#include "dungeon.h"
#include "floor.h"
-#include "spells-floor.h"
#include "grid.h"
#include "quest.h"
+#include "artifact.h"
+#include "objectkind.h"
+#include "object-flavor.h"
+#include "object-hook.h"
+
#include "cmd-basic.h"
+#include "cmd-dump.h"
+
+#include "floor-events.h"
#include "floor-save.h"
+#include "player-damage.h"
#include "player-effects.h"
+#include "player-move.h"
#include "feature.h"
#include "view-mainwindow.h"
+#include "monster-status.h"
+
+#include "spells.h"
+#include "spells-floor.h"
+
/*
* Light up the dungeon using "clairvoyance"
*
* since this would prevent the use of "view_torch_grids" as a method to
* keep track of what grids have been observed directly.
*/
-void wiz_lite(bool ninja)
+void wiz_lite(player_type *caster_ptr, bool ninja)
{
OBJECT_IDX i;
POSITION y, x;
{
object_type *o_ptr = ¤t_floor_ptr->o_list[i];
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
-
- /* Skip held objects */
- if (o_ptr->held_m_idx) continue;
+ if (!OBJECT_IS_VALID(o_ptr)) continue;
+ if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
/* Memorize */
o_ptr->marked |= OM_FOUND;
f_ptr = &f_info[get_feat_mimic(g_ptr)];
/* Perma-lite the grid */
- if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !ninja)
+ if (!(d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !ninja)
{
g_ptr->info |= (CAVE_GLOW);
}
}
}
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_MAP);
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ caster_ptr->update |= (PU_MONSTERS);
+ caster_ptr->redraw |= (PR_MAP);
+ caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- if (p_ptr->special_defense & NINJA_S_STEALTH)
+ if (caster_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 (current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].info & CAVE_GLOW) set_superstealth(caster_ptr, FALSE);
}
}
{
object_type *o_ptr = ¤t_floor_ptr->o_list[i];
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
-
- /* Skip held objects */
- if (o_ptr->held_m_idx) continue;
+ if (!OBJECT_IS_VALID(o_ptr)) continue;
+ if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
/* Forget the object */
o_ptr->marked &= OM_TOUCHED;
return TRUE;
}
-
/*!
* @brief 鏡設置処理
* @return 実際に設置が行われた場合TRUEを返す
/* No effect out of standard dungeon floor */
if (!current_floor_ptr->dun_level || (!up && !down) ||
(p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) ||
- p_ptr->inside_arena || p_ptr->inside_battle)
+ p_ptr->inside_arena || p_ptr->phase_out)
{
/* arena or quest */
msg_print(_("効果がありません!", "There is no effect!"));
p_ptr->redraw |= (PR_MAP);
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
+
+
+
+/*!
+ * @brief *破壊*処理を行う / The spell of destruction
+ * @param y1 破壊の中心Y座標
+ * @param x1 破壊の中心X座標
+ * @param r 破壊の半径
+ * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
+ * @return 効力があった場合TRUEを返す
+ * @details
+ * <pre>
+ * This spell "deletes" monsters (instead of "killing" them).
+ *
+ * Later we may use one function for both "destruction" and
+ * "earthquake" by using the "full" to select "destruction".
+ * </pre>
+ */
+bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
+{
+ POSITION y, x;
+ int k, t;
+ grid_type *g_ptr;
+ bool flag = FALSE;
+
+ /* Prevent destruction of quest levels and town */
+ if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
+ {
+ return (FALSE);
+ }
+
+ /* Lose monster light */
+ if (!in_generate) clear_mon_lite(current_floor_ptr);
+
+ /* Big area of affect */
+ for (y = (y1 - r); y <= (y1 + r); y++)
+ {
+ for (x = (x1 - r); x <= (x1 + r); x++)
+ {
+ if (!in_bounds(y, x)) continue;
+
+ /* Extract the distance */
+ k = distance(y1, x1, y, x);
+
+ /* Stay in the circle of death */
+ if (k > r) continue;
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+
+ /* Lose room and vault */
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ /* Lose light and knowledge */
+ g_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
+
+ if (!in_generate) /* Normal */
+ {
+ /* Lose unsafety */
+ g_ptr->info &= ~(CAVE_UNSAFE);
+
+ /* Hack -- Notice player affect */
+ if (player_bold(y, x))
+ {
+ /* Hurt the player later */
+ flag = TRUE;
+
+ /* Do not hurt this grid */
+ continue;
+ }
+ }
+
+ /* Hack -- Skip the epicenter */
+ if ((y == y1) && (x == x1)) continue;
+
+ if (g_ptr->m_idx)
+ {
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ if (in_generate) /* In generation */
+ {
+ /* Delete the monster (if any) */
+ delete_monster(y, x);
+ }
+ else if (r_ptr->flags1 & RF1_QUESTOR)
+ {
+ /* Heal the monster */
+ m_ptr->hp = m_ptr->maxhp;
+
+ /* Try to teleport away quest monsters */
+ if (!teleport_away(g_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
+ }
+ else
+ {
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+ exe_write_diary(p_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
+ }
+
+ /* Delete the monster (if any) */
+ delete_monster(y, x);
+ }
+ }
+
+ /* During generation, destroyed artifacts are "preserved" */
+ if (preserve_mode || in_generate)
+ {
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
+
+ /* Scan all objects in the grid */
+ for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+ {
+ object_type *o_ptr;
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
+ next_o_idx = o_ptr->next_o_idx;
+
+ /* Hack -- Preserve unknown artifacts */
+ if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
+ {
+ /* Mega-Hack -- Preserve the artifact */
+ a_info[o_ptr->name1].cur_num = 0;
+
+ if (in_generate && cheat_peek)
+ {
+ GAME_TEXT o_name[MAX_NLEN];
+ object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
+ msg_format(_("伝説のアイテム (%s) は生成中に*破壊*された。", "Artifact (%s) was *destroyed* during generation."), o_name);
+ }
+ }
+ else if (in_generate && cheat_peek && o_ptr->art_name)
+ {
+ msg_print(_("ランダム・アーティファクトの1つは生成中に*破壊*された。",
+ "One of the random artifacts was *destroyed* during generation."));
+ }
+ }
+ }
+
+ delete_object(y, x);
+
+ /* Destroy "non-permanent" grids */
+ if (!cave_perma_grid(g_ptr))
+ {
+ /* Wall (or floor) type */
+ t = randint0(200);
+
+ if (!in_generate) /* Normal */
+ {
+ if (t < 20)
+ {
+ /* Create granite wall */
+ cave_set_feat(y, x, feat_granite);
+ }
+ else if (t < 70)
+ {
+ /* Create quartz vein */
+ cave_set_feat(y, x, feat_quartz_vein);
+ }
+ else if (t < 100)
+ {
+ /* Create magma vein */
+ cave_set_feat(y, x, feat_magma_vein);
+ }
+ else
+ {
+ /* Create floor */
+ cave_set_feat(y, x, feat_ground_type[randint0(100)]);
+ }
+ }
+ else /* In generation */
+ {
+ if (t < 20)
+ {
+ /* Create granite wall */
+ place_extra_grid(g_ptr);
+ }
+ else if (t < 70)
+ {
+ /* Create quartz vein */
+ g_ptr->feat = feat_quartz_vein;
+ }
+ else if (t < 100)
+ {
+ /* Create magma vein */
+ g_ptr->feat = feat_magma_vein;
+ }
+ else
+ {
+ /* Create floor */
+ place_floor_grid(g_ptr);
+ }
+
+ /* Clear garbage of hidden trap or door */
+ g_ptr->mimic = 0;
+ }
+ }
+ }
+ }
+
+ if (!in_generate)
+ {
+ /* Process "re-glowing" */
+ for (y = (y1 - r); y <= (y1 + r); y++)
+ {
+ for (x = (x1 - r); x <= (x1 + r); x++)
+ {
+ if (!in_bounds(y, x)) continue;
+
+ /* Extract the distance */
+ k = distance(y1, x1, y, x);
+
+ /* Stay in the circle of death */
+ if (k > r) continue;
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+
+ if (is_mirror_grid(g_ptr)) g_ptr->info |= CAVE_GLOW;
+ else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
+ {
+ DIRECTION i;
+ POSITION yy, xx;
+ grid_type *cc_ptr;
+
+ for (i = 0; i < 9; i++)
+ {
+ yy = y + ddy_ddd[i];
+ xx = x + ddx_ddd[i];
+ if (!in_bounds2(yy, xx)) continue;
+ cc_ptr = ¤t_floor_ptr->grid_array[yy][xx];
+ if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
+ {
+ g_ptr->info |= CAVE_GLOW;
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ /* Hack -- Affect player */
+ if (flag)
+ {
+ msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
+
+ /* Blind the player */
+ if (!p_ptr->resist_blind && !p_ptr->resist_lite)
+ {
+ /* Become blind */
+ (void)set_blind(p_ptr, p_ptr->blind + 10 + randint1(10));
+ }
+ }
+
+ forget_flow();
+
+ /* Mega-Hack -- Forget the view and lite */
+ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
+ p_ptr->redraw |= (PR_MAP);
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+
+ 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(p_ptr, FALSE);
+ }
+ }
+
+ /* Success */
+ return (TRUE);
+}
+
+
+/*!
+ * @brief 地震処理(サブルーチン) /
+ * Induce an "earthquake" of the given radius at the given location.
+ * @return 効力があった場合TRUEを返す
+ * @param cy 中心Y座標
+ * @param cx 中心X座標
+ * @param r 効果半径
+ * @param m_idx 地震を起こしたモンスターID(0ならばプレイヤー)
+ * @details
+ * <pre>
+ *
+ * This will current_world_ptr->game_turn some walls into floors and some floors into walls.
+ *
+ * The player will take damage and "jump" into a safe grid if possible,
+ * otherwise, he will "tunnel" through the rubble instantaneously.
+ *
+ * Monsters will take damage, and "jump" into a safe grid if possible,
+ * otherwise they will be "buried" in the rubble, disappearing from
+ * the level in the same way that they do when genocided.
+ *
+ * Note that thus the player and monsters (except eaters of walls and
+ * passers through walls) will never occupy the same grid as a wall.
+ * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
+ * for a single current_world_ptr->game_turn, unless that monster can pass_walls or kill_walls.
+ * This has allowed massive simplification of the "monster" code.
+ * </pre>
+ */
+bool earthquake(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
+{
+ DIRECTION i;
+ int t;
+ POSITION y, x, yy, xx, dy, dx;
+ int damage = 0;
+ int sn = 0;
+ POSITION sy = 0, sx = 0;
+ bool hurt = FALSE;
+ grid_type *g_ptr;
+ bool map[32][32];
+
+ /* Prevent destruction of quest levels and town */
+ if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
+ {
+ return (FALSE);
+ }
+
+ /* Paranoia -- Enforce maximum range */
+ if (r > 12) r = 12;
+
+ /* Clear the "maximal blast" area */
+ for (y = 0; y < 32; y++)
+ {
+ for (x = 0; x < 32; x++)
+ {
+ map[y][x] = FALSE;
+ }
+ }
+
+ /* Check around the epicenter */
+ for (dy = -r; dy <= r; dy++)
+ {
+ for (dx = -r; dx <= r; dx++)
+ {
+ yy = cy + dy;
+ xx = cx + dx;
+
+ if (!in_bounds(yy, xx)) continue;
+
+ /* Skip distant grids */
+ if (distance(cy, cx, yy, xx) > r) continue;
+ g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
+
+ /* Lose room and vault / Lose light and knowledge */
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
+ g_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
+
+ /* Skip the epicenter */
+ if (!dx && !dy) continue;
+
+ /* Skip most grids */
+ if (randint0(100) < 85) continue;
+
+ /* Damage this grid */
+ map[16 + yy - cy][16 + xx - cx] = TRUE;
+
+ /* Hack -- Take note of player damage */
+ if (player_bold(yy, xx)) hurt = TRUE;
+ }
+ }
+
+ /* First, affect the player (if necessary) */
+ if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
+ {
+ /* Check around the player */
+ for (i = 0; i < 8; i++)
+ {
+ y = p_ptr->y + ddy_ddd[i];
+ x = p_ptr->x + ddx_ddd[i];
+
+ /* Skip non-empty grids */
+ if (!cave_empty_bold(y, x)) continue;
+
+ /* Important -- Skip "quake" grids */
+ if (map[16 + y - cy][16 + x - cx]) continue;
+
+ if (current_floor_ptr->grid_array[y][x].m_idx) continue;
+
+ /* Count "safe" grids */
+ sn++;
+
+ /* Randomize choice */
+ if (randint0(sn) > 0) continue;
+
+ /* Save the safe location */
+ sy = y; sx = x;
+ }
+
+ /* Random message */
+ switch (randint1(3))
+ {
+ case 1:
+ {
+ msg_print(_("ダンジョンの壁が崩れた!", "The current_floor_ptr->grid_array ceiling collapses!"));
+ break;
+ }
+ case 2:
+ {
+ msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The current_floor_ptr->grid_array floor twists in an unnatural way!"));
+ break;
+ }
+ default:
+ {
+ msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The current_floor_ptr->grid_array quakes! You are pummeled with debris!"));
+ break;
+ }
+ }
+
+ /* Hurt the player a lot */
+ if (!sn)
+ {
+ /* Message and damage */
+ msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
+ damage = 200;
+ }
+
+ /* Destroy the grid, and push the player to safety */
+ else
+ {
+ /* Calculate results */
+ switch (randint1(3))
+ {
+ case 1:
+ {
+ msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
+ damage = 0;
+ break;
+ }
+ case 2:
+ {
+ msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
+ damage = damroll(10, 4);
+ (void)set_stun(p_ptr, p_ptr->stun + randint1(50));
+ break;
+ }
+ case 3:
+ {
+ msg_print(_("あなたは床と壁との間に挟まれてしまった!", "You are crushed between the floor and ceiling!"));
+ damage = damroll(10, 4);
+ (void)set_stun(p_ptr, p_ptr->stun + randint1(50));
+ break;
+ }
+ }
+
+ /* Move the player to the safe location */
+ (void)move_player_effect(p_ptr, sy, sx, MPE_DONT_PICKUP);
+ }
+
+ /* Important -- no wall on player */
+ map[16 + p_ptr->y - cy][16 + p_ptr->x - cx] = FALSE;
+
+ if (damage)
+ {
+ concptr killer;
+
+ if (m_idx)
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ monster_desc(m_name, m_ptr, MD_WRONGDOER_NAME);
+ killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
+ }
+ else
+ {
+ killer = _("地震", "an earthquake");
+ }
+
+ take_hit(p_ptr, DAMAGE_ATTACK, damage, killer, -1);
+ }
+ }
+
+ /* Examine the quaked region */
+ for (dy = -r; dy <= r; dy++)
+ {
+ for (dx = -r; dx <= r; dx++)
+ {
+ yy = cy + dy;
+ xx = cx + dx;
+
+ /* Skip unaffected grids */
+ if (!map[16 + yy - cy][16 + xx - cx]) continue;
+ g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
+
+ if (g_ptr->m_idx == p_ptr->riding) continue;
+
+ /* Process monsters */
+ if (g_ptr->m_idx)
+ {
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ /* Quest monsters */
+ if (r_ptr->flags1 & RF1_QUESTOR)
+ {
+ /* No wall on quest monsters */
+ map[16 + yy - cy][16 + xx - cx] = FALSE;
+
+ continue;
+ }
+
+ /* Most monsters cannot co-exist with rock */
+ if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
+ !(r_ptr->flags2 & (RF2_PASS_WALL)))
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+
+ /* Assume not safe */
+ sn = 0;
+
+ /* Monster can move to escape the wall */
+ if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
+ {
+ /* Look for safety */
+ for (i = 0; i < 8; i++)
+ {
+ y = yy + ddy_ddd[i];
+ x = xx + ddx_ddd[i];
+
+ /* Skip non-empty grids */
+ if (!cave_empty_bold(y, x)) continue;
+
+ /* Hack -- no safety on glyph of warding */
+ if (is_glyph_grid(¤t_floor_ptr->grid_array[y][x])) continue;
+ if (is_explosive_rune_grid(¤t_floor_ptr->grid_array[y][x])) continue;
+
+ /* ... nor on the Pattern */
+ if (pattern_tile(y, x)) continue;
+
+ /* Important -- Skip "quake" grids */
+ if (map[16 + y - cy][16 + x - cx]) continue;
+
+ if (current_floor_ptr->grid_array[y][x].m_idx) continue;
+ if (player_bold(y, x)) continue;
+
+ /* Count "safe" grids */
+ sn++;
+
+ /* Randomize choice */
+ if (randint0(sn) > 0) continue;
+
+ /* Save the safe grid */
+ sy = y; sx = x;
+ }
+ }
+
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Scream in pain */
+ if (!ignore_unview || is_seen(m_ptr)) msg_format(_("%^sは苦痛で泣きわめいた!", "%^s wails out in pain!"), m_name);
+
+ /* Take damage from the quake */
+ damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
+
+ /* Monster is certainly awake */
+ (void)set_monster_csleep(g_ptr->m_idx, 0);
+
+ /* Apply damage directly */
+ m_ptr->hp -= damage;
+
+ /* Delete (not kill) "dead" monsters */
+ if (m_ptr->hp < 0)
+ {
+ if (!ignore_unview || is_seen(m_ptr))
+ msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
+
+ if (g_ptr->m_idx)
+ {
+ if (record_named_pet && is_pet(¤t_floor_ptr->m_list[g_ptr->m_idx]) && current_floor_ptr->m_list[g_ptr->m_idx].nickname)
+ {
+ char m2_name[MAX_NLEN];
+
+ monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
+ exe_write_diary(p_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
+ }
+ }
+
+ delete_monster(yy, xx);
+
+ /* No longer safe */
+ sn = 0;
+ }
+
+ /* Hack -- Escape from the rock */
+ if (sn)
+ {
+ IDX m_idx_aux = current_floor_ptr->grid_array[yy][xx].m_idx;
+
+ /* Update the old location */
+ current_floor_ptr->grid_array[yy][xx].m_idx = 0;
+
+ /* Update the new location */
+ current_floor_ptr->grid_array[sy][sx].m_idx = m_idx_aux;
+
+ /* Move the monster */
+ m_ptr->fy = sy;
+ m_ptr->fx = sx;
+
+ update_monster(m_idx, TRUE);
+ lite_spot(yy, xx);
+ lite_spot(sy, sx);
+ }
+ }
+ }
+ }
+ }
+
+ /* Lose monster light */
+ clear_mon_lite(current_floor_ptr);
+
+ /* Examine the quaked region */
+ for (dy = -r; dy <= r; dy++)
+ {
+ for (dx = -r; dx <= r; dx++)
+ {
+ yy = cy + dy;
+ xx = cx + dx;
+
+ /* Skip unaffected grids */
+ if (!map[16 + yy - cy][16 + xx - cx]) continue;
+
+ g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
+
+ /* Paranoia -- never affect player */
+/* if (player_bold(yy, xx)) continue; */
+
+ /* Destroy location (if valid) */
+ if (cave_valid_bold(yy, xx))
+ {
+ delete_object(yy, xx);
+
+ /* Wall (or floor) type */
+ t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
+
+ /* Granite */
+ if (t < 20)
+ {
+ /* Create granite wall */
+ cave_set_feat(yy, xx, feat_granite);
+ }
+
+ /* Quartz */
+ else if (t < 70)
+ {
+ /* Create quartz vein */
+ cave_set_feat(yy, xx, feat_quartz_vein);
+ }
+
+ /* Magma */
+ else if (t < 100)
+ {
+ /* Create magma vein */
+ cave_set_feat(yy, xx, feat_magma_vein);
+ }
+
+ /* Floor */
+ else
+ {
+ /* Create floor */
+ cave_set_feat(yy, xx, feat_ground_type[randint0(100)]);
+ }
+ }
+ }
+ }
+
+ /* Process "re-glowing" */
+ for (dy = -r; dy <= r; dy++)
+ {
+ for (dx = -r; dx <= r; dx++)
+ {
+ yy = cy + dy;
+ xx = cx + dx;
+
+ if (!in_bounds(yy, xx)) continue;
+
+ /* Skip distant grids */
+ if (distance(cy, cx, yy, xx) > r) continue;
+ g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
+
+ if (is_mirror_grid(g_ptr)) g_ptr->info |= CAVE_GLOW;
+ else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
+ {
+ DIRECTION ii;
+ POSITION yyy, xxx;
+ grid_type *cc_ptr;
+
+ for (ii = 0; ii < 9; ii++)
+ {
+ yyy = yy + ddy_ddd[ii];
+ xxx = xx + ddx_ddd[ii];
+ if (!in_bounds2(yyy, xxx)) continue;
+ cc_ptr = ¤t_floor_ptr->grid_array[yyy][xxx];
+ if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
+ {
+ g_ptr->info |= CAVE_GLOW;
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ /* Mega-Hack -- Forget the view and lite */
+ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
+ p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+
+ 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(p_ptr, FALSE);
+ }
+
+ /* Success */
+ return (TRUE);
+}