p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
/* Update the view and lite */
- p_ptr->update |= (PU_VIEW | PU_LITE);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
/* Update the monsters */
p_ptr->update |= (PU_MONSTERS);
c_ptr = &cave[y][x];
/* Seeing true feature code (ignore mimic) */
-
+
/* Broken door */
if (c_ptr->feat == FEAT_BROKEN)
{
cave_set_feat(y, x, FEAT_OPEN);
/* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
/* Sound */
sound(SOUND_OPENDOOR);
cave_set_feat(y, x, FEAT_OPEN);
/* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
/* Sound */
sound(SOUND_OPENDOOR);
move_player(dir, FALSE, FALSE);
/* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
p_ptr->update |= (PU_DISTANCE);
}
p_ptr->update |= (PU_BONUS);
/* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
/* Update the monsters */
p_ptr->update |= (PU_DISTANCE);
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
/* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
/* Update the monsters */
p_ptr->update |= (PU_DISTANCE);
if (disturb_state) disturb(0, 0);
/* Fully update the visuals */
- p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS);
+ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
verify_panel();
/* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
/* Update the monsters */
p_ptr->update |= (PU_DISTANCE);
verify_panel();
/* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
/* Update the monsters */
p_ptr->update |= (PU_DISTANCE);
verify_panel();
/* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
/* Update the monsters */
p_ptr->update |= (PU_DISTANCE);
verify_panel();
/* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
/* Update the monsters */
p_ptr->update |= (PU_DISTANCE);
#endif
(void)wall_to_mud(dir);
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
p_ptr->window |= (PW_OVERHEAD);
}
else
verify_panel();
/* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
-
- /* Notice changes in view */
- if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
- {
- /* Update some things */
- p_ptr->update |= (PU_MON_LITE);
- }
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
/* Update the monsters */
p_ptr->update |= (PU_DISTANCE);
bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
/* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
/* Update the monsters */
p_ptr->update |= (PU_MONSTERS);
/* Update everything */
- p_ptr->update |= (PU_VIEW | PU_LITE);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
p_ptr->update |= (PU_MONSTERS);
/* Redraw entire screen */
cave_set_feat(y, x, FEAT_MORE);
/* Remember to update everything */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
}
/*