6 #include "floor-events.h"
9 #include "monster-status.h"
11 #include "object-hook.h"
12 #include "player-move.h"
14 #include "player-effects.h"
15 #include "objectkind.h"
16 #include "object-ego.h"
19 static bool mon_invis;
20 static POSITION mon_fy, mon_fx;
25 msg_print(_("夜が明けた。", "The sun has risen."));
27 if (!p_ptr->wild_mode)
29 /* Hack -- Scan the town */
30 for (y = 0; y < current_floor_ptr->height; y++)
32 for (x = 0; x < current_floor_ptr->width; x++)
34 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
37 g_ptr->info |= (CAVE_GLOW);
39 /* Hack -- Memorize lit grids if allowed */
40 if (view_perma_grids) g_ptr->info |= (CAVE_MARK);
42 /* Hack -- Notice spot */
48 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
49 p_ptr->redraw |= (PR_MAP);
50 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
52 if (p_ptr->special_defense & NINJA_S_STEALTH)
54 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
59 void night_falls(void)
62 msg_print(_("日が沈んだ。", "The sun has fallen."));
64 if (!p_ptr->wild_mode)
66 /* Hack -- Scan the town */
67 for (y = 0; y < current_floor_ptr->height; y++)
69 for (x = 0; x < current_floor_ptr->width; x++)
71 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
73 /* Feature code (applying "mimic" field) */
74 feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
76 if (!is_mirror_grid(g_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
77 !have_flag(f_ptr->flags, FF_ENTRANCE))
80 g_ptr->info &= ~(CAVE_GLOW);
82 if (!have_flag(f_ptr->flags, FF_REMEMBER))
84 /* Forget the normal floor grid */
85 g_ptr->info &= ~(CAVE_MARK);
87 /* Hack -- Notice spot */
93 /* Glow deep lava and building entrances */
94 glow_deep_lava_and_bldg();
98 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
99 p_ptr->redraw |= (PR_MAP);
100 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
102 if (p_ptr->special_defense & NINJA_S_STEALTH)
104 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
110 * @brief 現在フロアに残っている敵モンスターの数を返す /
111 * @return 現在の敵モンスターの数
113 MONSTER_NUMBER count_all_hostile_monsters(void)
116 MONSTER_NUMBER number_mon = 0;
118 for (x = 0; x < current_floor_ptr->width; ++x)
120 for (y = 0; y < current_floor_ptr->height; ++y)
122 MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
124 if (m_idx > 0 && is_hostile(¤t_floor_ptr->m_list[m_idx]))
137 * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
139 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
142 * @brief ダンジョンの雰囲気を算出する。
143 * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
144 * @return 算出されたダンジョンの雰囲気ランク
146 byte get_dungeon_feeling(void)
152 /* Hack -- no feeling in the town */
153 if (!current_floor_ptr->dun_level) return 0;
155 /* Examine each monster */
156 for (i = 1; i < current_floor_ptr->m_max; i++)
158 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
161 if (!monster_is_valid(m_ptr)) continue;
163 if (is_pet(m_ptr)) continue;
165 r_ptr = &r_info[m_ptr->r_idx];
167 if (r_ptr->flags1 & (RF1_UNIQUE))
169 /* Nearly out-of-depth unique monsters */
170 if (r_ptr->level + 10 > current_floor_ptr->dun_level)
172 /* Boost rating by twice delta-depth */
173 delta += (r_ptr->level + 10 - current_floor_ptr->dun_level) * 2 * base;
178 /* Out-of-depth monsters */
179 if (r_ptr->level > current_floor_ptr->dun_level)
181 /* Boost rating by delta-depth */
182 delta += (r_ptr->level - current_floor_ptr->dun_level) * base;
186 /* Unusually crowded monsters get a little bit of rating boost */
187 if (r_ptr->flags1 & RF1_FRIENDS)
189 if (5 <= get_monster_crowd_number(i)) delta += 1;
193 if (2 <= get_monster_crowd_number(i)) delta += 1;
197 rating += RATING_BOOST(delta);
200 /* Examine each unidentified object */
201 for (i = 1; i < current_floor_ptr->o_max; i++)
203 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
204 object_kind *k_ptr = &k_info[o_ptr->k_idx];
207 /* Skip dead objects */
208 if (!o_ptr->k_idx) continue;
210 /* Skip known objects */
211 if (object_is_known(o_ptr))
214 if (o_ptr->marked & OM_TOUCHED) continue;
217 /* Skip pseudo-known objects */
218 if (o_ptr->ident & IDENT_SENSE) continue;
221 if (object_is_ego(o_ptr))
223 ego_item_type *e_ptr = &e_info[o_ptr->name2];
225 delta += e_ptr->rating * base;
229 if (object_is_artifact(o_ptr))
231 PRICE cost = object_value_real(o_ptr);
234 if (cost > 10000L) delta += 10 * base;
235 if (cost > 50000L) delta += 10 * base;
236 if (cost > 100000L) delta += 10 * base;
238 /* Special feeling */
239 if (!preserve_mode) return 1;
242 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
243 if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
244 if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
245 if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
246 if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
247 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
248 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
249 if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
251 /* Out-of-depth objects */
252 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > current_floor_ptr->dun_level)
254 /* Rating increase */
255 delta += (k_ptr->level - current_floor_ptr->dun_level) * base;
258 rating += RATING_BOOST(delta);
262 if (rating > RATING_BOOST(1000)) return 2;
263 if (rating > RATING_BOOST(800)) return 3;
264 if (rating > RATING_BOOST(600)) return 4;
265 if (rating > RATING_BOOST(400)) return 5;
266 if (rating > RATING_BOOST(300)) return 6;
267 if (rating > RATING_BOOST(200)) return 7;
268 if (rating > RATING_BOOST(100)) return 8;
269 if (rating > RATING_BOOST(0)) return 9;
275 * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
276 * / Update dungeon feeling, and announce it if changed
279 void update_dungeon_feeling(void)
285 /* No feeling on the surface */
286 if (!current_floor_ptr->dun_level) return;
288 /* No feeling in the arena */
289 if (p_ptr->inside_battle) return;
291 /* Extract delay time */
292 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - current_floor_ptr->dun_level) * TURNS_PER_TICK / 100;
294 /* Not yet felt anything */
295 if (current_world_ptr->game_turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
297 /* Extract quest number (if any) */
298 quest_num = quest_number(current_floor_ptr->dun_level);
300 /* No feeling in a quest */
302 (is_fixed_quest_idx(quest_num) &&
303 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
304 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
307 /* Get new dungeon feeling */
308 new_feeling = get_dungeon_feeling();
310 /* Remember last time updated */
311 p_ptr->feeling_turn = current_world_ptr->game_turn;
314 if (p_ptr->feeling == new_feeling) return;
316 /* Dungeon feeling is changed */
317 p_ptr->feeling = new_feeling;
319 /* Announce feeling */
322 select_floor_music();
324 /* Update the level indicator */
325 p_ptr->redraw |= (PR_DEPTH);
327 if (disturb_minor) disturb(FALSE, FALSE);
332 * Glow deep lava and building entrances in the floor
334 void glow_deep_lava_and_bldg(void)
336 POSITION y, x, yy, xx;
340 /* Not in the darkness dungeon */
341 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) return;
343 for (y = 0; y < current_floor_ptr->height; y++)
345 for (x = 0; x < current_floor_ptr->width; x++)
347 g_ptr = ¤t_floor_ptr->grid_array[y][x];
349 /* Feature code (applying "mimic" field) */
351 if (have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_GLOW))
353 for (i = 0; i < 9; i++)
357 if (!in_bounds2(yy, xx)) continue;
358 current_floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
364 /* Update the view and lite */
365 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
367 p_ptr->redraw |= (PR_MAP);
371 * Actually erase the entire "lite" array, redrawing every grid
373 void forget_lite(void)
379 if (!current_floor_ptr->lite_n) return;
382 for (i = 0; i < current_floor_ptr->lite_n; i++)
384 y = current_floor_ptr->lite_y[i];
385 x = current_floor_ptr->lite_x[i];
387 /* Forget "LITE" flag */
388 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_LITE);
390 /* lite_spot(y, x); Perhaps don't need? */
394 current_floor_ptr->lite_n = 0;
400 * Update the set of grids "illuminated" by the player's lite.
402 * This routine needs to use the results of "update_view()"
404 * Note that "blindness" does NOT affect "torch lite". Be careful!
406 * We optimize most lites (all non-artifact lites) by using "obvious"
407 * facts about the results of "small" lite radius, and we attempt to
408 * list the "nearby" grids before the more "distant" ones in the
409 * array of torch-lit grids.
411 * We assume that "radius zero" lite is in fact no lite at all.
413 * Torch Lantern Artifacts
423 void update_lite(void)
426 POSITION x, y, min_x, max_x, min_y, max_y;
427 POSITION p = p_ptr->cur_lite;
430 /*** Special case ***/
433 /* Hack -- Player has no lite */
436 /* Forget the old lite */
437 /* forget_lite(); Perhaps don't need? */
439 /* Add it to later visual update */
440 cave_redraw_later(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x], p_ptr->y, p_ptr->x);
444 /*** Save the old "lite" grids for later ***/
447 for (i = 0; i < current_floor_ptr->lite_n; i++)
449 y = current_floor_ptr->lite_y[i];
450 x = current_floor_ptr->lite_x[i];
452 /* Mark the grid as not "lite" */
453 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_LITE);
455 /* Mark the grid as "seen" */
456 current_floor_ptr->grid_array[y][x].info |= (CAVE_TEMP);
458 /* Add it to the "seen" set */
459 tmp_pos.y[tmp_pos.n] = y;
460 tmp_pos.x[tmp_pos.n] = x;
465 current_floor_ptr->lite_n = 0;
468 /*** Collect the new "lite" grids ***/
470 /* Radius 1 -- torch radius */
474 cave_lite_hack(p_ptr->y, p_ptr->x);
477 cave_lite_hack(p_ptr->y + 1, p_ptr->x);
478 cave_lite_hack(p_ptr->y - 1, p_ptr->x);
479 cave_lite_hack(p_ptr->y, p_ptr->x + 1);
480 cave_lite_hack(p_ptr->y, p_ptr->x - 1);
483 cave_lite_hack(p_ptr->y + 1, p_ptr->x + 1);
484 cave_lite_hack(p_ptr->y + 1, p_ptr->x - 1);
485 cave_lite_hack(p_ptr->y - 1, p_ptr->x + 1);
486 cave_lite_hack(p_ptr->y - 1, p_ptr->x - 1);
489 /* Radius 2 -- lantern radius */
492 /* South of the player */
493 if (cave_los_bold(p_ptr->y + 1, p_ptr->x))
495 cave_lite_hack(p_ptr->y + 2, p_ptr->x);
496 cave_lite_hack(p_ptr->y + 2, p_ptr->x + 1);
497 cave_lite_hack(p_ptr->y + 2, p_ptr->x - 1);
500 /* North of the player */
501 if (cave_los_bold(p_ptr->y - 1, p_ptr->x))
503 cave_lite_hack(p_ptr->y - 2, p_ptr->x);
504 cave_lite_hack(p_ptr->y - 2, p_ptr->x + 1);
505 cave_lite_hack(p_ptr->y - 2, p_ptr->x - 1);
508 /* East of the player */
509 if (cave_los_bold(p_ptr->y, p_ptr->x + 1))
511 cave_lite_hack(p_ptr->y, p_ptr->x + 2);
512 cave_lite_hack(p_ptr->y + 1, p_ptr->x + 2);
513 cave_lite_hack(p_ptr->y - 1, p_ptr->x + 2);
516 /* West of the player */
517 if (cave_los_bold(p_ptr->y, p_ptr->x - 1))
519 cave_lite_hack(p_ptr->y, p_ptr->x - 2);
520 cave_lite_hack(p_ptr->y + 1, p_ptr->x - 2);
521 cave_lite_hack(p_ptr->y - 1, p_ptr->x - 2);
525 /* Radius 3+ -- artifact radius */
530 /* Paranoia -- see "LITE_MAX" */
533 /* South-East of the player */
534 if (cave_los_bold(p_ptr->y + 1, p_ptr->x + 1))
536 cave_lite_hack(p_ptr->y + 2, p_ptr->x + 2);
539 /* South-West of the player */
540 if (cave_los_bold(p_ptr->y + 1, p_ptr->x - 1))
542 cave_lite_hack(p_ptr->y + 2, p_ptr->x - 2);
545 /* North-East of the player */
546 if (cave_los_bold(p_ptr->y - 1, p_ptr->x + 1))
548 cave_lite_hack(p_ptr->y - 2, p_ptr->x + 2);
551 /* North-West of the player */
552 if (cave_los_bold(p_ptr->y - 1, p_ptr->x - 1))
554 cave_lite_hack(p_ptr->y - 2, p_ptr->x - 2);
558 min_y = p_ptr->y - p;
559 if (min_y < 0) min_y = 0;
562 max_y = p_ptr->y + p;
563 if (max_y > current_floor_ptr->height - 1) max_y = current_floor_ptr->height - 1;
566 min_x = p_ptr->x - p;
567 if (min_x < 0) min_x = 0;
570 max_x = p_ptr->x + p;
571 if (max_x > current_floor_ptr->width - 1) max_x = current_floor_ptr->width - 1;
573 /* Scan the maximal box */
574 for (y = min_y; y <= max_y; y++)
576 for (x = min_x; x <= max_x; x++)
578 int dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
579 int dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
581 /* Skip the "central" grids (above) */
582 if ((dy <= 2) && (dx <= 2)) continue;
584 /* Hack -- approximate the distance */
585 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
587 /* Skip distant grids */
590 /* Viewable, nearby, grids get "torch lit" */
591 if (current_floor_ptr->grid_array[y][x].info & CAVE_VIEW)
593 /* This grid is "torch lit" */
594 cave_lite_hack(y, x);
601 /*** Complete the algorithm ***/
603 /* Draw the new grids */
604 for (i = 0; i < current_floor_ptr->lite_n; i++)
606 y = current_floor_ptr->lite_y[i];
607 x = current_floor_ptr->lite_x[i];
609 g_ptr = ¤t_floor_ptr->grid_array[y][x];
611 /* Update fresh grids */
612 if (g_ptr->info & (CAVE_TEMP)) continue;
614 /* Add it to later visual update */
615 cave_note_and_redraw_later(g_ptr, y, x);
619 for (i = 0; i < tmp_pos.n; i++)
624 g_ptr = ¤t_floor_ptr->grid_array[y][x];
626 /* No longer in the array */
627 g_ptr->info &= ~(CAVE_TEMP);
629 /* Update stale grids */
630 if (g_ptr->info & (CAVE_LITE)) continue;
632 /* Add it to later visual update */
633 cave_redraw_later(g_ptr, y, x);
639 /* Mega-Hack -- Visual update later */
640 p_ptr->update |= (PU_DELAY_VIS);
645 * Clear the viewable space
647 void forget_view(void)
654 if (!current_floor_ptr->view_n) return;
657 for (i = 0; i < current_floor_ptr->view_n; i++)
659 POSITION y = current_floor_ptr->view_y[i];
660 POSITION x = current_floor_ptr->view_x[i];
661 g_ptr = ¤t_floor_ptr->grid_array[y][x];
663 /* Forget that the grid is viewable */
664 g_ptr->info &= ~(CAVE_VIEW);
666 /* if (!panel_contains(y, x)) continue; */
668 /* Update the screen */
669 /* lite_spot(y, x); Perhaps don't need? */
673 current_floor_ptr->view_n = 0;
679 * Helper function for "update_view()" below
681 * We are checking the "viewability" of grid (y,x) by the player.
683 * This function assumes that (y,x) is legal (i.e. on the map).
685 * Grid (y1,x1) is on the "diagonal" between (p_ptr->y,p_ptr->x) and (y,x)
686 * Grid (y2,x2) is "adjacent", also between (p_ptr->y,p_ptr->x) and (y,x).
688 * Note that we are using the "CAVE_XTRA" field for marking grids as
689 * "easily viewable". This bit is cleared at the end of "update_view()".
691 * This function adds (y,x) to the "viewable set" if necessary.
693 * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
695 static bool update_view_aux(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
697 bool f1, f2, v1, v2, z1, z2, wall;
704 /* Access the grids */
705 g1_c_ptr = ¤t_floor_ptr->grid_array[y1][x1];
706 g2_c_ptr = ¤t_floor_ptr->grid_array[y2][x2];
709 /* Check for walls */
710 f1 = (cave_los_grid(g1_c_ptr));
711 f2 = (cave_los_grid(g2_c_ptr));
713 /* Totally blocked by physical walls */
714 if (!f1 && !f2) return (TRUE);
717 /* Check for visibility */
718 v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
719 v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
721 /* Totally blocked by "unviewable neighbors" */
722 if (!v1 && !v2) return (TRUE);
724 g_ptr = ¤t_floor_ptr->grid_array[y][x];
727 /* Check for walls */
728 wall = (!cave_los_grid(g_ptr));
731 /* Check the "ease" of visibility */
732 z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
733 z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
735 /* Hack -- "easy" plus "easy" yields "easy" */
738 g_ptr->info |= (CAVE_XTRA);
740 cave_view_hack(g_ptr, y, x);
745 /* Hack -- primary "easy" yields "viewed" */
748 cave_view_hack(g_ptr, y, x);
753 /* Hack -- "view" plus "view" yields "view" */
756 /* g_ptr->info |= (CAVE_XTRA); */
758 cave_view_hack(g_ptr, y, x);
764 /* Mega-Hack -- the "los()" function works poorly on walls */
767 cave_view_hack(g_ptr, y, x);
773 /* Hack -- check line of sight */
774 if (los(p_ptr->y, p_ptr->x, y, x))
776 cave_view_hack(g_ptr, y, x);
782 /* Assume no line of sight. */
788 * Calculate the viewable space
790 * 1: Process the player
791 * 1a: The player is always (easily) viewable
792 * 2: Process the diagonals
793 * 2a: The diagonals are (easily) viewable up to the first wall
794 * 2b: But never go more than 2/3 of the "full" distance
795 * 3: Process the main axes
796 * 3a: The main axes are (easily) viewable up to the first wall
797 * 3b: But never go more than the "full" distance
798 * 4: Process sequential "strips" in each of the eight octants
799 * 4a: Each strip runs along the previous strip
800 * 4b: The main axes are "previous" to the first strip
801 * 4c: Process both "sides" of each "direction" of each strip
802 * 4c1: Each side aborts as soon as possible
803 * 4c2: Each side tells the next strip how far it has to check
805 * Note that the octant processing involves some pretty interesting
806 * observations involving when a grid might possibly be viewable from
807 * a given grid, and on the order in which the strips are processed.
809 * Note the use of the mathematical facts shown below, which derive
810 * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
811 * hypotenuse of a right triangle is primarily determined by the length
812 * of the longest side, when one side is small, and is strictly less
813 * than one-and-a-half times as long as the longest side when both of
814 * the sides are large.
816 * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
817 * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
819 * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
821 * These observations are important because the calculation of the actual
822 * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
823 * while for small values (up to about 20 or so), the approximations above
824 * are correct to within an error of at most one grid or so.
826 * Observe the use of "full" and "over" in the code below, and the use of
827 * the specialized calculation involving "limit", all of which derive from
828 * the observations given above. Basically, we note that the "circle" of
829 * view is completely contained in an "octagon" whose bounds are easy to
830 * determine, and that only a few steps are needed to derive the actual
831 * bounds of the circle given the bounds of the octagon.
833 * Note that by skipping all the grids in the corners of the octagon, we
834 * place an upper limit on the number of grids in the field of view, given
835 * that "full" is never more than 20. Of the 1681 grids in the "square" of
836 * view, only about 1475 of these are in the "octagon" of view, and even
837 * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
838 * entries to completely contain the actual field of view.
840 * Note also the care taken to prevent "running off the map". The use of
841 * explicit checks on the "validity" of the "diagonal", and the fact that
842 * the loops are never allowed to "leave" the map, lets "update_view_aux()"
843 * use the optimized "cave_los_bold()" macro, and to avoid the overhead
844 * of multiple checks on the validity of grids.
846 * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
847 * "ws","wn" variables. They work like this: While travelling down the
848 * south-bound strip just to the east of the main south axis, as soon as
849 * we get to a grid which does not "transmit" viewing, if all of the strips
850 * preceding us (in this case, just the main axis) had terminated at or before
851 * the same point, then we can stop, and reset the "max distance" to ourself.
852 * So, each strip (named by major axis plus offset, thus "se" in this case)
853 * maintains a "blockage" variable, initialized during the main axis step,
854 * and checks it whenever a blockage is observed. After processing each
855 * strip as far as the previous strip told us to process, the next strip is
856 * told not to go farther than the current strip's farthest viewable grid,
857 * unless open space is still available. This uses the "k" variable.
859 * Note the use of "inline" macros for efficiency. The "cave_los_grid()"
860 * macro is a replacement for "cave_los_bold()" which takes a pointer to
861 * a grid instead of its location. The "cave_view_hack()" macro is a
862 * chunk of code which adds the given location to the "view" array if it
863 * is not already there, using both the actual location and a pointer to
864 * the grid. See above.
866 * By the way, the purpose of this code is to reduce the dependancy on the
867 * "los()" function which is slow, and, in some cases, not very accurate.
869 * It is very possible that I am the only person who fully understands this
870 * function, and for that I am truly sorry, but efficiency was very important
871 * and the "simple" version of this function was just not fast enough. I am
872 * more than willing to replace this function with a simpler one, if it is
873 * equally efficient, and especially willing if the new function happens to
874 * derive "reverse-line-of-sight" at the same time, since currently monsters
875 * just use an optimized hack of "you see me, so I see you", and then use the
876 * actual "projectable()" function to check spell attacks.
878 void update_view(void)
883 int se, sw, ne, nw, es, en, ws, wn;
887 POSITION y_max = current_floor_ptr->height - 1;
888 POSITION x_max = current_floor_ptr->width - 1;
895 if (view_reduce_view && !current_floor_ptr->dun_level)
897 /* Full radius (10) */
898 full = MAX_SIGHT / 2;
900 /* Octagon factor (15) */
901 over = MAX_SIGHT * 3 / 4;
907 /* Full radius (20) */
910 /* Octagon factor (30) */
911 over = MAX_SIGHT * 3 / 2;
915 /*** Step 0 -- Begin ***/
917 /* Save the old "view" grids for later */
918 for (n = 0; n < current_floor_ptr->view_n; n++)
920 y = current_floor_ptr->view_y[n];
921 x = current_floor_ptr->view_x[n];
922 g_ptr = ¤t_floor_ptr->grid_array[y][x];
924 /* Mark the grid as not in "view" */
925 g_ptr->info &= ~(CAVE_VIEW);
927 /* Mark the grid as "seen" */
928 g_ptr->info |= (CAVE_TEMP);
930 /* Add it to the "seen" set */
931 tmp_pos.y[tmp_pos.n] = y;
932 tmp_pos.x[tmp_pos.n] = x;
936 /* Start over with the "view" array */
937 current_floor_ptr->view_n = 0;
939 /*** Step 1 -- adjacent grids ***/
941 /* Now start on the player */
944 g_ptr = ¤t_floor_ptr->grid_array[y][x];
946 /* Assume the player grid is easily viewable */
947 g_ptr->info |= (CAVE_XTRA);
949 /* Assume the player grid is viewable */
950 cave_view_hack(g_ptr, y, x);
953 /*** Step 2 -- Major Diagonals ***/
958 /* Scan south-east */
959 for (d = 1; d <= z; d++)
961 g_ptr = ¤t_floor_ptr->grid_array[y + d][x + d];
962 g_ptr->info |= (CAVE_XTRA);
963 cave_view_hack(g_ptr, y + d, x + d);
964 if (!cave_los_grid(g_ptr)) break;
967 /* Scan south-west */
968 for (d = 1; d <= z; d++)
970 g_ptr = ¤t_floor_ptr->grid_array[y + d][x - d];
971 g_ptr->info |= (CAVE_XTRA);
972 cave_view_hack(g_ptr, y + d, x - d);
973 if (!cave_los_grid(g_ptr)) break;
976 /* Scan north-east */
977 for (d = 1; d <= z; d++)
979 g_ptr = ¤t_floor_ptr->grid_array[y - d][x + d];
980 g_ptr->info |= (CAVE_XTRA);
981 cave_view_hack(g_ptr, y - d, x + d);
982 if (!cave_los_grid(g_ptr)) break;
985 /* Scan north-west */
986 for (d = 1; d <= z; d++)
988 g_ptr = ¤t_floor_ptr->grid_array[y - d][x - d];
989 g_ptr->info |= (CAVE_XTRA);
990 cave_view_hack(g_ptr, y - d, x - d);
991 if (!cave_los_grid(g_ptr)) break;
994 /*** Step 3 -- major axes ***/
997 for (d = 1; d <= full; d++)
999 g_ptr = ¤t_floor_ptr->grid_array[y + d][x];
1000 g_ptr->info |= (CAVE_XTRA);
1001 cave_view_hack(g_ptr, y + d, x);
1002 if (!cave_los_grid(g_ptr)) break;
1005 /* Initialize the "south strips" */
1009 for (d = 1; d <= full; d++)
1011 g_ptr = ¤t_floor_ptr->grid_array[y - d][x];
1012 g_ptr->info |= (CAVE_XTRA);
1013 cave_view_hack(g_ptr, y - d, x);
1014 if (!cave_los_grid(g_ptr)) break;
1017 /* Initialize the "north strips" */
1021 for (d = 1; d <= full; d++)
1023 g_ptr = ¤t_floor_ptr->grid_array[y][x + d];
1024 g_ptr->info |= (CAVE_XTRA);
1025 cave_view_hack(g_ptr, y, x + d);
1026 if (!cave_los_grid(g_ptr)) break;
1029 /* Initialize the "east strips" */
1033 for (d = 1; d <= full; d++)
1035 g_ptr = ¤t_floor_ptr->grid_array[y][x - d];
1036 g_ptr->info |= (CAVE_XTRA);
1037 cave_view_hack(g_ptr, y, x - d);
1038 if (!cave_los_grid(g_ptr)) break;
1041 /* Initialize the "west strips" */
1045 /*** Step 4 -- Divide each "octant" into "strips" ***/
1047 /* Now check each "diagonal" (in parallel) */
1048 for (n = 1; n <= over / 2; n++)
1050 POSITION ypn, ymn, xpn, xmn;
1052 /* Acquire the "bounds" of the maximal circle */
1054 if (z > full - n) z = full - n;
1055 while ((z + n + (n >> 1)) > full) z--;
1058 /* Access the four diagonal grids */
1068 /* Maximum distance */
1069 m = MIN(z, y_max - ypn);
1072 if ((xpn <= x_max) && (n < se))
1075 for (k = n, d = 1; d <= m; d++)
1077 /* Check grid "d" in strip "n", notice "blockage" */
1078 if (update_view_aux(ypn + d, xpn, ypn + d - 1, xpn - 1, ypn + d - 1, xpn))
1080 if (n + d >= se) break;
1083 /* Track most distant "non-blockage" */
1090 /* Limit the next strip */
1095 if ((xmn >= 0) && (n < sw))
1098 for (k = n, d = 1; d <= m; d++)
1100 /* Check grid "d" in strip "n", notice "blockage" */
1101 if (update_view_aux(ypn + d, xmn, ypn + d - 1, xmn + 1, ypn + d - 1, xmn))
1103 if (n + d >= sw) break;
1106 /* Track most distant "non-blockage" */
1113 /* Limit the next strip */
1122 /* Maximum distance */
1126 if ((xpn <= x_max) && (n < ne))
1129 for (k = n, d = 1; d <= m; d++)
1131 /* Check grid "d" in strip "n", notice "blockage" */
1132 if (update_view_aux(ymn - d, xpn, ymn - d + 1, xpn - 1, ymn - d + 1, xpn))
1134 if (n + d >= ne) break;
1137 /* Track most distant "non-blockage" */
1144 /* Limit the next strip */
1149 if ((xmn >= 0) && (n < nw))
1152 for (k = n, d = 1; d <= m; d++)
1154 /* Check grid "d" in strip "n", notice "blockage" */
1155 if (update_view_aux(ymn - d, xmn, ymn - d + 1, xmn + 1, ymn - d + 1, xmn))
1157 if (n + d >= nw) break;
1160 /* Track most distant "non-blockage" */
1167 /* Limit the next strip */
1176 /* Maximum distance */
1177 m = MIN(z, x_max - xpn);
1180 if ((ypn <= x_max) && (n < es))
1183 for (k = n, d = 1; d <= m; d++)
1185 /* Check grid "d" in strip "n", notice "blockage" */
1186 if (update_view_aux(ypn, xpn + d, ypn - 1, xpn + d - 1, ypn, xpn + d - 1))
1188 if (n + d >= es) break;
1191 /* Track most distant "non-blockage" */
1198 /* Limit the next strip */
1203 if ((ymn >= 0) && (n < en))
1206 for (k = n, d = 1; d <= m; d++)
1208 /* Check grid "d" in strip "n", notice "blockage" */
1209 if (update_view_aux(ymn, xpn + d, ymn + 1, xpn + d - 1, ymn, xpn + d - 1))
1211 if (n + d >= en) break;
1214 /* Track most distant "non-blockage" */
1221 /* Limit the next strip */
1230 /* Maximum distance */
1234 if ((ypn <= y_max) && (n < ws))
1237 for (k = n, d = 1; d <= m; d++)
1239 /* Check grid "d" in strip "n", notice "blockage" */
1240 if (update_view_aux(ypn, xmn - d, ypn - 1, xmn - d + 1, ypn, xmn - d + 1))
1242 if (n + d >= ws) break;
1245 /* Track most distant "non-blockage" */
1252 /* Limit the next strip */
1257 if ((ymn >= 0) && (n < wn))
1260 for (k = n, d = 1; d <= m; d++)
1262 /* Check grid "d" in strip "n", notice "blockage" */
1263 if (update_view_aux(ymn, xmn - d, ymn + 1, xmn - d + 1, ymn, xmn - d + 1))
1265 if (n + d >= wn) break;
1268 /* Track most distant "non-blockage" */
1275 /* Limit the next strip */
1282 /*** Step 5 -- Complete the algorithm ***/
1284 /* Update all the new grids */
1285 for (n = 0; n < current_floor_ptr->view_n; n++)
1287 y = current_floor_ptr->view_y[n];
1288 x = current_floor_ptr->view_x[n];
1289 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1291 /* Clear the "CAVE_XTRA" flag */
1292 g_ptr->info &= ~(CAVE_XTRA);
1294 /* Update only newly viewed grids */
1295 if (g_ptr->info & (CAVE_TEMP)) continue;
1297 /* Add it to later visual update */
1298 cave_note_and_redraw_later(g_ptr, y, x);
1301 /* Wipe the old grids, update as needed */
1302 for (n = 0; n < tmp_pos.n; n++)
1306 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1308 /* No longer in the array */
1309 g_ptr->info &= ~(CAVE_TEMP);
1311 /* Update only non-viewable grids */
1312 if (g_ptr->info & (CAVE_VIEW)) continue;
1314 /* Add it to later visual update */
1315 cave_redraw_later(g_ptr, y, x);
1321 /* Mega-Hack -- Visual update later */
1322 p_ptr->update |= (PU_DELAY_VIS);
1327 * Add a square to the changes array
1329 static void mon_lite_hack(POSITION y, POSITION x)
1335 /* We trust this grid is in bounds */
1336 /* if (!in_bounds2(y, x)) return; */
1338 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1340 /* Want a unlit square in view of the player */
1341 if ((g_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
1343 if (!cave_los_grid(g_ptr))
1345 /* Hack -- Prevent monster lite leakage in walls */
1347 /* Horizontal walls between player and a monster */
1348 if (((y < p_ptr->y) && (y > mon_fy)) || ((y > p_ptr->y) && (y < mon_fy)))
1350 dpf = p_ptr->y - mon_fy;
1352 midpoint = mon_fx + ((p_ptr->x - mon_fx) * ABS(d)) / ABS(dpf);
1354 /* Only first wall viewed from mid-x is lit */
1357 if (!cave_los_bold(y, x + 1)) return;
1359 else if (x > midpoint)
1361 if (!cave_los_bold(y, x - 1)) return;
1364 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
1365 else if (mon_invis) return;
1368 /* Vertical walls between player and a monster */
1369 if (((x < p_ptr->x) && (x > mon_fx)) || ((x > p_ptr->x) && (x < mon_fx)))
1371 dpf = p_ptr->x - mon_fx;
1373 midpoint = mon_fy + ((p_ptr->y - mon_fy) * ABS(d)) / ABS(dpf);
1375 /* Only first wall viewed from mid-y is lit */
1378 if (!cave_los_bold(y + 1, x)) return;
1380 else if (y > midpoint)
1382 if (!cave_los_bold(y - 1, x)) return;
1385 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
1386 else if (mon_invis) return;
1390 /* We trust tmp_pos.n does not exceed TEMP_MAX */
1393 if (!(g_ptr->info & CAVE_MNDK))
1395 /* Save this square */
1396 tmp_pos.x[tmp_pos.n] = x;
1397 tmp_pos.y[tmp_pos.n] = y;
1404 /* No longer dark */
1405 g_ptr->info &= ~(CAVE_MNDK);
1409 g_ptr->info |= CAVE_MNLT;
1414 * Add a square to the changes array
1416 static void mon_dark_hack(POSITION y, POSITION x)
1419 int midpoint, dpf, d;
1421 /* We trust this grid is in bounds */
1422 /* if (!in_bounds2(y, x)) return; */
1424 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1426 /* Want a unlit and undarkened square in view of the player */
1427 if ((g_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW) return;
1429 if (!cave_los_grid(g_ptr) && !cave_have_flag_grid(g_ptr, FF_PROJECT))
1431 /* Hack -- Prevent monster dark lite leakage in walls */
1433 /* Horizontal walls between player and a monster */
1434 if (((y < p_ptr->y) && (y > mon_fy)) || ((y > p_ptr->y) && (y < mon_fy)))
1436 dpf = p_ptr->y - mon_fy;
1438 midpoint = mon_fx + ((p_ptr->x - mon_fx) * ABS(d)) / ABS(dpf);
1440 /* Only first wall viewed from mid-x is lit */
1443 if (!cave_los_bold(y, x + 1) && !cave_have_flag_bold(y, x + 1, FF_PROJECT)) return;
1445 else if (x > midpoint)
1447 if (!cave_los_bold(y, x - 1) && !cave_have_flag_bold(y, x - 1, FF_PROJECT)) return;
1450 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
1451 else if (mon_invis) return;
1454 /* Vertical walls between player and a monster */
1455 if (((x < p_ptr->x) && (x > mon_fx)) || ((x > p_ptr->x) && (x < mon_fx)))
1457 dpf = p_ptr->x - mon_fx;
1459 midpoint = mon_fy + ((p_ptr->y - mon_fy) * ABS(d)) / ABS(dpf);
1461 /* Only first wall viewed from mid-y is lit */
1464 if (!cave_los_bold(y + 1, x) && !cave_have_flag_bold(y + 1, x, FF_PROJECT)) return;
1466 else if (y > midpoint)
1468 if (!cave_los_bold(y - 1, x) && !cave_have_flag_bold(y - 1, x, FF_PROJECT)) return;
1471 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
1472 else if (mon_invis) return;
1476 /* We trust tmp_pos.n does not exceed TEMP_MAX */
1478 /* Save this square */
1479 tmp_pos.x[tmp_pos.n] = x;
1480 tmp_pos.y[tmp_pos.n] = y;
1484 g_ptr->info |= CAVE_MNDK;
1488 * Update squares illuminated or darkened by monsters.
1490 * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
1491 * denote squares illuminated by monsters.
1493 * The CAVE_TEMP and CAVE_XTRA flag are used to store the state during the
1494 * updating. Only squares in view of the player, whos state
1495 * changes are drawn via lite_spot().
1497 void update_mon_lite(void)
1503 void(*add_mon_lite)(POSITION, POSITION);
1508 /* Non-Ninja player in the darkness */
1509 int dis_lim = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto) ?
1510 (MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
1512 /* Clear all monster lit squares */
1513 for (i = 0; i < current_floor_ptr->mon_lite_n; i++)
1516 g_ptr = ¤t_floor_ptr->grid_array[current_floor_ptr->mon_lite_y[i]][current_floor_ptr->mon_lite_x[i]];
1518 /* Set temp or xtra flag */
1519 g_ptr->info |= (g_ptr->info & CAVE_MNLT) ? CAVE_TEMP : CAVE_XTRA;
1521 /* Clear monster illumination flag */
1522 g_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
1525 /* Empty temp list of new squares to lite up */
1528 /* If a monster stops time, don't process */
1529 if (!current_world_ptr->timewalk_m_idx)
1531 monster_type *m_ptr;
1532 monster_race *r_ptr;
1534 /* Loop through monsters, adding newly lit squares to changes list */
1535 for (i = 1; i < current_floor_ptr->m_max; i++)
1537 m_ptr = ¤t_floor_ptr->m_list[i];
1538 r_ptr = &r_info[m_ptr->r_idx];
1539 if (!monster_is_valid(m_ptr)) continue;
1541 /* Is it too far away? */
1542 if (m_ptr->cdis > dis_lim) continue;
1544 /* Get lite radius */
1547 /* Note the radii are cumulative */
1548 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
1549 if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
1550 if (r_ptr->flags7 & (RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) rad--;
1551 if (r_ptr->flags7 & (RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) rad -= 2;
1553 /* Exit if has no light */
1557 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;
1558 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) rad = 1;
1559 add_mon_lite = mon_lite_hack;
1564 if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (MON_CSLEEP(m_ptr) || (!current_floor_ptr->dun_level && !is_daytime()))) continue;
1565 add_mon_lite = mon_dark_hack;
1566 f_flag = FF_PROJECT;
1567 rad = -rad; /* Use absolute value */
1573 /* Is the monster visible? */
1574 mon_invis = !(current_floor_ptr->grid_array[mon_fy][mon_fx].info & CAVE_VIEW);
1576 /* The square it is on */
1577 add_mon_lite(mon_fy, mon_fx);
1579 /* Adjacent squares */
1580 add_mon_lite(mon_fy + 1, mon_fx);
1581 add_mon_lite(mon_fy - 1, mon_fx);
1582 add_mon_lite(mon_fy, mon_fx + 1);
1583 add_mon_lite(mon_fy, mon_fx - 1);
1584 add_mon_lite(mon_fy + 1, mon_fx + 1);
1585 add_mon_lite(mon_fy + 1, mon_fx - 1);
1586 add_mon_lite(mon_fy - 1, mon_fx + 1);
1587 add_mon_lite(mon_fy - 1, mon_fx - 1);
1592 /* South of the monster */
1593 if (cave_have_flag_bold(mon_fy + 1, mon_fx, f_flag))
1595 add_mon_lite(mon_fy + 2, mon_fx + 1);
1596 add_mon_lite(mon_fy + 2, mon_fx);
1597 add_mon_lite(mon_fy + 2, mon_fx - 1);
1599 g_ptr = ¤t_floor_ptr->grid_array[mon_fy + 2][mon_fx];
1602 if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag))
1604 add_mon_lite(mon_fy + 3, mon_fx + 1);
1605 add_mon_lite(mon_fy + 3, mon_fx);
1606 add_mon_lite(mon_fy + 3, mon_fx - 1);
1610 /* North of the monster */
1611 if (cave_have_flag_bold(mon_fy - 1, mon_fx, f_flag))
1613 add_mon_lite(mon_fy - 2, mon_fx + 1);
1614 add_mon_lite(mon_fy - 2, mon_fx);
1615 add_mon_lite(mon_fy - 2, mon_fx - 1);
1617 g_ptr = ¤t_floor_ptr->grid_array[mon_fy - 2][mon_fx];
1620 if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag))
1622 add_mon_lite(mon_fy - 3, mon_fx + 1);
1623 add_mon_lite(mon_fy - 3, mon_fx);
1624 add_mon_lite(mon_fy - 3, mon_fx - 1);
1628 /* East of the monster */
1629 if (cave_have_flag_bold(mon_fy, mon_fx + 1, f_flag))
1631 add_mon_lite(mon_fy + 1, mon_fx + 2);
1632 add_mon_lite(mon_fy, mon_fx + 2);
1633 add_mon_lite(mon_fy - 1, mon_fx + 2);
1635 g_ptr = ¤t_floor_ptr->grid_array[mon_fy][mon_fx + 2];
1638 if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag))
1640 add_mon_lite(mon_fy + 1, mon_fx + 3);
1641 add_mon_lite(mon_fy, mon_fx + 3);
1642 add_mon_lite(mon_fy - 1, mon_fx + 3);
1646 /* West of the monster */
1647 if (cave_have_flag_bold(mon_fy, mon_fx - 1, f_flag))
1649 add_mon_lite(mon_fy + 1, mon_fx - 2);
1650 add_mon_lite(mon_fy, mon_fx - 2);
1651 add_mon_lite(mon_fy - 1, mon_fx - 2);
1653 g_ptr = ¤t_floor_ptr->grid_array[mon_fy][mon_fx - 2];
1656 if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag))
1658 add_mon_lite(mon_fy + 1, mon_fx - 3);
1659 add_mon_lite(mon_fy, mon_fx - 3);
1660 add_mon_lite(mon_fy - 1, mon_fx - 3);
1668 /* South-East of the monster */
1669 if (cave_have_flag_bold(mon_fy + 1, mon_fx + 1, f_flag))
1671 add_mon_lite(mon_fy + 2, mon_fx + 2);
1674 /* South-West of the monster */
1675 if (cave_have_flag_bold(mon_fy + 1, mon_fx - 1, f_flag))
1677 add_mon_lite(mon_fy + 2, mon_fx - 2);
1680 /* North-East of the monster */
1681 if (cave_have_flag_bold(mon_fy - 1, mon_fx + 1, f_flag))
1683 add_mon_lite(mon_fy - 2, mon_fx + 2);
1686 /* North-West of the monster */
1687 if (cave_have_flag_bold(mon_fy - 1, mon_fx - 1, f_flag))
1689 add_mon_lite(mon_fy - 2, mon_fx - 2);
1695 /* Save end of list of new squares */
1696 end_temp = tmp_pos.n;
1699 * Look at old set flags to see if there are any changes.
1701 for (i = 0; i < current_floor_ptr->mon_lite_n; i++)
1703 fx = current_floor_ptr->mon_lite_x[i];
1704 fy = current_floor_ptr->mon_lite_y[i];
1706 /* We trust this grid is in bounds */
1709 g_ptr = ¤t_floor_ptr->grid_array[fy][fx];
1711 if (g_ptr->info & CAVE_TEMP) /* Pervious lit */
1713 /* It it no longer lit? */
1714 if ((g_ptr->info & (CAVE_VIEW | CAVE_MNLT)) == CAVE_VIEW)
1716 /* It is now unlit */
1717 /* Add it to later visual update */
1718 cave_note_and_redraw_later(g_ptr, fy, fx);
1721 else /* Pervious darkened */
1723 /* It it no longer darken? */
1724 if ((g_ptr->info & (CAVE_VIEW | CAVE_MNDK)) == CAVE_VIEW)
1726 /* It is now undarken */
1727 /* Add it to later visual update */
1728 cave_note_and_redraw_later(g_ptr, fy, fx);
1732 /* Add to end of temp array */
1733 tmp_pos.x[tmp_pos.n] = fx;
1734 tmp_pos.y[tmp_pos.n] = fy;
1738 /* Clear the lite array */
1739 current_floor_ptr->mon_lite_n = 0;
1741 /* Copy the temp array into the lit array lighting the new squares. */
1742 for (i = 0; i < end_temp; i++)
1747 /* We trust this grid is in bounds */
1750 g_ptr = ¤t_floor_ptr->grid_array[fy][fx];
1752 if (g_ptr->info & CAVE_MNLT) /* Lit */
1754 /* The is the square newly lit and visible? */
1755 if ((g_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
1758 /* Add it to later visual update */
1759 cave_note_and_redraw_later(g_ptr, fy, fx);
1764 /* The is the square newly darkened and visible? */
1765 if ((g_ptr->info & (CAVE_VIEW | CAVE_XTRA)) == CAVE_VIEW)
1767 /* It is now darkened */
1768 /* Add it to later visual update */
1769 cave_note_and_redraw_later(g_ptr, fy, fx);
1773 /* Save in the monster lit or darkened array */
1774 current_floor_ptr->mon_lite_x[current_floor_ptr->mon_lite_n] = fx;
1775 current_floor_ptr->mon_lite_y[current_floor_ptr->mon_lite_n] = fy;
1776 current_floor_ptr->mon_lite_n++;
1779 /* Clear the temp flag for the old lit or darken grids */
1780 for (i = end_temp; i < tmp_pos.n; i++)
1782 /* We trust this grid is in bounds */
1784 current_floor_ptr->grid_array[tmp_pos.y[i]][tmp_pos.x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
1787 /* Finished with tmp_pos.n */
1790 /* Mega-Hack -- Visual update later */
1791 p_ptr->update |= (PU_DELAY_VIS);
1793 p_ptr->monlite = (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT) ? TRUE : FALSE;
1795 if (p_ptr->special_defense & NINJA_S_STEALTH)
1797 if (p_ptr->old_monlite != p_ptr->monlite)
1801 msg_print(_("影の覆いが薄れた気がする。", "Your mantle of shadow become thin."));
1805 msg_print(_("影の覆いが濃くなった!", "Your mantle of shadow restored its original darkness."));
1809 p_ptr->old_monlite = p_ptr->monlite;
1812 void clear_mon_lite(void)
1817 /* Clear all monster lit squares */
1818 for (i = 0; i < current_floor_ptr->mon_lite_n; i++)
1821 g_ptr = ¤t_floor_ptr->grid_array[current_floor_ptr->mon_lite_y[i]][current_floor_ptr->mon_lite_x[i]];
1823 /* Clear monster illumination flag */
1824 g_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
1827 /* Empty the array */
1828 current_floor_ptr->mon_lite_n = 0;