lite_n] = (Y); \
-               current_floor_ptr->lite_x[current_floor_ptr->lite_n++] = (X); \
-       } \
-}
-
-
-   /*
-       * Update the set of grids "illuminated" by the player's lite.
-       *
-       * This routine needs to use the results of "update_view()"
-       *
-       * Note that "blindness" does NOT affect "torch lite".  Be careful!
-       *
-       * We optimize most lites (all non-artifact lites) by using "obvious"
-       * facts about the results of "small" lite radius, and we attempt to
-       * list the "nearby" grids before the more "distant" ones in the
-       * array of torch-lit grids.
-       *
-       * We assume that "radius zero" lite is in fact no lite at all.
-       *
-       *     Torch     Lantern     Artifacts
-       *     (etc)
-       *                              ***
-       *                 ***         *****
-       *      ***       *****       *******
-       *      *@*       **@**       ***@***
-       *      ***       *****       *******
-       *                 ***         *****
-       *                              ***
-       */
-void update_lite(void)
-{
-       int i;
-       POSITION x, y, min_x, max_x, min_y, max_y;
-       POSITION p = p_ptr->cur_lite;
-       grid_type *g_ptr;
-
-       /*** Special case ***/
-
-#if 0
-       /* Hack -- Player has no lite */
-       if (p <= 0)
-       {
-               /* Forget the old lite */
-               /* forget_lite(); Perhaps don't need? */
-
-               /* Add it to later visual update */
-               cave_redraw_later(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x], p_ptr->y, p_ptr->x);
-       }
-#endif
-
-       /*** Save the old "lite" grids for later ***/
-
-       /* Clear them all */
-       for (i = 0; i < current_floor_ptr->lite_n; i++)
-       {
-               y = current_floor_ptr->lite_y[i];
-               x = current_floor_ptr->lite_x[i];
-
-               /* Mark the grid as not "lite" */
-               current_floor_ptr->grid_array[y][x].info &= ~(CAVE_LITE);
-
-               /* Mark the grid as "seen" */
-               current_floor_ptr->grid_array[y][x].info |= (CAVE_TEMP);
-
-               /* Add it to the "seen" set */
-               tmp_pos.y[tmp_pos.n] = y;
-               tmp_pos.x[tmp_pos.n] = x;
-               tmp_pos.n++;
-       }
-
-       /* None left */
-       current_floor_ptr->lite_n = 0;
-
-
-       /*** Collect the new "lite" grids ***/
-
-       /* Radius 1 -- torch radius */
-       if (p >= 1)
-       {
-               /* Player grid */
-               cave_lite_hack(p_ptr->y, p_ptr->x);
-
-               /* Adjacent grid */
-               cave_lite_hack(p_ptr->y + 1, p_ptr->x);
-               cave_lite_hack(p_ptr->y - 1, p_ptr->x);
-               cave_lite_hack(p_ptr->y, p_ptr->x + 1);
-               cave_lite_hack(p_ptr->y, p_ptr->x - 1);
-
-               /* Diagonal grids */
-               cave_lite_hack(p_ptr->y + 1, p_ptr->x + 1);
-               cave_lite_hack(p_ptr->y + 1, p_ptr->x - 1);
-               cave_lite_hack(p_ptr->y - 1, p_ptr->x + 1);
-               cave_lite_hack(p_ptr->y - 1, p_ptr->x - 1);
-       }
-
-       /* Radius 2 -- lantern radius */
-       if (p >= 2)
-       {
-               /* South of the player */
-               if (cave_los_bold(p_ptr->y + 1, p_ptr->x))
-               {
-                       cave_lite_hack(p_ptr->y + 2, p_ptr->x);
-                       cave_lite_hack(p_ptr->y + 2, p_ptr->x + 1);
-                       cave_lite_hack(p_ptr->y + 2, p_ptr->x - 1);
-               }
-
-               /* North of the player */
-               if (cave_los_bold(p_ptr->y - 1, p_ptr->x))
-               {
-                       cave_lite_hack(p_ptr->y - 2, p_ptr->x);
-                       cave_lite_hack(p_ptr->y - 2, p_ptr->x + 1);
-                       cave_lite_hack(p_ptr->y - 2, p_ptr->x - 1);
-               }
-
-               /* East of the player */
-               if (cave_los_bold(p_ptr->y, p_ptr->x + 1))
-               {
-                       cave_lite_hack(p_ptr->y, p_ptr->x + 2);
-                       cave_lite_hack(p_ptr->y + 1, p_ptr->x + 2);
-                       cave_lite_hack(p_ptr->y - 1, p_ptr->x + 2);
-               }
-
-               /* West of the player */
-               if (cave_los_bold(p_ptr->y, p_ptr->x - 1))
-               {
-                       cave_lite_hack(p_ptr->y, p_ptr->x - 2);
-                       cave_lite_hack(p_ptr->y + 1, p_ptr->x - 2);
-                       cave_lite_hack(p_ptr->y - 1, p_ptr->x - 2);
-               }
-       }
-
-       /* Radius 3+ -- artifact radius */
-       if (p >= 3)
-       {
-               int d;
-
-               /* Paranoia -- see "LITE_MAX" */
-               if (p > 14) p = 14;
-
-               /* South-East of the player */
-               if (cave_los_bold(p_ptr->y + 1, p_ptr->x + 1))
-               {
-                       cave_lite_hack(p_ptr->y + 2, p_ptr->x + 2);
-               }
-
-               /* South-West of the player */
-               if (cave_los_bold(p_ptr->y + 1, p_ptr->x - 1))
-               {
-                       cave_lite_hack(p_ptr->y + 2, p_ptr->x - 2);
-               }
-
-               /* North-East of the player */
-               if (cave_los_bold(p_ptr->y - 1, p_ptr->x + 1))
-               {
-                       cave_lite_hack(p_ptr->y - 2, p_ptr->x + 2);
-               }
-
-               /* North-West of the player */
-               if (cave_los_bold(p_ptr->y - 1, p_ptr->x - 1))
-               {
-                       cave_lite_hack(p_ptr->y - 2, p_ptr->x - 2);
-               }
-
-               /* Maximal north */
-               min_y = p_ptr->y - p;
-               if (min_y < 0) min_y = 0;
-
-               /* Maximal south */
-               max_y = p_ptr->y + p;
-               if (max_y > current_floor_ptr->height - 1) max_y = current_floor_ptr->height - 1;
-
-               /* Maximal west */
-               min_x = p_ptr->x - p;
-               if (min_x < 0) min_x = 0;
-
-               /* Maximal east */
-               max_x = p_ptr->x + p;
-               if (max_x > current_floor_ptr->width - 1) max_x = current_floor_ptr->width - 1;
-
-               /* Scan the maximal box */
-               for (y = min_y; y <= max_y; y++)
-               {
-                       for (x = min_x; x <= max_x; x++)
-                       {
-                               int dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
-                               int dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
-
-                               /* Skip the "central" grids (above) */
-                               if ((dy <= 2) && (dx <= 2)) continue;
-
-                               /* Hack -- approximate the distance */
-                               d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
-
-                               /* Skip distant grids */
-                               if (d > p) continue;
-
-                               /* Viewable, nearby, grids get "torch lit" */
-                               if (current_floor_ptr->grid_array[y][x].info & CAVE_VIEW)
-                               {
-                                       /* This grid is "torch lit" */
-                                       cave_lite_hack(y, x);
-                               }
-                       }
-               }
-       }
-
-
-       /*** Complete the algorithm ***/
-
-       /* Draw the new grids */
-       for (i = 0; i < current_floor_ptr->lite_n; i++)
-       {
-               y = current_floor_ptr->lite_y[i];
-               x = current_floor_ptr->lite_x[i];
-
-               g_ptr = &current_floor_ptr->grid_array[y][x];
-
-               /* Update fresh grids */
-               if (g_ptr->info & (CAVE_TEMP)) continue;
-
-               /* Add it to later visual update */
-               cave_note_and_redraw_later(g_ptr, y, x);
-       }
-
-       /* Clear them all */
-       for (i = 0; i < tmp_pos.n; i++)
-       {
-               y = tmp_pos.y[i];
-               x = tmp_pos.x[i];
-
-               g_ptr = &current_floor_ptr->grid_array[y][x];
-
-               /* No longer in the array */
-               g_ptr->info &= ~(CAVE_TEMP);
-
-               /* Update stale grids */
-               if (g_ptr->info & (CAVE_LITE)) continue;
-
-               /* Add it to later visual update */
-               cave_redraw_later(g_ptr, y, x);
-       }
-
-       /* None left */
-       tmp_pos.n = 0;
-
-       /* Mega-Hack -- Visual update later */
-       p_ptr->update |= (PU_DELAY_VIS);
-}
-
-
-static bool mon_invis;
-static POSITION mon_fy, mon_fx;
-
-/*
- * Add a square to the changes array
- */
-static void mon_lite_hack(POSITION y, POSITION x)
-{
-       grid_type *g_ptr;
-       int dpf, d;
-       POSITION midpoint;
-
-       /* We trust this grid is in bounds */
-       /* if (!in_bounds2(y, x)) return; */
-
-       g_ptr = &current_floor_ptr->grid_array[y][x];
-
-       /* Want a unlit square in view of the player */
-       if ((g_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
-
-       if (!cave_los_grid(g_ptr))
-       {
-               /* Hack -- Prevent monster lite leakage in walls */
-
-               /* Horizontal walls between player and a monster */
-               if (((y < p_ptr->y) && (y > mon_fy)) || ((y > p_ptr->y) && (y < mon_fy)))
-               {
-                       dpf = p_ptr->y - mon_fy;
-                       d = y - mon_fy;
-                       midpoint = mon_fx + ((p_ptr->x - 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;
-                       }
-
-                       /* Hack XXX XXX - Is it a wall and monster not in LOS? */
-                       else if (mon_invis) return;
-               }
-
-               /* Vertical walls between player and a monster */
-               if (((x < p_ptr->x) && (x > mon_fx)) || ((x > p_ptr->x) && (x < mon_fx)))
-               {
-                       dpf = p_ptr->x - mon_fx;
-                       d = x - mon_fx;
-                       midpoint = mon_fy + ((p_ptr->y - 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;
-                       }
-
-                       /* Hack XXX XXX - Is it a wall and monster not in LOS? */
-                       else if (mon_invis) return;
-               }
-       }
-
-       /* We trust tmp_pos.n does not exceed TEMP_MAX */
-
-       /* New grid */
-       if (!(g_ptr->info & CAVE_MNDK))
-       {
-               /* Save this square */
-               tmp_pos.x[tmp_pos.n] = x;
-               tmp_pos.y[tmp_pos.n] = y;
-               tmp_pos.n++;
-       }
-
-       /* Darkened grid */
-       else
-       {
-               /* No longer dark */
-               g_ptr->info &= ~(CAVE_MNDK);
-       }
-
-       /* Light it */
-       g_ptr->info |= CAVE_MNLT;
-}
-
-
-/*
- * Add a square to the changes array
- */
-static void mon_dark_hack(POSITION y, POSITION x)
-{
-       grid_type *g_ptr;
-       int       midpoint, dpf, d;
-
-       /* We trust this grid is in bounds */
-       /* if (!in_bounds2(y, x)) return; */
-
-       g_ptr = &current_floor_ptr->grid_array[y][x];
-
-       /* Want a unlit and undarkened square in view of the player */
-       if ((g_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW) return;
-
-       if (!cave_los_grid(g_ptr) && !cave_have_flag_grid(g_ptr, FF_PROJECT))
-       {
-               /* Hack -- Prevent monster dark lite leakage in walls */
-
-               /* Horizontal walls between player and a monster */
-               if (((y < p_ptr->y) && (y > mon_fy)) || ((y > p_ptr->y) && (y < mon_fy)))
-               {
-                       dpf = p_ptr->y - mon_fy;
-                       d = y - mon_fy;
-                       midpoint = mon_fx + ((p_ptr->x - 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) && !cave_have_flag_bold(y, x + 1, FF_PROJECT)) return;
-                       }
-                       else if (x > midpoint)
-                       {
-                               if (!cave_los_bold(y, x - 1) && !cave_have_flag_bold(y, x - 1, FF_PROJECT)) return;
-                       }
-
-                       /* Hack XXX XXX - Is it a wall and monster not in LOS? */
-                       else if (mon_invis) return;
-               }
-
-               /* Vertical walls between player and a monster */
-               if (((x < p_ptr->x) && (x > mon_fx)) || ((x > p_ptr->x) && (x < mon_fx)))
-               {
-                       dpf = p_ptr->x - mon_fx;
-                       d = x - mon_fx;
-                       midpoint = mon_fy + ((p_ptr->y - 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) && !cave_have_flag_bold(y + 1, x, FF_PROJECT)) return;
-                       }
-                       else if (y > midpoint)
-                       {
-                               if (!cave_los_bold(y - 1, x) && !cave_have_flag_bold(y - 1, x, FF_PROJECT)) return;
-                       }
-
-                       /* Hack XXX XXX - Is it a wall and monster not in LOS? */
-                       else if (mon_invis) return;
-               }
-       }
-
-       /* We trust tmp_pos.n does not exceed TEMP_MAX */
-
-       /* Save this square */
-       tmp_pos.x[tmp_pos.n] = x;
-       tmp_pos.y[tmp_pos.n] = y;
-       tmp_pos.n++;
-
-       /* Darken it */
-       g_ptr->info |= CAVE_MNDK;
-}
-
-
-/*
- * Update squares illuminated or darkened by monsters.
- *
- * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
- * denote squares illuminated by monsters.
- *
- * The CAVE_TEMP and CAVE_XTRA flag are used to store the state during the
- * updating.  Only squares in view of the player, whos state
- * changes are drawn via lite_spot().
- */
-void update_mon_lite(void)
-{
-       int i, rad;
-       grid_type *g_ptr;
-
-       POSITION fx, fy;
-       void(*add_mon_lite)(POSITION, POSITION);
-       int f_flag;
-
-       s16b end_temp;
-
-       /* Non-Ninja player in the darkness */
-       int dis_lim = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto) ?
-               (MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
-
-       /* Clear all monster lit squares */
-       for (i = 0; i < current_floor_ptr->mon_lite_n; i++)
-       {
-               /* Point to grid */
-               g_ptr = &current_floor_ptr->grid_array[current_floor_ptr->mon_lite_y[i]][current_floor_ptr->mon_lite_x[i]];
-
-               /* Set temp or xtra flag */
-               g_ptr->info |= (g_ptr->info & CAVE_MNLT) ? CAVE_TEMP : CAVE_XTRA;
-
-               /* Clear monster illumination flag */
-               g_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
-       }
-
-       /* Empty temp list of new squares to lite up */
-       tmp_pos.n = 0;
-
-       /* If a monster stops time, don't process */
-       if (!current_world_ptr->timewalk_m_idx)
-       {
-               monster_type *m_ptr;
-               monster_race *r_ptr;
-
-               /* Loop through monsters, adding newly lit squares to changes list */
-               for (i = 1; i < m_max; i++)
-               {
-                       m_ptr = &current_floor_ptr->m_list[i];
-                       r_ptr = &r_info[m_ptr->r_idx];
-                       if (!monster_is_valid(m_ptr)) continue;
-
-                       /* Is it too far away? */
-                       if (m_ptr->cdis > dis_lim) continue;
-
-                       /* Get lite radius */
-                       rad = 0;
-
-                       /* Note the radii are cumulative */
-                       if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
-                       if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
-                       if (r_ptr->flags7 & (RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) rad--;
-                       if (r_ptr->flags7 & (RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) rad -= 2;
-
-                       /* Exit if has no light */
-                       if (!rad) continue;
-                       else if (rad > 0)
-                       {
-                               if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (MON_CSLEEP(m_ptr) || (!current_floor_ptr->dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
-                               if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) rad = 1;
-                               add_mon_lite = mon_lite_hack;
-                               f_flag = FF_LOS;
-                       }
-                       else
-                       {
-                               if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (MON_CSLEEP(m_ptr) || (!current_floor_ptr->dun_level && !is_daytime()))) continue;
-                               add_mon_lite = mon_dark_hack;
-                               f_flag = FF_PROJECT;
-                               rad = -rad; /* Use absolute value */
-                       }
-
-                       mon_fx = m_ptr->fx;
-                       mon_fy = m_ptr->fy;
-
-                       /* Is the monster visible? */
-                       mon_invis = !(current_floor_ptr->grid_array[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)
-                       {
-                               /* South of the monster */
-                               if (cave_have_flag_bold(mon_fy + 1, mon_fx, f_flag))
-                               {
-                                       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);
-
-                                       g_ptr = &current_floor_ptr->grid_array[mon_fy + 2][mon_fx];
-
-                                       /* Radius 3 */
-                                       if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag))
-                                       {
-                                               add_mon_lite(mon_fy + 3, mon_fx + 1);
-                                               add_mon_lite(mon_fy + 3, mon_fx);
-                                               add_mon_lite(mon_fy + 3, mon_fx - 1);
-                                       }
-                               }
-
-                               /* North of the monster */
-                               if (cave_have_flag_bold(mon_fy - 1, mon_fx, f_flag))
-                               {
-                                       add_mon_lite(mon_fy - 2, mon_fx + 1);
-                                       add_mon_lite(mon_fy - 2, mon_fx);
-                                       add_mon_lite(mon_fy - 2, mon_fx - 1);
-
-                                       g_ptr = &current_floor_ptr->grid_array[mon_fy - 2][mon_fx];
-
-                                       /* Radius 3 */
-                                       if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag))
-                                       {
-                                               add_mon_lite(mon_fy - 3, mon_fx + 1);
-                                               add_mon_lite(mon_fy - 3, mon_fx);
-                                               add_mon_lite(mon_fy - 3, mon_fx - 1);
-                                       }
-                               }
-
-                               /* East of the monster */
-                               if (cave_have_flag_bold(mon_fy, mon_fx + 1, f_flag))
-                               {
-                                       add_mon_lite(mon_fy + 1, mon_fx + 2);
-                                       add_mon_lite(mon_fy, mon_fx + 2);
-                                       add_mon_lite(mon_fy - 1, mon_fx + 2);
-
-                                       g_ptr = &current_floor_ptr->grid_array[mon_fy][mon_fx + 2];
-
-                                       /* Radius 3 */
-                                       if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag))
-                                       {
-                                               add_mon_lite(mon_fy + 1, mon_fx + 3);
-                                               add_mon_lite(mon_fy, mon_fx + 3);
-                                               add_mon_lite(mon_fy - 1, mon_fx + 3);
-                                       }
-                               }
-
-                               /* West of the monster */
-                               if (cave_have_flag_bold(mon_fy, mon_fx - 1, f_flag))
-                               {
-                                       add_mon_lite(mon_fy + 1, mon_fx - 2);
-                                       add_mon_lite(mon_fy, mon_fx - 2);
-                                       add_mon_lite(mon_fy - 1, mon_fx - 2);
-
-                                       g_ptr = &current_floor_ptr->grid_array[mon_fy][mon_fx - 2];
-
-                                       /* Radius 3 */
-                                       if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag))
-                                       {
-                                               add_mon_lite(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)
-                       {
-                               /* South-East of the monster */
-                               if (cave_have_flag_bold(mon_fy + 1, mon_fx + 1, f_flag))
-                               {
-                                       add_mon_lite(mon_fy + 2, mon_fx + 2);
-                               }
-
-                               /* South-West of the monster */
-                               if (cave_have_flag_bold(mon_fy + 1, mon_fx - 1, f_flag))
-                               {
-                                       add_mon_lite(mon_fy + 2, mon_fx - 2);
-                               }
-
-                               /* North-East of the monster */
-                               if (cave_have_flag_bold(mon_fy - 1, mon_fx + 1, f_flag))
-                               {
-                                       add_mon_lite(mon_fy - 2, mon_fx + 2);
-                               }
-
-                               /* North-West of the monster */
-                               if (cave_have_flag_bold(mon_fy - 1, mon_fx - 1, f_flag))
-                               {
-                                       add_mon_lite(mon_fy - 2, mon_fx - 2);
-                               }
-                       }
-               }
-       }
-
-       /* Save end of list of new squares */
-       end_temp = tmp_pos.n;
-
-       /*
-        * Look at old set flags to see if there are any changes.
-        */
-       for (i = 0; i < current_floor_ptr->mon_lite_n; i++)
-       {
-               fx = current_floor_ptr->mon_lite_x[i];
-               fy = current_floor_ptr->mon_lite_y[i];
-
-               /* We trust this grid is in bounds */
-
-               /* Point to grid */
-               g_ptr = &current_floor_ptr->grid_array[fy][fx];
-
-               if (g_ptr->info & CAVE_TEMP) /* Pervious lit */
-               {
-                       /* It it no longer lit? */
-                       if ((g_ptr->info & (CAVE_VIEW | CAVE_MNLT)) == CAVE_VIEW)
-                       {
-                               /* It is now unlit */
-                               /* Add it to later visual update */
-                               cave_note_and_redraw_later(g_ptr, fy, fx);
-                       }
-               }
-               else /* Pervious darkened */
-               {
-                       /* It it no longer darken? */
-                       if ((g_ptr->info & (CAVE_VIEW | CAVE_MNDK)) == CAVE_VIEW)
-                       {
-                               /* It is now undarken */
-                               /* Add it to later visual update */
-                               cave_note_and_redraw_later(g_ptr, fy, fx);
-                       }
-               }
-
-               /* Add to end of temp array */
-               tmp_pos.x[tmp_pos.n] = fx;
-               tmp_pos.y[tmp_pos.n] = fy;
-               tmp_pos.n++;
-       }
-
-       /* Clear the lite array */
-       current_floor_ptr->mon_lite_n = 0;
-
-       /* Copy the temp array into the lit array lighting the new squares. */
-       for (i = 0; i < end_temp; i++)
-       {
-               fx = tmp_pos.x[i];
-               fy = tmp_pos.y[i];
-
-               /* We trust this grid is in bounds */
-
-               /* Point to grid */
-               g_ptr = &current_floor_ptr->grid_array[fy][fx];
-
-               if (g_ptr->info & CAVE_MNLT) /* Lit */
-               {
-                       /* The is the square newly lit and visible? */
-                       if ((g_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
-                       {
-                               /* It is now lit */
-                               /* Add it to later visual update */
-                               cave_note_and_redraw_later(g_ptr, fy, fx);
-                       }
-               }
-               else /* Darkened */
-               {
-                       /* The is the square newly darkened and visible? */
-                       if ((g_ptr->info & (CAVE_VIEW | CAVE_XTRA)) == CAVE_VIEW)
-                       {
-                               /* It is now darkened */
-                               /* Add it to later visual update */
-                               cave_note_and_redraw_later(g_ptr, fy, fx);
-                       }
-               }
-
-               /* Save in the monster lit or darkened array */
-               current_floor_ptr->mon_lite_x[current_floor_ptr->mon_lite_n] = fx;
-               current_floor_ptr->mon_lite_y[current_floor_ptr->mon_lite_n] = fy;
-               current_floor_ptr->mon_lite_n++;
-       }
-
-       /* Clear the temp flag for the old lit or darken grids */
-       for (i = end_temp; i < tmp_pos.n; i++)
-       {
-               /* We trust this grid is in bounds */
-
-               current_floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
-       }
-
-       /* Finished with tmp_pos.n */
-       tmp_pos.n = 0;
-
-       /* Mega-Hack -- Visual update later */
-       p_ptr->update |= (PU_DELAY_VIS);
-
-       p_ptr->monlite = (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT) ? TRUE : FALSE;
-
-       if (p_ptr->special_defense & NINJA_S_STEALTH)
-       {
-               if (p_ptr->old_monlite != p_ptr->monlite)
-               {
-                       if (p_ptr->monlite)
-                       {
-                               msg_print(_("影の覆いが薄れた気がする。", "Your mantle of shadow become thin."));
-                       }
-                       else
-                       {
-                               msg_print(_("影の覆いが濃くなった!", "Your mantle of shadow restored its original darkness."));
-                       }
-               }
-       }
-       p_ptr->old_monlite = p_ptr->monlite;
-}
-
-void clear_mon_lite(void)
-{
-       int i;
-       grid_type *g_ptr;
-
-       /* Clear all monster lit squares */
-       for (i = 0; i < current_floor_ptr->mon_lite_n; i++)
-       {
-               /* Point to grid */
-               g_ptr = &current_floor_ptr->grid_array[current_floor_ptr->mon_lite_y[i]][current_floor_ptr->mon_lite_x[i]];
-
-               /* Clear monster illumination flag */
-               g_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
-       }
-
-       /* Empty the array */
-       current_floor_ptr->mon_lite_n = 0;
-}
-
-
-
-/*
- * Clear the viewable space
- */
-void forget_view(void)
-{
-       int i;
-
-       grid_type *g_ptr;
-
-       /* None to forget */
-       if (!current_floor_ptr->view_n) return;
-
-       /* Clear them all */
-       for (i = 0; i < current_floor_ptr->view_n; i++)
-       {
-               POSITION y = current_floor_ptr->view_y[i];
-               POSITION x = current_floor_ptr->view_x[i];
-               g_ptr = &current_floor_ptr->grid_array[y][x];
-
-               /* Forget that the grid is viewable */
-               g_ptr->info &= ~(CAVE_VIEW);
-
-               /* if (!panel_contains(y, x)) continue; */
-
-               /* Update the screen */
-               /* lite_spot(y, x); Perhaps don't need? */
-       }
-
-       /* None left */
-       current_floor_ptr->view_n = 0;
-}
-
-
-
-/*
- * This macro allows us to efficiently add a grid to the "view" array,
- * note that we are never called for illegal grids, or for grids which
- * have already been placed into the "view" array, and we are never
- * called when the "view" array is full.
- */
-#define cave_view_hack(C,Y,X) \
-{\
-    if (!((C)->info & (CAVE_VIEW))){\
-    (C)->info |= (CAVE_VIEW); \
-    current_floor_ptr->view_y[current_floor_ptr->view_n] = (Y); \
-    current_floor_ptr->view_x[current_floor_ptr->view_n] = (X); \
-    current_floor_ptr->view_n++;}\
-}
-
-
-
- /*
-  * Helper function for "update_view()" below
-  *
-  * We are checking the "viewability" of grid (y,x) by the player.
-  *
-  * This function assumes that (y,x) is legal (i.e. on the map).
-  *
-  * Grid (y1,x1) is on the "diagonal" between (p_ptr->y,p_ptr->x) and (y,x)
-  * Grid (y2,x2) is "adjacent", also between (p_ptr->y,p_ptr->x) and (y,x).
-  *
-  * Note that we are using the "CAVE_XTRA" field for marking grids as
-  * "easily viewable".  This bit is cleared at the end of "update_view()".
-  *
-  * This function adds (y,x) to the "viewable set" if necessary.
-  *
-  * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
-  */
-static bool update_view_aux(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
-{
-       bool f1, f2, v1, v2, z1, z2, wall;
-
-       grid_type *g_ptr;
-
-       grid_type *g1_c_ptr;
-       grid_type *g2_c_ptr;
-
-       /* Access the grids */
-       g1_c_ptr = &current_floor_ptr->grid_array[y1][x1];
-       g2_c_ptr = &current_floor_ptr->grid_array[y2][x2];
-
-
-       /* Check for walls */
-       f1 = (cave_los_grid(g1_c_ptr));
-       f2 = (cave_los_grid(g2_c_ptr));
-
-       /* Totally blocked by physical walls */
-       if (!f1 && !f2) return (TRUE);
-
-
-       /* Check for visibility */
-       v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
-       v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
-
-       /* Totally blocked by "unviewable neighbors" */
-       if (!v1 && !v2) return (TRUE);
-
-       g_ptr = &current_floor_ptr->grid_array[y][x];
-
-
-       /* Check for walls */
-       wall = (!cave_los_grid(g_ptr));
-
-
-       /* Check the "ease" of visibility */
-       z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
-       z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
-
-       /* Hack -- "easy" plus "easy" yields "easy" */
-       if (z1 && z2)
-       {
-               g_ptr->info |= (CAVE_XTRA);
-
-               cave_view_hack(g_ptr, y, x);
-
-               return (wall);
-       }
-
-       /* Hack -- primary "easy" yields "viewed" */
-       if (z1)
-       {
-               cave_view_hack(g_ptr, y, x);
-
-               return (wall);
-       }
-
-       /* Hack -- "view" plus "view" yields "view" */
-       if (v1 && v2)
-       {
-               /* g_ptr->info |= (CAVE_XTRA); */
-
-               cave_view_hack(g_ptr, y, x);
-
-               return (wall);
-       }
-
-
-       /* Mega-Hack -- the "los()" function works poorly on walls */
-       if (wall)
-       {
-               cave_view_hack(g_ptr, y, x);
-
-               return (wall);
-       }
-
-
-       /* Hack -- check line of sight */
-       if (los(p_ptr->y, p_ptr->x, y, x))
-       {
-               cave_view_hack(g_ptr, y, x);
-
-               return (wall);
-       }
-
-
-       /* Assume no line of sight. */
-       return (TRUE);
-}
-
-
-
-/*
- * Calculate the viewable space
- *
- *  1: Process the player
- *  1a: The player is always (easily) viewable
- *  2: Process the diagonals
- *  2a: The diagonals are (easily) viewable up to the first wall
- *  2b: But never go more than 2/3 of the "full" distance
- *  3: Process the main axes
- *  3a: The main axes are (easily) viewable up to the first wall
- *  3b: But never go more than the "full" distance
- *  4: Process sequential "strips" in each of the eight octants
- *  4a: Each strip runs along the previous strip
- *  4b: The main axes are "previous" to the first strip
- *  4c: Process both "sides" of each "direction" of each strip
- *  4c1: Each side aborts as soon as possible
- *  4c2: Each side tells the next strip how far it has to check
- *
- * Note that the octant processing involves some pretty interesting
- * observations involving when a grid might possibly be viewable from
- * a given grid, and on the order in which the strips are processed.
- *
- * Note the use of the mathematical facts shown below, which derive
- * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
- * hypotenuse of a right triangle is primarily determined by the length
- * of the longest side, when one side is small, and is strictly less
- * than one-and-a-half times as long as the longest side when both of
- * the sides are large.
- *
- *   if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
- *   if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
- *
- *   hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
- *
- * These observations are important because the calculation of the actual
- * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
- * while for small values (up to about 20 or so), the approximations above
- * are correct to within an error of at most one grid or so.
- *
- * Observe the use of "full" and "over" in the code below, and the use of
- * the specialized calculation involving "limit", all of which derive from
- * the observations given above.  Basically, we note that the "circle" of
- * view is completely contained in an "octagon" whose bounds are easy to
- * determine, and that only a few steps are needed to derive the actual
- * bounds of the circle given the bounds of the octagon.
- *
- * Note that by skipping all the grids in the corners of the octagon, we
- * place an upper limit on the number of grids in the field of view, given
- * that "full" is never more than 20.  Of the 1681 grids in the "square" of
- * view, only about 1475 of these are in the "octagon" of view, and even
- * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
- * entries to completely contain the actual field of view.
- *
- * Note also the care taken to prevent "running off the map".  The use of
- * explicit checks on the "validity" of the "diagonal", and the fact that
- * the loops are never allowed to "leave" the map, lets "update_view_aux()"
- * use the optimized "cave_los_bold()" macro, and to avoid the overhead
- * of multiple checks on the validity of grids.
- *
- * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
- * "ws","wn" variables.  They work like this: While travelling down the
- * south-bound strip just to the east of the main south axis, as soon as
- * we get to a grid which does not "transmit" viewing, if all of the strips
- * preceding us (in this case, just the main axis) had terminated at or before
- * the same point, then we can stop, and reset the "max distance" to ourself.
- * So, each strip (named by major axis plus offset, thus "se" in this case)
- * maintains a "blockage" variable, initialized during the main axis step,
- * and checks it whenever a blockage is observed.  After processing each
- * strip as far as the previous strip told us to process, the next strip is
- * told not to go farther than the current strip's farthest viewable grid,
- * unless open space is still available.  This uses the "k" variable.
- *
- * Note the use of "inline" macros for efficiency.  The "cave_los_grid()"
- * macro is a replacement for "cave_los_bold()" which takes a pointer to
- * a grid instead of its location.  The "cave_view_hack()" macro is a
- * chunk of code which adds the given location to the "view" array if it
- * is not already there, using both the actual location and a pointer to
- * the grid.  See above.
- *
- * By the way, the purpose of this code is to reduce the dependancy on the
- * "los()" function which is slow, and, in some cases, not very accurate.
- *
- * It is very possible that I am the only person who fully understands this
- * function, and for that I am truly sorry, but efficiency was very important
- * and the "simple" version of this function was just not fast enough.  I am
- * more than willing to replace this function with a simpler one, if it is
- * equally efficient, and especially willing if the new function happens to
- * derive "reverse-line-of-sight" at the same time, since currently monsters
- * just use an optimized hack of "you see me, so I see you", and then use the
- * actual "projectable()" function to check spell attacks.
- */
-void update_view(void)
-{
-       int n, m, d, k, z;
-       POSITION y, x;
-
-       int se, sw, ne, nw, es, en, ws, wn;
-
-       int full, over;
-
-       POSITION y_max = current_floor_ptr->height - 1;
-       POSITION x_max = current_floor_ptr->width - 1;
-
-       grid_type *g_ptr;
-
-       /*** Initialize ***/
-
-       /* Optimize */
-       if (view_reduce_view && !current_floor_ptr->dun_level)
-       {
-               /* Full radius (10) */
-               full = MAX_SIGHT / 2;
-
-               /* Octagon factor (15) */
-               over = MAX_SIGHT * 3 / 4;
-       }
-
-       /* Normal */
-       else
-       {
-               /* Full radius (20) */
-               full = MAX_SIGHT;
-
-               /* Octagon factor (30) */
-               over = MAX_SIGHT * 3 / 2;
-       }
-
-
-       /*** Step 0 -- Begin ***/
-
-       /* Save the old "view" grids for later */
-       for (n = 0; n < current_floor_ptr->view_n; n++)
-       {
-               y = current_floor_ptr->view_y[n];
-               x = current_floor_ptr->view_x[n];
-               g_ptr = &current_floor_ptr->grid_array[y][x];
-
-               /* Mark the grid as not in "view" */
-               g_ptr->info &= ~(CAVE_VIEW);
-
-               /* Mark the grid as "seen" */
-               g_ptr->info |= (CAVE_TEMP);
-
-               /* Add it to the "seen" set */
-               tmp_pos.y[tmp_pos.n] = y;
-               tmp_pos.x[tmp_pos.n] = x;
-               tmp_pos.n++;
-       }
-
-       /* Start over with the "view" array */
-       current_floor_ptr->view_n = 0;
-
-       /*** Step 1 -- adjacent grids ***/
-
-       /* Now start on the player */
-       y = p_ptr->y;
-       x = p_ptr->x;
-       g_ptr = &current_floor_ptr->grid_array[y][x];
-
-       /* Assume the player grid is easily viewable */
-       g_ptr->info |= (CAVE_XTRA);
-
-       /* Assume the player grid is viewable */
-       cave_view_hack(g_ptr, y, x);
-
-
-       /*** Step 2 -- Major Diagonals ***/
-
-       /* Hack -- Limit */
-       z = full * 2 / 3;
-
-       /* Scan south-east */
-       for (d = 1; d <= z; d++)
-       {
-               g_ptr = &current_floor_ptr->grid_array[y + d][x + d];
-               g_ptr->info |= (CAVE_XTRA);
-               cave_view_hack(g_ptr, y + d, x + d);
-               if (!cave_los_grid(g_ptr)) break;
-       }
-
-       /* Scan south-west */
-       for (d = 1; d <= z; d++)
-       {
-               g_ptr = &current_floor_ptr->grid_array[y + d][x - d];
-               g_ptr->info |= (CAVE_XTRA);
-               cave_view_hack(g_ptr, y + d, x - d);
-               if (!cave_los_grid(g_ptr)) break;
-       }
-
-       /* Scan north-east */
-       for (d = 1; d <= z; d++)
-       {
-               g_ptr = &current_floor_ptr->grid_array[y - d][x + d];
-               g_ptr->info |= (CAVE_XTRA);
-               cave_view_hack(g_ptr, y - d, x + d);
-               if (!cave_los_grid(g_ptr)) break;
-       }
-
-       /* Scan north-west */
-       for (d = 1; d <= z; d++)
-       {
-               g_ptr = &current_floor_ptr->grid_array[y - d][x - d];
-               g_ptr->info |= (CAVE_XTRA);
-               cave_view_hack(g_ptr, y - d, x - d);
-               if (!cave_los_grid(g_ptr)) break;
-       }
-
-       /*** Step 3 -- major axes ***/
-
-       /* Scan south */
-       for (d = 1; d <= full; d++)
-       {
-               g_ptr = &current_floor_ptr->grid_array[y + d][x];
-               g_ptr->info |= (CAVE_XTRA);
-               cave_view_hack(g_ptr, y + d, x);
-               if (!cave_los_grid(g_ptr)) break;
-       }
-
-       /* Initialize the "south strips" */
-       se = sw = d;
-
-       /* Scan north */
-       for (d = 1; d <= full; d++)
-       {
-               g_ptr = &current_floor_ptr->grid_array[y - d][x];
-               g_ptr->info |= (CAVE_XTRA);
-               cave_view_hack(g_ptr, y - d, x);
-               if (!cave_los_grid(g_ptr)) break;
-       }
-
-       /* Initialize the "north strips" */
-       ne = nw = d;
-
-       /* Scan east */
-       for (d = 1; d <= full; d++)
-       {
-               g_ptr = &current_floor_ptr->grid_array[y][x + d];
-               g_ptr->info |= (CAVE_XTRA);
-               cave_view_hack(g_ptr, y, x + d);
-               if (!cave_los_grid(g_ptr)) break;
-       }
-
-       /* Initialize the "east strips" */
-       es = en = d;
-
-       /* Scan west */
-       for (d = 1; d <= full; d++)
-       {
-               g_ptr = &current_floor_ptr->grid_array[y][x - d];
-               g_ptr->info |= (CAVE_XTRA);
-               cave_view_hack(g_ptr, y, x - d);
-               if (!cave_los_grid(g_ptr)) break;
-       }
-
-       /* Initialize the "west strips" */
-       ws = wn = d;
-
-
-       /*** Step 4 -- Divide each "octant" into "strips" ***/
-
-       /* Now check each "diagonal" (in parallel) */
-       for (n = 1; n <= over / 2; n++)
-       {
-               POSITION ypn, ymn, xpn, xmn;
-
-               /* Acquire the "bounds" of the maximal circle */
-               z = over - n - n;
-               if (z > full - n) z = full - n;
-               while ((z + n + (n >> 1)) > full) z--;
-
-
-               /* Access the four diagonal grids */
-               ypn = y + n;
-               ymn = y - n;
-               xpn = x + n;
-               xmn = x - n;
-
-
-               /* South strip */
-               if (ypn < y_max)
-               {
-                       /* Maximum distance */
-                       m = MIN(z, y_max - ypn);
-
-                       /* East side */
-                       if ((xpn <= x_max) && (n < se))
-                       {
-                               /* Scan */
-                               for (k = n, d = 1; d <= m; d++)
-                               {
-                                       /* Check grid "d" in strip "n", notice "blockage" */
-                                       if (update_view_aux(ypn + d, xpn, ypn + d - 1, xpn - 1, ypn + d - 1, xpn))
-                                       {
-                                               if (n + d >= se) break;
-                                       }
-
-                                       /* Track most distant "non-blockage" */
-                                       else
-                                       {
-                                               k = n + d;
-                                       }
-                               }
-
-                               /* Limit the next strip */
-                               se = k + 1;
-                       }
-
-                       /* West side */
-                       if ((xmn >= 0) && (n < sw))
-                       {
-                               /* Scan */
-                               for (k = n, d = 1; d <= m; d++)
-                               {
-                                       /* Check grid "d" in strip "n", notice "blockage" */
-                                       if (update_view_aux(ypn + d, xmn, ypn + d - 1, xmn + 1, ypn + d - 1, xmn))
-                                       {
-                                               if (n + d >= sw) break;
-                                       }
-
-                                       /* Track most distant "non-blockage" */
-                                       else
-                                       {
-                                               k = n + d;
-                                       }
-                               }
-
-                               /* Limit the next strip */
-                               sw = k + 1;
-                       }
-               }
-
-
-               /* North strip */
-               if (ymn > 0)
-               {
-                       /* Maximum distance */
-                       m = MIN(z, ymn);
-
-                       /* East side */
-                       if ((xpn <= x_max) && (n < ne))
-                       {
-                               /* Scan */
-                               for (k = n, d = 1; d <= m; d++)
-                               {
-                                       /* Check grid "d" in strip "n", notice "blockage" */
-                                       if (update_view_aux(ymn - d, xpn, ymn - d + 1, xpn - 1, ymn - d + 1, xpn))
-                                       {
-                                               if (n + d >= ne) break;
-                                       }
-
-                                       /* Track most distant "non-blockage" */
-                                       else
-                                       {
-                                               k = n + d;
-                                       }
-                               }
-
-                               /* Limit the next strip */
-                               ne = k + 1;
-                       }
-
-                       /* West side */
-                       if ((xmn >= 0) && (n < nw))
-                       {
-                               /* Scan */
-                               for (k = n, d = 1; d <= m; d++)
-                               {
-                                       /* Check grid "d" in strip "n", notice "blockage" */
-                                       if (update_view_aux(ymn - d, xmn, ymn - d + 1, xmn + 1, ymn - d + 1, xmn))
-                                       {
-                                               if (n + d >= nw) break;
-                                       }
-
-                                       /* Track most distant "non-blockage" */
-                                       else
-                                       {
-                                               k = n + d;
-                                       }
-                               }
-
-                               /* Limit the next strip */
-                               nw = k + 1;
-                       }
-               }
-
-
-               /* East strip */
-               if (xpn < x_max)
-               {
-                       /* Maximum distance */
-                       m = MIN(z, x_max - xpn);
-
-                       /* South side */
-                       if ((ypn <= x_max) && (n < es))
-                       {
-                               /* Scan */
-                               for (k = n, d = 1; d <= m; d++)
-                               {
-                                       /* Check grid "d" in strip "n", notice "blockage" */
-                                       if (update_view_aux(ypn, xpn + d, ypn - 1, xpn + d - 1, ypn, xpn + d - 1))
-                                       {
-                                               if (n + d >= es) break;
-                                       }
-
-                                       /* Track most distant "non-blockage" */
-                                       else
-                                       {
-                                               k = n + d;
-                                       }
-                               }
-
-                               /* Limit the next strip */
-                               es = k + 1;
-                       }
-
-                       /* North side */
-                       if ((ymn >= 0) && (n < en))
-                       {
-                               /* Scan */
-                               for (k = n, d = 1; d <= m; d++)
-                               {
-                                       /* Check grid "d" in strip "n", notice "blockage" */
-                                       if (update_view_aux(ymn, xpn + d, ymn + 1, xpn + d - 1, ymn, xpn + d - 1))
-                                       {
-                                               if (n + d >= en) break;
-                                       }
-
-                                       /* Track most distant "non-blockage" */
-                                       else
-                                       {
-                                               k = n + d;
-                                       }
-                               }
-
-                               /* Limit the next strip */
-                               en = k + 1;
-                       }
-               }
-
-
-               /* West strip */
-               if (xmn > 0)
-               {
-                       /* Maximum distance */
-                       m = MIN(z, xmn);
-
-                       /* South side */
-                       if ((ypn <= y_max) && (n < ws))
-                       {
-                               /* Scan */
-                               for (k = n, d = 1; d <= m; d++)
-                               {
-                                       /* Check grid "d" in strip "n", notice "blockage" */
-                                       if (update_view_aux(ypn, xmn - d, ypn - 1, xmn - d + 1, ypn, xmn - d + 1))
-                                       {
-                                               if (n + d >= ws) break;
-                                       }
-
-                                       /* Track most distant "non-blockage" */
-                                       else
-                                       {
-                                               k = n + d;
-                                       }
-                               }
-
-                               /* Limit the next strip */
-                               ws = k + 1;
-                       }
-
-                       /* North side */
-                       if ((ymn >= 0) && (n < wn))
-                       {
-                               /* Scan */
-                               for (k = n, d = 1; d <= m; d++)
-                               {
-                                       /* Check grid "d" in strip "n", notice "blockage" */
-                                       if (update_view_aux(ymn, xmn - d, ymn + 1, xmn - d + 1, ymn, xmn - d + 1))
-                                       {
-                                               if (n + d >= wn) break;
-                                       }
-
-                                       /* Track most distant "non-blockage" */
-                                       else
-                                       {
-                                               k = n + d;
-                                       }
-                               }
-
-                               /* Limit the next strip */
-                               wn = k + 1;
-                       }
-               }
-       }
-
-
-       /*** Step 5 -- Complete the algorithm ***/
-
-       /* Update all the new grids */
-       for (n = 0; n < current_floor_ptr->view_n; n++)
-       {
-               y = current_floor_ptr->view_y[n];
-               x = current_floor_ptr->view_x[n];
-               g_ptr = &current_floor_ptr->grid_array[y][x];
-
-               /* Clear the "CAVE_XTRA" flag */
-               g_ptr->info &= ~(CAVE_XTRA);
-
-               /* Update only newly viewed grids */
-               if (g_ptr->info & (CAVE_TEMP)) continue;
-
-               /* Add it to later visual update */
-               cave_note_and_redraw_later(g_ptr, y, x);
-       }
-
-       /* Wipe the old grids, update as needed */
-       for (n = 0; n < tmp_pos.n; n++)
-       {
-               y = tmp_pos.y[n];
-               x = tmp_pos.x[n];
-               g_ptr = &current_floor_ptr->grid_array[y][x];
-
-               /* No longer in the array */
-               g_ptr->info &= ~(CAVE_TEMP);
-
-               /* Update only non-viewable grids */
-               if (g_ptr->info & (CAVE_VIEW)) continue;
-
-               /* Add it to later visual update */
-               cave_redraw_later(g_ptr, y, x);
-       }
-
-       /* None left */
-       tmp_pos.n = 0;
-
-       /* Mega-Hack -- Visual update later */
-       p_ptr->update |= (PU_DELAY_VIS);
-}
-
+ *
+ *
+ * The "update_lite()" function maintains the "CAVE_LITE" flag for each
+ * grid and maintains an array of all "CAVE_LITE" grids.
+ *
+ * This set of grids is the complete set of all grids which are lit by
+ * the players light source, which allows the "player_can_see_bold()"
+ * function to work very quickly.
+ *
+ * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
+ * fact, the player (unless blind) can always "see" all grids which are
+ * marked as "CAVE_LITE", unless they are "off screen".
+ *
+ *
+ * The "update_view()" function maintains the "CAVE_VIEW" flag for each
+ * grid and maintains an array of all "CAVE_VIEW" grids.
+ *
+ * This set of grids is the complete set of all grids within line of sight
+ * of the player, allowing the "player_has_los_bold()" macro to work very
+ * quickly.
+ *
+ *
+ * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
+ * temporary internal flag to mark those grids which are not only in view,
+ * but which are also "easily" in line of sight of the player.  This flag
+ * is always cleared when we are done.
+ *
+ *
+ * The current "update_lite()" and "update_view()" algorithms use the
+ * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
+ * to keep track of which grids were previously marked as "CAVE_LITE" or
+ * "CAVE_VIEW", which allows us to optimize the "screen updates".
+ *
+ * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
+ * for various other purposes, such as spreading lite or darkness during
+ * "lite_room()" / "unlite_room()", and for calculating monster flow.
+ *
+ *
+ * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
+ * in some way permanently lit.  However, for the player to "see" anything
+ * in the grid, as determined by "player_can_see()", the player must not be
+ * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
+ * grids, even if marked as "perma lit", are only illuminated if they touch
+ * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
+ *
+ *
+ * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
+ * that even if the player cannot "see" the grid, he "knows" the terrain in
+ * that grid.  This is used to "remember" walls/doors/stairs/floors when they
+ * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite(p_ptr, )",
+ * or when one of the "memorize floor grids" options induces memorization.
+ *
+ * Objects are "memorized" in a different way, using a special "marked" flag
+ * on the object itself, which is set when an object is observed or detected.
+ *
+ *
+ * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
+ * and should be illuminated by "lite room" and "darkness" spells.
+ *
+ *
+ * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
+ * and should be unavailable for "teleportation" destinations.
+ *
+ *
+ * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
+ * which is observed, and the "view_torch_grids" allows the player to memorize
+ * every torch-lit grid.  The player will always memorize important walls,
+ * doors, stairs, and other terrain features, as well as any "detected" grids.
+ *
+ * Note that the new "update_view()" method allows, among other things, a room
+ * to be "partially" seen as the player approaches it, with a growing cone of
+ * floor appearing as the player gets closer to the door.  Also, by not turning
+ * on the "memorize perma-lit grids" option, the player will only "see" those
+ * floor grids which are actually in line of sight.
+ *
+ * And my favorite "plus" is that you can now use a special option to draw the
+ * "floors" in the "viewable region" brightly (actually, to draw the *other*
+ * grids dimly), providing a "pretty" effect as the player runs around, and
+ * to efficiently display the "torch lite" in a special color.
+ *
+ *
+ * Some comments on the "update_view()" algorithm...
+ *
+ * The algorithm is very fast, since it spreads "obvious" grids very quickly,
+ * and only has to call "los()" on the borderline cases.  The major axes/diags
+ * even terminate early when they hit walls.  I need to find a quick way
+ * to "terminate" the other scans.
+ *
+ * Note that in the worst case (a big empty area with say 5% scattered walls),
+ * each of the 1500 or so nearby grids is checked once, most of them getting
+ * an "instant" rating, and only a small portion requiring a call to "los()".
+ *
+ * The only time that the algorithm appears to be "noticeably" too slow is
+ * when running, and this is usually only important in town, since the town
+ * provides about the worst scenario possible, with large open regions and
+ * a few scattered obstructions.  There is a special "efficiency" option to
+ * allow the player to reduce his field of view in town, if needed.
+ *
+ * In the "best" case (say, a normal stretch of corridor), the algorithm
+ * makes one check for each viewable grid, and makes no calls to "los()".
+ * So running in corridors is very fast, and if a lot of monsters are
+ * nearby, it is much faster than the old methods.
+ *
+ * Note that resting, most normal commands, and several forms of running,
+ * plus all commands executed near large groups of monsters, are strictly
+ * more efficient with "update_view()" that with the old "compute los() on
+ * demand" method, primarily because once the "field of view" has been
+ * calculated, it does not have to be recalculated until the player moves
+ * (or a wall or door is created or destroyed).
+ *
+ * Note that we no longer have to do as many "los()" checks, since once the
+ * "view" region has been built, very few things cause it to be "changed"
+ * (player movement, and the opening/closing of doors, changes in wall status).
+ * Note that door/wall changes are only relevant when the door/wall itself is
+ * in the "view" region.
+ *
+ * The algorithm seems to only call "los()" from zero to ten times, usually
+ * only when coming down a corridor into a room, or standing in a room, just
+ * misaligned with a corridor.  So if, say, there are five "nearby" monsters,
+ * we will be reducing the calls to "los()".
+ *
+ * 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_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()"...).
+ *
+ * We "memorize" the viewable space array, so that at the cost of under 3000
+ * bytes, we reduce the time taken by "forget_view()" to one assignment for
+ * each grid actually in the "viewable space".  And for another 3000 bytes,
+ * we prevent "erase + redraw" ineffiencies via the "seen" set.  These bytes
+ * are also used by other routines, thus reducing the cost to almost nothing.
+ *
+ * A similar thing is done for "forget_lite()" in which case the savings are
+ * much less, but save us from doing bizarre maintenance checking.
+ *
+ * In the worst "normal" case (in the middle of the town), the reachable space
+ * actually reaches to more than half of the largest possible "circle" of view,
+ * or about 800 grids, and in the worse case (in the middle of a dungeon level
+ * where all the walls have been removed), the reachable space actually reaches
+ * the theoretical maximum size of just under 1500 grids.
+ *
+ * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
+ * If G1 is lite, G is lite.  Else if G2 is lite, G is half.  Else if G1 and G2
+ * are both half, G is half.  Else G is dark.  It only takes 2 (or 4) bits to
+ * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
+ * entire possible space (including initialization) in one step per grid.  If
+ * we do the "clearing" as a separate step (and use an array of "view" grids),
+ * then the clearing will take as many steps as grids that were viewed, and the
+ * algorithm will be able to "stop" scanning at various points.
+ * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
+ */
 
 /*
  * Mega-Hack -- Delayed visual update
@@ -4732,11 +1477,11 @@ void delayed_visual_update(void)
        grid_type *g_ptr;
 
        /* Update needed grids */
-       for (i = 0; i < current_floor_ptr->redraw_n; i++)
+       for (i = 0; i < p_ptr->current_floor_ptr->redraw_n; i++)
        {
-               y = current_floor_ptr->redraw_y[i];
-               x = current_floor_ptr->redraw_x[i];
-               g_ptr = &current_floor_ptr->grid_array[y][x];
+               y = p_ptr->current_floor_ptr->redraw_y[i];
+               x = p_ptr->current_floor_ptr->redraw_x[i];
+               g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
 
                /* Update only needed grids (prevent multiple updating) */
                if (!(g_ptr->info & CAVE_REDRAW)) continue;
@@ -4754,28 +1499,7 @@ void delayed_visual_update(void)
        }
 
        /* None left */
-       current_floor_ptr->redraw_n = 0;
-}
-
-
-/*
- * Hack -- forget the "flow" information
- */
-void forget_flow(void)
-{
-       POSITION x, y;
-
-       /* Check the entire dungeon */
-       for (y = 0; y < current_floor_ptr->height; y++)
-       {
-               for (x = 0; x < current_floor_ptr->width; x++)
-               {
-                       /* Forget the old data */
-                       current_floor_ptr->grid_array[y][x].dist = 0;
-                       current_floor_ptr->grid_array[y][x].cost = 0;
-                       current_floor_ptr->grid_array[y][x].when = 0;
-               }
-       }
+       p_ptr->current_floor_ptr->redraw_n = 0;
 }
 
 
@@ -4813,19 +1537,19 @@ void update_flow(void)
        if (tmp_pos.n) return;
 
        /* The last way-point is on the map */
-       if (running && in_bounds(flow_y, flow_x))
+       if (p_ptr->running && in_bounds(p_ptr->current_floor_ptr, flow_y, flow_x))
        {
                /* The way point is in sight - do not update.  (Speedup) */
-               if (current_floor_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW) return;
+               if (p_ptr->current_floor_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW) return;
        }
 
        /* Erase all of the current flow information */
-       for (y = 0; y < current_floor_ptr->height; y++)
+       for (y = 0; y < p_ptr->current_floor_ptr->height; y++)
        {
-               for (x = 0; x < current_floor_ptr->width; x++)
+               for (x = 0; x < p_ptr->current_floor_ptr->width; x++)
                {
-                       current_floor_ptr->grid_array[y][x].cost = 0;
-                       current_floor_ptr->grid_array[y][x].dist = 0;
+                       p_ptr->current_floor_ptr->grid_array[y][x].cost = 0;
+                       p_ptr->current_floor_ptr->grid_array[y][x].dist = 0;
                }
        }
 
@@ -4853,8 +1577,8 @@ void update_flow(void)
                for (d = 0; d < 8; d++)
                {
                        int old_head = flow_head;
-                       byte_hack m = current_floor_ptr->grid_array[ty][tx].cost + 1;
-                       byte_hack n = current_floor_ptr->grid_array[ty][tx].dist + 1;
+                       byte_hack m = p_ptr->current_floor_ptr->grid_array[ty][tx].cost + 1;
+                       byte_hack n = p_ptr->current_floor_ptr->grid_array[ty][tx].dist + 1;
                        grid_type *g_ptr;
 
                        /* Child location */
@@ -4862,9 +1586,9 @@ void update_flow(void)
                        x = tx + ddx_ddd[d];
 
                        /* Ignore player's grid */
-                       if (player_bold(y, x)) continue;
+                       if (player_bold(p_ptr, y, x)) continue;
 
-                       g_ptr = &current_floor_ptr->grid_array[y][x];
+                       g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
 
                        if (is_closed_door(g_ptr->feat)) m += 3;
 
@@ -4894,165 +1618,16 @@ void update_flow(void)
        }
 }
 
-
-static int scent_when = 0;
-
-/*
- * Characters leave scent trails for perceptive monsters to track.
- *
- * Smell is rather more limited than sound.  Many creatures cannot use
- * it at all, it doesn't extend very far outwards from the character's
- * current position, and monsters can use it to home in the character,
- * but not to run away from him.
- *
- * Smell is valued according to age.  When a character takes his current_world_ptr->game_turn,
- * scent is aged by one, and new scent of the current age is laid down.
- * Speedy characters leave more scent, true, but it also ages faster,
- * which makes it harder to hunt them down.
- *
- * Whenever the age count loops, most of the scent trail is erased and
- * the age of the remainder is recalculated.
- */
-void update_smell(void)
-{
-       POSITION i, j;
-       POSITION y, x;
-
-       /* Create a table that controls the spread of scent */
-       const int scent_adjust[5][5] =
-       {
-               { -1, 0, 0, 0,-1 },
-               {  0, 1, 1, 1, 0 },
-               {  0, 1, 2, 1, 0 },
-               {  0, 1, 1, 1, 0 },
-               { -1, 0, 0, 0,-1 },
-       };
-
-       /* Loop the age and adjust scent values when necessary */
-       if (++scent_when == 254)
-       {
-               /* Scan the entire dungeon */
-               for (y = 0; y < current_floor_ptr->height; y++)
-               {
-                       for (x = 0; x < current_floor_ptr->width; x++)
-                       {
-                               int w = current_floor_ptr->grid_array[y][x].when;
-                               current_floor_ptr->grid_array[y][x].when = (w > 128) ? (w - 128) : 0;
-                       }
-               }
-
-               /* Restart */
-               scent_when = 126;
-       }
-
-
-       /* Lay down new scent */
-       for (i = 0; i < 5; i++)
-       {
-               for (j = 0; j < 5; j++)
-               {
-                       grid_type *g_ptr;
-
-                       /* Translate table to map grids */
-                       y = i + p_ptr->y - 2;
-                       x = j + p_ptr->x - 2;
-
-                       /* Check Bounds */
-                       if (!in_bounds(y, x)) continue;
-
-                       g_ptr = &current_floor_ptr->grid_array[y][x];
-
-                       /* Walls, water, and lava cannot hold scent. */
-                       if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
-
-                       /* Grid must not be blocked by walls from the character */
-                       if (!player_has_los_bold(y, x)) continue;
-
-                       /* Note grids that are too far away */
-                       if (scent_adjust[i][j] == -1) continue;
-
-                       /* Mark the grid with new scent */
-                       g_ptr->when = scent_when + scent_adjust[i][j];
-               }
-       }
-}
-
-
-/*
- * Hack -- map the current panel (plus some) ala "magic mapping"
- */
-void map_area(POSITION range)
-{
-       int i;
-       POSITION x, y;
-       grid_type *g_ptr;
-       FEAT_IDX feat;
-       feature_type *f_ptr;
-
-       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
-
-       /* Scan that area */
-       for (y = 1; y < current_floor_ptr->height - 1; y++)
-       {
-               for (x = 1; x < current_floor_ptr->width - 1; x++)
-               {
-                       if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
-
-                       g_ptr = &current_floor_ptr->grid_array[y][x];
-
-                       /* Memorize terrain of the grid */
-                       g_ptr->info |= (CAVE_KNOWN);
-
-                       /* Feature code (applying "mimic" field) */
-                       feat = get_feat_mimic(g_ptr);
-                       f_ptr = &f_info[feat];
-
-                       /* All non-walls are "checked" */
-                       if (!have_flag(f_ptr->flags, FF_WALL))
-                       {
-                               /* Memorize normal features */
-                               if (have_flag(f_ptr->flags, FF_REMEMBER))
-                               {
-                                       /* Memorize the object */
-                                       g_ptr->info |= (CAVE_MARK);
-                               }
-
-                               /* Memorize known walls */
-                               for (i = 0; i < 8; i++)
-                               {
-                                       g_ptr = &current_floor_ptr->grid_array[y + ddy_ddd[i]][x + ddx_ddd[i]];
-
-                                       /* Feature code (applying "mimic" field) */
-                                       feat = get_feat_mimic(g_ptr);
-                                       f_ptr = &f_info[feat];
-
-                                       /* Memorize walls (etc) */
-                                       if (have_flag(f_ptr->flags, FF_REMEMBER))
-                                       {
-                                               /* Memorize the walls */
-                                               g_ptr->info |= (CAVE_MARK);
-                                       }
-                               }
-                       }
-               }
-       }
-
-       p_ptr->redraw |= (PR_MAP);
-
-       p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-}
-
-
 /*
  * Change the "feat" flag for a grid, and notice/redraw the grid
  */
 void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
 {
-       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
+       grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
        feature_type *f_ptr = &f_info[feat];
        bool old_los, old_mirror;
 
-       if (!character_dungeon)
+       if (!current_world_ptr->character_dungeon)
        {
                /* Clear mimic type */
                g_ptr->mimic = 0;
@@ -5070,8 +1645,8 @@ void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
                        {
                                yy = y + ddy_ddd[i];
                                xx = x + ddx_ddd[i];
-                               if (!in_bounds2(yy, xx)) continue;
-                               current_floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
+                               if (!in_bounds2(p_ptr->current_floor_ptr, yy, xx)) continue;
+                               p_ptr->current_floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
                        }
                }
 
@@ -5095,7 +1670,7 @@ void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
                g_ptr->info &= ~(CAVE_GLOW);
                if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
 
-               update_local_illumination(y, x);
+               update_local_illumination(p_ptr, y, x);
        }
 
        /* Check for change to boring grid */
@@ -5103,7 +1678,6 @@ void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
        if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
 
        note_spot(y, x);
-
        lite_spot(y, x);
 
        /* Check if los has changed */
@@ -5112,7 +1686,7 @@ void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
 
 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
 
-               update_local_illumination(y, x);
+               update_local_illumination(p_ptr, y, x);
 
 #endif /* COMPLEX_WALL_ILLUMINATION */
 
@@ -5131,8 +1705,8 @@ void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
                {
                        yy = y + ddy_ddd[i];
                        xx = x + ddx_ddd[i];
-                       if (!in_bounds2(yy, xx)) continue;
-                       cc_ptr = &current_floor_ptr->grid_array[yy][xx];
+                       if (!in_bounds2(p_ptr->current_floor_ptr, yy, xx)) continue;
+                       cc_ptr = &p_ptr->current_floor_ptr->grid_array[yy][xx];
                        cc_ptr->info |= CAVE_GLOW;
 
                        if (player_has_los_grid(cc_ptr))
@@ -5144,17 +1718,16 @@ void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
                                lite_spot(yy, xx);
                        }
 
-                       update_local_illumination(yy, xx);
+                       update_local_illumination(p_ptr, yy, xx);
                }
 
                if (p_ptr->special_defense & NINJA_S_STEALTH)
                {
-                       if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
+                       if (p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(p_ptr, FALSE);
                }
        }
 }
 
-
 FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat)
 {
        feature_type *f_ptr = &f_info[newfeat];
@@ -5212,7 +1785,7 @@ FEAT_IDX feat_state(FEAT_IDX feat, int action)
 void cave_alter_feat(POSITION y, POSITION x, int action)
 {
        /* Set old feature */
-       FEAT_IDX oldfeat = current_floor_ptr->grid_array[y][x].feat;
+       FEAT_IDX oldfeat = p_ptr->current_floor_ptr->grid_array[y][x].feat;
 
        /* Get the new feat */
        FEAT_IDX newfeat = feat_state(oldfeat, action);
@@ -5238,14 +1811,14 @@ void cave_alter_feat(POSITION y, POSITION x, int action)
                }
 
                /* Handle item */
-               if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - current_floor_ptr->dun_level / 2)))
+               if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - p_ptr->current_floor_ptr->dun_level / 2)))
                {
                        /* Place object */
                        place_object(y, x, 0L);
                        found = TRUE;
                }
 
-               if (found && character_dungeon && player_can_see_bold(y, x))
+               if (found && current_world_ptr->character_dungeon && player_can_see_bold(y, x))
                {
                        msg_print(_("何かを発見した!", "You have found something!"));
                }
@@ -5255,9 +1828,9 @@ void cave_alter_feat(POSITION y, POSITION x, int action)
        {
                feature_type *old_f_ptr = &f_info[oldfeat];
 
-               if (have_flag(old_f_ptr->flags, FF_GLASS) && character_dungeon)
+               if (have_flag(old_f_ptr->flags, FF_GLASS) && current_world_ptr->character_dungeon)
                {
-                       project(PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(current_floor_ptr->dun_level, 100) / 4, GF_SHARDS,
+                       project(PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(p_ptr->current_floor_ptr->dun_level, 100) / 4, GF_SHARDS,
                                (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
                }
        }
@@ -5267,7 +1840,7 @@ void cave_alter_feat(POSITION y, POSITION x, int action)
 /* Remove a mirror */
 void remove_mirror(POSITION y, POSITION x)
 {
-       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
+       grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
 
        /* Remove the mirror */
        g_ptr->info &= ~(CAVE_OBJECT);
@@ -5279,7 +1852,7 @@ void remove_mirror(POSITION y, POSITION x)
                if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
                if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
 
-               update_local_illumination(y, x);
+               update_local_illumination(p_ptr, y, x);
        }
 
        note_spot(y, x);
@@ -5323,49 +1896,6 @@ bool is_explosive_rune_grid(grid_type *g_ptr)
                return FALSE;
 }
 
-
-/*
- * Track a new monster
- */
-void health_track(MONSTER_IDX m_idx)
-{
-       /* Mount monster is already tracked */
-       if (m_idx && m_idx == p_ptr->riding) return;
-
-       /* Track a new guy */
-       p_ptr->health_who = m_idx;
-
-       /* Redraw (later) */
-       p_ptr->redraw |= (PR_HEALTH);
-}
-
-
-
-/*
- * Hack -- track the given monster race
- */
-void monster_race_track(MONRACE_IDX r_idx)
-{
-       /* Save this monster ID */
-       p_ptr->monster_race_idx = r_idx;
-
-       p_ptr->window |= (PW_MONSTER);
-}
-
-
-
-/*
- * Hack -- track the given object kind
- */
-void object_kind_track(KIND_OBJECT_IDX k_idx)
-{
-       /* Save this monster ID */
-       p_ptr->object_kind_idx = k_idx;
-
-       p_ptr->window |= (PW_OBJECT);
-}
-
-
 /*!
 * @brief 指定されたマスがモンスターのテレポート可能先かどうかを判定する。
 * @param m_idx モンスターID
@@ -5376,15 +1906,15 @@ void object_kind_track(KIND_OBJECT_IDX k_idx)
 */
 bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode)
 {
-       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
-       grid_type    *g_ptr = &current_floor_ptr->grid_array[y][x];
+       monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+       grid_type    *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
        feature_type *f_ptr = &f_info[g_ptr->feat];
 
        /* Require "teleportable" space */
        if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
 
        if (g_ptr->m_idx && (g_ptr->m_idx != m_idx)) return FALSE;
-       if (player_bold(y, x)) return FALSE;
+       if (player_bold(p_ptr, y, x)) return FALSE;
 
        /* Hack -- no teleport onto glyph of warding */
        if (is_glyph_grid(g_ptr)) return FALSE;
@@ -5407,7 +1937,7 @@ bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, B
 */
 bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode)
 {
-       grid_type    *g_ptr = &current_floor_ptr->grid_array[y][x];
+       grid_type    *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
        feature_type *f_ptr = &f_info[g_ptr->feat];
 
        /* Require "teleportable" space */
@@ -5465,7 +1995,7 @@ bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
 {
        feature_type *f_ptr = &f_info[feature];
 
-       if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
+       if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[p_ptr->current_floor_ptr->m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
 
        if (have_flag(f_ptr->flags, FF_PATTERN))
        {