い状態に戻る.
/* Remove the mirror */
cave[y][x].info &= ~(CAVE_IN_MIRROR);
+ if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
+ {
+ cave[y][x].info &= ~(CAVE_GLOW);
+ if( !view_torch_grids )cave[y][x].info &= ~(CAVE_MARK);
+ }
/* Notice */
note_spot(y, x);
(y == 0) || (y == cur_hgt-1))
{
/* Forget the grid */
- c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
+ if (!(c_ptr->info & CAVE_IN_MIRROR)) c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
/* Hack -- Notice spot */
note_spot(y, x);
if (player_can_see_bold(y, x)) obvious = TRUE;
/* Turn off the light. */
- c_ptr->info &= ~(CAVE_GLOW);
+ if(!(c_ptr->info & CAVE_IN_MIRROR))c_ptr->info &= ~(CAVE_GLOW);
/* Hack -- Forget "boring" grids */
if ((c_ptr->feat <= FEAT_INVIS) || (c_ptr->feat == FEAT_DIRT) || (c_ptr->feat == FEAT_GRASS))
c_ptr->info &= ~(CAVE_TEMP);
/* Darken the grid */
- c_ptr->info &= ~(CAVE_GLOW);
+ if (!(c_ptr->info & CAVE_IN_MIRROR ))c_ptr->info &= ~(CAVE_GLOW);
/* Hack -- Forget "boring" grids */
if ((c_ptr->feat <= FEAT_INVIS) || (c_ptr->feat == FEAT_DIRT) || (c_ptr->feat == FEAT_GRASS))
/* Create a mirror */
cave[py][px].info |= CAVE_IN_MIRROR;
+
+ /* Turn on the light */
+ cave[py][px].info |= CAVE_GLOW;
+
+ /* Notice */
note_spot(py, px);
+
+ /* Redraw */
lite_spot(py, px);
return TRUE;