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[Refactor] #37353 cave.c を grid.c に統合。 / Integrate cave.c to grid.c.
authordeskull <deskull@users.sourceforge.jp>
Fri, 22 Feb 2019 04:30:21 +0000 (13:30 +0900)
committerdeskull <deskull@users.sourceforge.jp>
Fri, 22 Feb 2019 04:30:21 +0000 (13:30 +0900)
Hengband_vcs2017/Hengband/Hengband.vcxproj
src/cave.c [deleted file]
src/grid.c

index 437ec87..5119309 100644 (file)
     <ClCompile Include="..\..\src\avatar.c" />\r
     <ClCompile Include="..\..\src\birth.c" />\r
     <ClCompile Include="..\..\src\bldg.c" />\r
-    <ClCompile Include="..\..\src\cave.c" />\r
     <ClCompile Include="..\..\src\chest.c" />\r
     <ClCompile Include="..\..\src\chuukei.c" />\r
     <ClCompile Include="..\..\src\cmd-activate.c" />\r
diff --git a/src/cave.c b/src/cave.c
deleted file mode 100644 (file)
index fcc5664..0000000
+++ /dev/null
@@ -1,4969 +0,0 @@
-/*!
- * @file grid_array.c
- * @brief ダンジョンの基礎部分実装(主にマスの実装) / low level dungeon routines -BEN-
- * @date 2013/12/30
- * @author
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
- *\n
- * This software may be copied and distributed for educational, research,\n
- * and not for profit purposes provided that this copyright and statement\n
- * are included in all such copies.  Other copyrights may also apply.\n
- * \n
- * Support for Adam Bolt's tileset, lighting and transparency effects\n
- * by Robert Ruehlmann (rr9@angband.org)\n
- * \n
- * 2013 Deskull Doxygen向けのコメント整理\n
- */
-
-
-#include "angband.h"
-#include "world.h"
-#include "projection.h"
-#include "object-hook.h"
-
-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 */
-
-/*!
- * @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 地形が罠持ちであるかの判定を行う。 / Return TRUE if the given feature is a trap
- * @param feat 地形情報のID
- * @return 罠持ちの地形ならばTRUEを返す。
- */
-bool is_trap(FEAT_IDX feat)
-{
-       return have_flag(f_info[feat].flags, FF_TRAP);
-}
-
-/*!
- * @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
- * @return 看破済みの罠があるならTRUEを返す。
- */
-bool is_known_trap(grid_type *g_ptr)
-{
-       if (!g_ptr->mimic && !cave_have_flag_grid(g_ptr, FF_SECRET) &&
-           is_trap(g_ptr->feat)) return TRUE;
-       else
-               return FALSE;
-}
-
-/*!
- * @brief 地形が閉じたドアであるかの判定を行う。 / Return TRUE if the given grid is a closed door
- * @param feat 地形情報のID
- * @return 閉じたドアのある地形ならばTRUEを返す。
- */
-bool is_closed_door(FEAT_IDX feat)
-{
-       feature_type *f_ptr = &f_info[feat];
-
-       return (have_flag(f_ptr->flags, FF_OPEN) || have_flag(f_ptr->flags, FF_BASH)) &&
-              !have_flag(f_ptr->flags, FF_MOVE);
-}
-
-/*!
- * @brief マスに隠されたドアがあるかの判定を行う。 / Return TRUE if the given grid is a hidden closed door
- * @param g_ptr マス構造体の参照ポインタ
- * @return 隠されたドアがあるならTRUEを返す。
- */
-bool is_hidden_door(grid_type *g_ptr)
-{
-       if ((g_ptr->mimic || cave_have_flag_grid(g_ptr, FF_SECRET)) &&
-           is_closed_door(g_ptr->feat))
-               return TRUE;
-       else
-               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 */
-
-
-/*!
- * @brief 指定された座標のマスが現在照らされているかを返す。 / Check for "local" illumination
- * @param y y座標
- * @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)
-{
-       /* Hack -- move towards player */
-       POSITION yy = (y < p_ptr->y) ? (y + 1) : (y > p_ptr->y) ? (y - 1) : y;
-       POSITION xx = (x < p_ptr->x) ? (x + 1) : (x > p_ptr->x) ? (x - 1) : x;
-
-       /* Check for "local" illumination */
-
-#ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
-
-       /* Check for "complex" illumination */
-       if ((feat_supports_los(get_feat_mimic(&grid_array[yy][xx])) &&
-            (grid_array[yy][xx].info & CAVE_GLOW)) ||
-           (feat_supports_los(get_feat_mimic(&grid_array[y][xx])) &&
-            (grid_array[y][xx].info & CAVE_GLOW)) ||
-           (feat_supports_los(get_feat_mimic(&grid_array[yy][x])) &&
-            (grid_array[yy][x].info & CAVE_GLOW)))
-       {
-               return TRUE;
-       }
-       else return FALSE;
-
-#else /* COMPLEX_WALL_ILLUMINATION */
-
-       /* Check for "simple" illumination */
-       return (grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
-
-#endif /* COMPLEX_WALL_ILLUMINATION */
-}
-
-
-/*! 対象座標のマスの照明状態を更新する際の補助処理マクロ */
-#define update_local_illumination_aux(Y, X) \
-{ \
-       if (player_has_los_bold((Y), (X))) \
-       { \
-               /* Update the monster */ \
-               if (grid_array[(Y)][(X)].m_idx) update_monster(grid_array[(Y)][(X)].m_idx, FALSE); \
-\
-               /* Notice and redraw */ \
-               note_spot((Y), (X)); \
-               lite_spot((Y), (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
- * @return なし
- */
-void update_local_illumination(POSITION y, POSITION x)
-{
-       int i;
-       POSITION yy, xx;
-
-       if (!in_bounds(y, x)) return;
-
-#ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
-
-       if ((y != p_ptr->y) && (x != p_ptr->x))
-       {
-               yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
-               xx = (x < p_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 */
-       {
-               xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
-               for (i = -1; i <= 1; i++)
-               {
-                       yy = y + i;
-                       update_local_illumination_aux(yy, xx);
-               }
-               yy = y - 1;
-               update_local_illumination_aux(yy, x);
-               yy = y + 1;
-               update_local_illumination_aux(yy, x);
-       }
-       else if (y != p_ptr->y) /* x == p_ptr->x */
-       {
-               yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
-               for (i = -1; i <= 1; i++)
-               {
-                       xx = x + i;
-                       update_local_illumination_aux(yy, xx);
-               }
-               xx = x - 1;
-               update_local_illumination_aux(y, xx);
-               xx = x + 1;
-               update_local_illumination_aux(y, xx);
-       }
-       else /* Player's grid */
-       {
-               for (i = 0; i < 8; i++)
-               {
-                       yy = y + ddy_cdd[i];
-                       xx = x + ddx_cdd[i];
-                       update_local_illumination_aux(yy, xx);
-               }
-       }
-
-#else /* COMPLEX_WALL_ILLUMINATION */
-
-       if ((y != p_ptr->y) && (x != p_ptr->x))
-       {
-               yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
-               xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
-               update_local_illumination_aux(yy, xx);
-       }
-       else if (x != p_ptr->x) /* y == p_ptr->y */
-       {
-               xx = (x < p_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 */
-       {
-               yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
-               for (i = -1; i <= 1; i++)
-               {
-                       xx = x + i;
-                       update_local_illumination_aux(yy, xx);
-               }
-       }
-       else /* Player's grid */
-       {
-               for (i = 0; i < 8; i++)
-               {
-                       yy = y + ddy_cdd[i];
-                       xx = x + ddx_cdd[i];
-                       update_local_illumination_aux(yy, xx);
-               }
-       }
-
-#endif /* COMPLEX_WALL_ILLUMINATION */
-}
-
-
-/*!
- * @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 = &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。
- */
-bool no_lite(void)
-{
-       return (!player_can_see_bold(p_ptr->y, p_ptr->x));
-}
-
-
-/*!
- * @brief 指定された座標が地震や階段生成の対象となるマスかを返す。 / Determine if a given location may be "destroyed"
- * @param y y座標
- * @param x x座標
- * @return 各種の変更が可能ならTRUEを返す。
- * @details 
- * 条件は永久地形でなく、なおかつ該当のマスにアーティファクトが存在しないか、である。英語の旧コメントに反して*破壊*の抑止判定には現在使われていない。
- */
-bool cave_valid_bold(POSITION y, POSITION x)
-{
-       grid_type *g_ptr = &grid_array[y][x];
-       OBJECT_IDX this_o_idx, next_o_idx = 0;
-
-       /* Forbid perma-grids */
-       if (cave_perma_grid(g_ptr)) return (FALSE);
-
-       /* Check objects */
-       for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
-       {
-               object_type *o_ptr;
-               o_ptr = &o_list[this_o_idx];
-
-               /* Acquire next object */
-               next_o_idx = o_ptr->next_o_idx;
-
-               /* Forbid artifact grids */
-               if (object_is_artifact(o_ptr)) return (FALSE);
-       }
-
-       /* Accept */
-       return (TRUE);
-}
-
-
-
-
-/*!
- * 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
- */
-static void image_monster(TERM_COLOR *ap, SYMBOL_CODE *cp)
-{
-       /* 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 */
-       {
-               *cp = (one_in_(25) ?
-                      image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
-                      image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
-
-               /* 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 "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 grid_array */
-       grid_type *g_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))
-               {
-                       /* Hallucinate */
-                       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 = &o_list[this_o_idx];
-
-               /* Acquire next object */
-               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 = &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
-                               {
-                                       /* Hallucinatory monster */
-                                       image_monster(ap, cp);
-                               }
-                       }
-                       else
-                       {
-                               /* Monster attr/char */
-                               a = r_ptr->x_attr;
-                               c = r_ptr->x_char;
-
-                               /* Normal monsters */
-                               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 (world_monster) 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);
-       }
-}
-
-
-
-
-
-/*
- * Memorize interesting viewable object/features in the given grid
- *
- * This function should only be called on "legal" grids.
- *
- * This function will memorize the object and/or feature in the given
- * grid, if they are (1) viewable and (2) interesting.  Note that all
- * objects are interesting, all terrain features except floors (and
- * invisible traps) are interesting, and floors (and invisible traps)
- * are interesting sometimes (depending on various options involving
- * the illumination of floor grids).
- *
- * The automatic memorization of all objects and non-floor terrain
- * features as soon as they are displayed allows incredible amounts
- * of optimization in various places, especially "map_info()".
- *
- * Note that the memorization of objects is completely separate from
- * the memorization of terrain features, preventing annoying floor
- * memorization when a detected object is picked up from a dark floor,
- * and object memorization when an object is dropped into a floor grid
- * which is memorized but out-of-sight.
- *
- * This function should be called every time the "memorization" of
- * a grid (or the object in a grid) is called into question, such
- * as when an object is created in a grid, when a terrain feature
- * "changes" from "floor" to "non-floor", when any grid becomes
- * "illuminated" or "viewable", and when a "floor" grid becomes
- * "torch-lit".
- *
- * Note the relatively efficient use of this function by the various
- * "update_view()" and "update_lite()" calls, to allow objects and
- * terrain features to be memorized (and drawn) whenever they become
- * viewable or illuminated in any way, but not when they "maintain"
- * or "lose" their previous viewability or illumination.
- *
- * Note the butchered "internal" version of "player_can_see_bold()",
- * optimized primarily for the most common cases, that is, for the
- * non-marked floor grids.
- */
-void note_spot(POSITION y, POSITION x)
-{
-       grid_type *g_ptr = &grid_array[y][x];
-       OBJECT_IDX this_o_idx, next_o_idx = 0;
-
-       /* Blind players see nothing */
-       if (p_ptr->blind) return;
-
-       /* Analyze non-torch-lit grids */
-       if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT)))
-       {
-               /* Require line of sight to the grid */
-               if (!(g_ptr->info & (CAVE_VIEW))) return;
-
-               /* Require "perma-lite" of the grid */
-               if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
-               {
-                       /* Not Ninja */
-                       if (!p_ptr->see_nocto) return;
-               }
-       }
-
-
-       /* Hack -- memorize objects */
-       for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
-       {
-               object_type *o_ptr = &o_list[this_o_idx];
-
-               /* Acquire next object */
-               next_o_idx = o_ptr->next_o_idx;
-
-               /* Memorize objects */
-               o_ptr->marked |= OM_FOUND;
-       }
-
-
-       /* Hack -- memorize grids */
-       if (!(g_ptr->info & (CAVE_MARK)))
-       {
-               /* Feature code (applying "mimic" field) */
-               feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
-
-               /* Memorize some "boring" grids */
-               if (!have_flag(f_ptr->flags, FF_REMEMBER))
-               {
-                       /* Option -- memorize all torch-lit floors */
-                       if (view_torch_grids &&
-                           ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
-                       {
-                               g_ptr->info |= (CAVE_MARK);
-                       }
-
-                       /* Option -- memorize all perma-lit floors */
-                       else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
-                       {
-                               g_ptr->info |= (CAVE_MARK);
-                       }
-               }
-
-               /* Memorize normal grids */
-               else if (have_flag(f_ptr->flags, FF_LOS))
-               {
-                       g_ptr->info |= (CAVE_MARK);
-               }
-
-               /* Memorize torch-lit walls */
-               else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
-               {
-                       g_ptr->info |= (CAVE_MARK);
-               }
-
-               /* Memorize walls seen by noctovision of Ninja */
-               else if (p_ptr->see_nocto)
-               {
-                       g_ptr->info |= (CAVE_MARK);
-               }
-
-               /* Memorize certain non-torch-lit wall grids */
-               else if (check_local_illumination(y, x))
-               {
-                       g_ptr->info |= (CAVE_MARK);
-               }
-       }
-
-       /* Memorize terrain of the grid */
-       g_ptr->info |= (CAVE_KNOWN);
-}
-
-
-void display_dungeon(void)
-{
-       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++)
-       {
-               for (y = p_ptr->y - Term->hgt / 2 + 1; y <= p_ptr->y + Term->hgt / 2; y++)
-               {
-                       if (in_bounds2(y, x))
-                       {
-
-                               /* Examine the grid */
-                               map_info(y, x, &a, &c, &ta, &tc);
-
-                               /* Hack -- fake monochrome */
-                               if (!use_graphics)
-                               {
-                                       if (world_monster) 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;
-
-               /* Examine the grid */
-               map_info(y, x, &a, &c, &ta, &tc);
-
-               /* Hack -- fake monochrome */
-               if (!use_graphics)
-               {
-                       if (world_monster) 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_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
-
-               /* Update sub-windows */
-               p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-       }
-}
-
-
-/*
- * 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 = (cur_wid - 1 > panel_col_max) ? panel_col_max : cur_wid - 1;
-       ymin = (0 < panel_row_min) ? panel_row_min : 0;
-       ymax = (cur_hgt - 1 > panel_row_max) ? panel_row_max : cur_hgt - 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 (world_monster) 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 = &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 && 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 (world_monster) 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 = (cur_hgt + hgt - 1) / hgt;
-       xrat = (cur_wid + 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, (cur_hgt + 2), TERM_COLOR *);
-       C_MAKE(bigmc, (cur_hgt + 2), char_ptr);
-       C_MAKE(bigmp, (cur_hgt + 2), byte_ptr);
-
-       /* Allocate and wipe each line map */
-       for (y = 0; y < (cur_hgt + 2); y++)
-       {
-               /* Allocate one row each array */
-               C_MAKE(bigma[y], (cur_wid + 2), TERM_COLOR);
-               C_MAKE(bigmc[y], (cur_wid + 2), char);
-               C_MAKE(bigmp[y], (cur_wid + 2), byte);
-
-               for (x = 0; x < cur_wid + 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 < cur_wid; ++i)
-       {
-               for (j = 0; j < cur_hgt; ++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 < cur_hgt; ++j)
-       {
-               for (i = 0; i < cur_wid; ++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 (world_monster) 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 < (cur_hgt + 2); y++)
-       {
-               /* Free one row each array */
-               C_KILL(bigma[y], (cur_wid + 2), TERM_COLOR);
-               C_KILL(bigmc[y], (cur_wid + 2), SYMBOL_CODE);
-               C_KILL(bigmp[y], (cur_wid + 2), byte);
-       }
-
-       /* Free each line map */
-       C_KILL(bigma, (cur_hgt + 2), TERM_COLOR *);
-       C_KILL(bigmc, (cur_hgt + 2), char_ptr);
-       C_KILL(bigmp, (cur_hgt + 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-
- *
- *
- * One of the major bottlenecks in previous versions of Angband was in
- * the calculation of "line of sight" from the player to various grids,
- * such as monsters.  This was such a nasty bottleneck that a lot of
- * silly things were done to reduce the dependancy on "line of sight",
- * for example, you could not "see" any grids in a lit room until you
- * actually entered the room, and there were all kinds of bizarre grid
- * flags to enable this behavior.  This is also why the "call light"
- * spells always lit an entire room.
- *
- * The code below provides functions to calculate the "field of view"
- * for the player, which, once calculated, provides extremely fast
- * calculation of "line of sight from the player", and to calculate
- * the "field of torch lite", which, again, once calculated, provides
- * extremely fast calculation of "which grids are lit by the player's
- * lite source".  In addition to marking grids as "GRID_VIEW" and/or
- * "GRID_LITE", as appropriate, these functions maintain an array for
- * each of these two flags, each array containing the locations of all
- * of the grids marked with the appropriate flag, which can be used to
- * very quickly scan through all of the grids in a given set.
- *
- * To allow more "semantically valid" field of view semantics, whenever
- * the field of view (or the set of torch lit grids) changes, all of the
- * grids in the field of view (or the set of torch lit grids) are "drawn"
- * so that changes in the world will become apparent as soon as possible.
- * This has been optimized so that only grids which actually "change" are
- * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
- * of the grids which are entering or leaving the relevent set of grids.
- *
- * These new methods are so efficient that the old nasty code was removed.
- *
- * Note that there is no reason to "update" the "viewable space" unless
- * the player "moves", or walls/doors are created/destroyed, and there
- * is no reason to "update" the "torch lit grids" unless the field of
- * view changes, or the "light radius" changes.  This means that when
- * the player is resting, or digging, or doing anything that does not
- * involve movement or changing the state of the dungeon, there is no
- * need to update the "view" or the "lite" regions, which is nice.
- *
- * Note that the calls to the nasty "los()" function have been reduced
- * to a bare minimum by the use of the new "field of view" calculations.
- *
- * I wouldn't be surprised if slight modifications to the "update_view()"
- * function would allow us to determine "reverse line-of-sight" as well
- * as "normal line-of-sight", which would allow monsters to use a more
- * "correct" calculation to determine if they can "see" the player.  For
- * 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, x, y;
-
-       /* None to forget */
-       if (!lite_n) return;
-
-       /* Clear them all */
-       for (i = 0; i < lite_n; i++)
-       {
-               y = lite_y[i];
-               x = lite_x[i];
-
-               /* Forget "LITE" flag */
-               grid_array[y][x].info &= ~(CAVE_LITE);
-
-               /* lite_spot(y, x); Perhaps don't need? */
-       }
-
-       /* None left */
-       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; \
-               redraw_y[redraw_n] = (Y); \
-               redraw_x[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 (!(grid_array[Y][X].info & (CAVE_LITE))) \
-       { \
-               grid_array[Y][X].info |= (CAVE_LITE); \
-               lite_y[lite_n] = (Y); \
-               lite_x[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;
-       int 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(&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 < lite_n; i++)
-       {
-               y = lite_y[i];
-               x = lite_x[i];
-
-               /* Mark the grid as not "lite" */
-               grid_array[y][x].info &= ~(CAVE_LITE);
-
-               /* Mark the grid as "seen" */
-               grid_array[y][x].info |= (CAVE_TEMP);
-
-               /* Add it to the "seen" set */
-               temp_y[temp_n] = y;
-               temp_x[temp_n] = x;
-               temp_n++;
-       }
-
-       /* None left */
-       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 > cur_hgt-1) max_y = cur_hgt-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 > cur_wid-1) max_x = cur_wid-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 (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 < lite_n; i++)
-       {
-               y = lite_y[i];
-               x = lite_x[i];
-
-               g_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 < temp_n; i++)
-       {
-               y = temp_y[i];
-               x = temp_x[i];
-
-               g_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 */
-       temp_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 = &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 temp_n does not exceed TEMP_MAX */
-
-       /* New grid */
-       if (!(g_ptr->info & CAVE_MNDK))
-       {
-               /* Save this square */
-               temp_x[temp_n] = x;
-               temp_y[temp_n] = y;
-               temp_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 = &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 temp_n does not exceed TEMP_MAX */
-
-       /* Save this square */
-       temp_x[temp_n] = x;
-       temp_y[temp_n] = y;
-       temp_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 < mon_lite_n; i++)
-       {
-               /* Point to grid */
-               g_ptr = &grid_array[mon_lite_y[i]][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 */
-       temp_n = 0;
-
-       /* If a monster stops time, don't process */
-       if (!world_monster)
-       {
-               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 = &m_list[i];
-                       r_ptr = &r_info[m_ptr->r_idx];
-
-                       /* Skip dead monsters */
-                       if (!m_ptr->r_idx) 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) || (!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) || (!dun_level && !is_daytime()))) continue;
-                               add_mon_lite = mon_dark_hack;
-                               f_flag = FF_PROJECT;
-                               rad = -rad; /* Use absolute value */
-                       }
-
-                       /* Access the location */
-                       mon_fx = m_ptr->fx;
-                       mon_fy = m_ptr->fy;
-
-                       /* Is the monster visible? */
-                       mon_invis = !(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 = &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 = &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 = &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 = &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 = temp_n;
-
-       /*
-        * Look at old set flags to see if there are any changes.
-        */
-       for (i = 0; i < mon_lite_n; i++)
-       {
-               fx = mon_lite_x[i];
-               fy = mon_lite_y[i];
-
-               /* We trust this grid is in bounds */
-
-               /* Point to grid */
-               g_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 */
-               temp_x[temp_n] = fx;
-               temp_y[temp_n] = fy;
-               temp_n++;
-       }
-
-       /* Clear the lite array */
-       mon_lite_n = 0;
-
-       /* Copy the temp array into the lit array lighting the new squares. */
-       for (i = 0; i < end_temp; i++)
-       {
-               fx = temp_x[i];
-               fy = temp_y[i];
-
-               /* We trust this grid is in bounds */
-
-               /* Point to grid */
-               g_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 */
-               mon_lite_x[mon_lite_n] = fx;
-               mon_lite_y[mon_lite_n] = fy;
-               mon_lite_n++;
-       }
-
-       /* Clear the temp flag for the old lit or darken grids */
-       for (i = end_temp; i < temp_n; i++)
-       {
-               /* We trust this grid is in bounds */
-
-               grid_array[temp_y[i]][temp_x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
-       }
-
-       /* Finished with temp_n */
-       temp_n = 0;
-
-       /* Mega-Hack -- Visual update later */
-       p_ptr->update |= (PU_DELAY_VIS);
-
-       p_ptr->monlite = (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 < mon_lite_n; i++)
-       {
-               /* Point to grid */
-               g_ptr = &grid_array[mon_lite_y[i]][mon_lite_x[i]];
-
-               /* Clear monster illumination flag */
-               g_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
-       }
-
-       /* Empty the array */
-       mon_lite_n = 0;
-}
-
-
-
-/*
- * Clear the viewable space
- */
-void forget_view(void)
-{
-       int i;
-
-       grid_type *g_ptr;
-
-       /* None to forget */
-       if (!view_n) return;
-
-       /* Clear them all */
-       for (i = 0; i < view_n; i++)
-       {
-               POSITION y = view_y[i];
-               POSITION x = view_x[i];
-               g_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 */
-       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); \
-    view_y[view_n] = (Y); \
-    view_x[view_n] = (X); \
-    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 = &grid_array[y1][x1];
-       g2_c_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 = &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 = cur_hgt - 1;
-       POSITION x_max = cur_wid - 1;
-
-       grid_type *g_ptr;
-
-       /*** Initialize ***/
-
-       /* Optimize */
-       if (view_reduce_view && !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 < view_n; n++)
-       {
-               y = view_y[n];
-               x = view_x[n];
-               g_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 */
-               temp_y[temp_n] = y;
-               temp_x[temp_n] = x;
-               temp_n++;
-       }
-
-       /* Start over with the "view" array */
-       view_n = 0;
-
-       /*** Step 1 -- adjacent grids ***/
-
-       /* Now start on the player */
-       y = p_ptr->y;
-       x = p_ptr->x;
-       g_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 = &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 = &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 = &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 = &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 = &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 = &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 = &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 = &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 < view_n; n++)
-       {
-               y = view_y[n];
-               x = view_x[n];
-               g_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 < temp_n; n++)
-       {
-               y = temp_y[n];
-               x = temp_x[n];
-               g_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 */
-       temp_n = 0;
-
-       /* Mega-Hack -- Visual update later */
-       p_ptr->update |= (PU_DELAY_VIS);
-}
-
-
-/*
- * Mega-Hack -- Delayed visual update
- * Only used if update_view(), update_lite() or update_mon_lite() was called
- */
-void delayed_visual_update(void)
-{
-       int i;
-       POSITION y, x;
-       grid_type *g_ptr;
-
-       /* Update needed grids */
-       for (i = 0; i < redraw_n; i++)
-       {
-               y = redraw_y[i];
-               x = redraw_x[i];
-               g_ptr = &grid_array[y][x];
-
-               /* Update only needed grids (prevent multiple updating) */
-               if (!(g_ptr->info & CAVE_REDRAW)) continue;
-
-               /* If required, note */
-               if (g_ptr->info & CAVE_NOTE) note_spot(y, x);
-
-               lite_spot(y, x);
-
-               /* Hack -- Visual update of monster on this grid */
-               if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
-
-               /* No longer in the array */
-               g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
-       }
-
-       /* None left */
-       redraw_n = 0;
-}
-
-
-/*
- * Hack -- forget the "flow" information
- */
-void forget_flow(void)
-{
-       POSITION x, y;
-
-       /* Check the entire dungeon */
-       for (y = 0; y < cur_hgt; y++)
-       {
-               for (x = 0; x < cur_wid; x++)
-               {
-                       /* Forget the old data */
-                       grid_array[y][x].dist = 0;
-                       grid_array[y][x].cost = 0;
-                       grid_array[y][x].when = 0;
-               }
-       }
-}
-
-
-/*
- * Hack - speed up the update_flow algorithm by only doing
- * it everytime the player moves out of LOS of the last
- * "way-point".
- */
-static POSITION flow_x = 0;
-static POSITION flow_y = 0;
-
-
-
-/*
- * Hack -- fill in the "cost" field of every grid that the player
- * can "reach" with the number of steps needed to reach that grid.
- * This also yields the "distance" of the player from every grid.
- *
- * In addition, mark the "when" of the grids that can reach
- * the player with the incremented value of "flow_n".
- *
- * Hack -- use the "seen" array as a "circular queue".
- *
- * We do not need a priority queue because the cost from grid
- * to grid is always "one" and we process them in order.
- */
-void update_flow(void)
-{
-       POSITION x, y;
-       DIRECTION d;
-       int flow_head = 1;
-       int flow_tail = 0;
-
-       /* Paranoia -- make sure the array is empty */
-       if (temp_n) return;
-
-       /* The last way-point is on the map */
-       if (running && in_bounds(flow_y, flow_x))
-       {
-               /* The way point is in sight - do not update.  (Speedup) */
-               if (grid_array[flow_y][flow_x].info & CAVE_VIEW) return;
-       }
-
-       /* Erase all of the current flow information */
-       for (y = 0; y < cur_hgt; y++)
-       {
-               for (x = 0; x < cur_wid; x++)
-               {
-                       grid_array[y][x].cost = 0;
-                       grid_array[y][x].dist = 0;
-               }
-       }
-
-       /* Save player position */
-       flow_y = p_ptr->y;
-       flow_x = p_ptr->x;
-
-       /* Add the player's grid to the queue */
-       temp_y[0] = p_ptr->y;
-       temp_x[0] = p_ptr->x;
-
-       /* Now process the queue */
-       while (flow_head != flow_tail)
-       {
-               int ty, tx;
-
-               /* Extract the next entry */
-               ty = temp_y[flow_tail];
-               tx = temp_x[flow_tail];
-
-               /* Forget that entry */
-               if (++flow_tail == TEMP_MAX) flow_tail = 0;
-
-               /* Add the "children" */
-               for (d = 0; d < 8; d++)
-               {
-                       int old_head = flow_head;
-                       byte_hack m = grid_array[ty][tx].cost + 1;
-                       byte_hack n = grid_array[ty][tx].dist + 1;
-                       grid_type *g_ptr;
-
-                       /* Child location */
-                       y = ty + ddy_ddd[d];
-                       x = tx + ddx_ddd[d];
-
-                       /* Ignore player's grid */
-                       if (player_bold(y, x)) continue;
-
-                       g_ptr = &grid_array[y][x];
-
-                       if (is_closed_door(g_ptr->feat)) m += 3;
-
-                       /* Ignore "pre-stamped" entries */
-                       if (g_ptr->dist != 0 && g_ptr->dist <= n && g_ptr->cost <= m) continue;
-
-                       /* Ignore "walls" and "rubble" */
-                       if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
-
-                       /* Save the flow cost */
-                       if (g_ptr->cost == 0 || g_ptr->cost > m) g_ptr->cost = m;
-                       if (g_ptr->dist == 0 || g_ptr->dist > n) g_ptr->dist = n;
-
-                       /* Hack -- limit flow depth */
-                       if (n == MONSTER_FLOW_DEPTH) continue;
-
-                       /* Enqueue that entry */
-                       temp_y[flow_head] = y;
-                       temp_x[flow_head] = x;
-
-                       /* Advance the queue */
-                       if (++flow_head == TEMP_MAX) flow_head = 0;
-
-                       /* Hack -- notice overflow by forgetting new entry */
-                       if (flow_head == flow_tail) flow_head = old_head;
-               }
-       }
-}
-
-
-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 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 < cur_hgt; y++)
-               {
-                       for (x = 0; x < cur_wid; x++)
-                       {
-                               int w = grid_array[y][x].when;
-                               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 = &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 < cur_hgt - 1; y++)
-       {
-               for (x = 1; x < cur_wid - 1; x++)
-               {
-                       if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
-
-                       g_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 = &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 = &grid_array[y][x];
-       feature_type *f_ptr = &f_info[feat];
-       bool old_los, old_mirror;
-
-       if (!character_dungeon)
-       {
-               /* Clear mimic type */
-               g_ptr->mimic = 0;
-
-               /* Change the feature */
-               g_ptr->feat = feat;
-
-               /* Hack -- glow the GLOW terrain */
-               if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
-               {
-                       DIRECTION i;
-                       POSITION yy, xx;
-
-                       for (i = 0; i < 9; i++)
-                       {
-                               yy = y + ddy_ddd[i];
-                               xx = x + ddx_ddd[i];
-                               if (!in_bounds2(yy, xx)) continue;
-                               grid_array[yy][xx].info |= CAVE_GLOW;
-                       }
-               }
-
-               return;
-       }
-
-       old_los = cave_have_flag_bold(y, x, FF_LOS);
-       old_mirror = is_mirror_grid(g_ptr);
-
-       /* Clear mimic type */
-       g_ptr->mimic = 0;
-
-       /* Change the feature */
-       g_ptr->feat = feat;
-
-       /* Remove flag for mirror/glyph */
-       g_ptr->info &= ~(CAVE_OBJECT);
-
-       if (old_mirror && (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
-       {
-               g_ptr->info &= ~(CAVE_GLOW);
-               if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
-
-               update_local_illumination(y, x);
-       }
-
-       /* Check for change to boring grid */
-       if (!have_flag(f_ptr->flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
-       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 */
-       if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
-       {
-
-#ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
-
-               update_local_illumination(y, x);
-
-#endif /* COMPLEX_WALL_ILLUMINATION */
-
-               /* Update the visuals */
-               p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
-       }
-
-       /* Hack -- glow the GLOW terrain */
-       if (have_flag(f_ptr->flags, FF_GLOW) && !(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 = &grid_array[yy][xx];
-                       cc_ptr->info |= CAVE_GLOW;
-
-                       if (player_has_los_grid(cc_ptr))
-                       {
-                               if (cc_ptr->m_idx) update_monster(cc_ptr->m_idx, FALSE);
-
-                               note_spot(yy, xx);
-
-                               lite_spot(yy, xx);
-                       }
-
-                       update_local_illumination(yy, xx);
-               }
-
-               if (p_ptr->special_defense & NINJA_S_STEALTH)
-               {
-                       if (grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
-               }
-       }
-}
-
-
-FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat)
-{
-       feature_type *f_ptr = &f_info[newfeat];
-
-       if (have_flag(f_ptr->flags, FF_CONVERT))
-       {
-               switch (f_ptr->subtype)
-               {
-               case CONVERT_TYPE_FLOOR:
-                       return feat_ground_type[randint0(100)];
-               case CONVERT_TYPE_WALL:
-                       return feat_wall_type[randint0(100)];
-               case CONVERT_TYPE_INNER:
-                       return feat_wall_inner;
-               case CONVERT_TYPE_OUTER:
-                       return feat_wall_outer;
-               case CONVERT_TYPE_SOLID:
-                       return feat_wall_solid;
-               case CONVERT_TYPE_STREAM1:
-                       return d_info[p_ptr->dungeon_idx].stream1;
-               case CONVERT_TYPE_STREAM2:
-                       return d_info[p_ptr->dungeon_idx].stream2;
-               default:
-                       return newfeat;
-               }
-       }
-       else return newfeat;
-}
-
-
-/*
- * Take a feature, determine what that feature becomes
- * through applying the given action.
- */
-FEAT_IDX feat_state(FEAT_IDX feat, int action)
-{
-       feature_type *f_ptr = &f_info[feat];
-       int i;
-
-       /* Get the new feature */
-       for (i = 0; i < MAX_FEAT_STATES; i++)
-       {
-               if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
-       }
-
-       if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
-
-       return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
-}
-
-/*
- * Takes a location and action and changes the feature at that 
- * location through applying the given action.
- */
-void cave_alter_feat(POSITION y, POSITION x, int action)
-{
-       /* Set old feature */
-       FEAT_IDX oldfeat = grid_array[y][x].feat;
-
-       /* Get the new feat */
-       FEAT_IDX newfeat = feat_state(oldfeat, action);
-
-       /* No change */
-       if (newfeat == oldfeat) return;
-
-       /* Set the new feature */
-       cave_set_feat(y, x, newfeat);
-
-       if (!(feature_action_flags[action] & FAF_NO_DROP))
-       {
-               feature_type *old_f_ptr = &f_info[oldfeat];
-               feature_type *f_ptr = &f_info[newfeat];
-               bool found = FALSE;
-
-               /* Handle gold */
-               if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
-               {
-                       /* Place some gold */
-                       place_gold(y, x);
-                       found = TRUE;
-               }
-
-               /* Handle item */
-               if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - dun_level / 2)))
-               {
-                       /* Place object */
-                       place_object(y, x, 0L);
-                       found = TRUE;
-               }
-
-               if (found && character_dungeon && player_can_see_bold(y, x))
-               {
-                       msg_print(_("何かを発見した!", "You have found something!"));
-               }
-       }
-
-       if (feature_action_flags[action] & FAF_CRASH_GLASS)
-       {
-               feature_type *old_f_ptr = &f_info[oldfeat];
-
-               if (have_flag(old_f_ptr->flags, FF_GLASS) && character_dungeon)
-               {
-                       project(PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(dun_level, 100) / 4, GF_SHARDS,
-                               (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
-               }
-       }
-}
-
-
-/* Remove a mirror */
-void remove_mirror(POSITION y, POSITION x)
-{
-       grid_type *g_ptr = &grid_array[y][x];
-
-       /* Remove the mirror */
-       g_ptr->info &= ~(CAVE_OBJECT);
-       g_ptr->mimic = 0;
-
-       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
-       {
-               g_ptr->info &= ~(CAVE_GLOW);
-               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);
-       }
-
-       note_spot(y, x);
-
-       lite_spot(y, x);
-}
-
-
-/*
- *  Return TRUE if there is a mirror on the grid.
- */
-bool is_mirror_grid(grid_type *g_ptr)
-{
-       if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MIRROR))
-               return TRUE;
-       else
-               return FALSE;
-}
-
-
-/*
- *  Return TRUE if there is a mirror on the grid.
- */
-bool is_glyph_grid(grid_type *g_ptr)
-{
-       if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_GLYPH))
-               return TRUE;
-       else
-               return FALSE;
-}
-
-
-/*
- *  Return TRUE if there is a mirror on the grid.
- */
-bool is_explosive_rune_grid(grid_type *g_ptr)
-{
-       if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MINOR_GLYPH))
-               return TRUE;
-       else
-               return FALSE;
-}
-
-
-/*
- * Calculate "incremental motion". Used by project() and shoot().
- * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
- */
-void mmove2(POSITION *y, POSITION *x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
-{
-       POSITION dy, dx, dist, shift;
-
-       /* Extract the distance travelled */
-       dy = (*y < y1) ? y1 - *y : *y - y1;
-       dx = (*x < x1) ? x1 - *x : *x - x1;
-
-       /* Number of steps */
-       dist = (dy > dx) ? dy : dx;
-
-       /* We are calculating the next location */
-       dist++;
-
-
-       /* Calculate the total distance along each axis */
-       dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
-       dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
-
-       /* Paranoia -- Hack -- no motion */
-       if (!dy && !dx) return;
-
-
-       /* Move mostly vertically */
-       if (dy > dx)
-       {
-               /* Extract a shift factor */
-               shift = (dist * dx + (dy - 1) / 2) / dy;
-
-               /* Sometimes move along the minor axis */
-               (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
-
-               /* Always move along major axis */
-               (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
-       }
-
-       /* Move mostly horizontally */
-       else
-       {
-               /* Extract a shift factor */
-               shift = (dist * dy + (dx - 1) / 2) / dx;
-
-               /* Sometimes move along the minor axis */
-               (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
-
-               /* Always move along major axis */
-               (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
-       }
-}
-
-
-
-/*
- * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
- * at the final destination, assuming no monster gets in the way.
- *
- * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
- */
-bool projectable(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
-{
-       POSITION y, x;
-
-       int grid_n = 0;
-       u16b grid_g[512];
-
-       /* Check the projection path */
-       grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
-
-       /* Identical grid */
-       if (!grid_n) return TRUE;
-
-       /* Final grid */
-       y = GRID_Y(grid_g[grid_n - 1]);
-       x = GRID_X(grid_g[grid_n - 1]);
-
-       /* May not end in an unrequested grid */
-       if ((y != y2) || (x != x2)) return (FALSE);
-
-       /* Assume okay */
-       return (TRUE);
-}
-
-
-/*
- * Standard "find me a location" function
- *
- * Obtains a legal location within the given distance of the initial
- * location, and with "los()" from the source to destination location.
- *
- * This function is often called from inside a loop which searches for
- * locations while increasing the "d" distance.
- *
- * Currently the "m" parameter is unused.
- */
-void scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode)
-{
-       POSITION nx, ny;
-
-       /* Pick a location */
-       while (TRUE)
-       {
-               /* Pick a new location */
-               ny = rand_spread(y, d);
-               nx = rand_spread(x, d);
-
-               /* Ignore annoying locations */
-               if (!in_bounds(ny, nx)) continue;
-
-               /* Ignore "excessively distant" locations */
-               if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
-
-               if (mode & PROJECT_LOS)
-               {
-                       if(los(y, x, ny, nx)) break;
-               }
-               else
-               {
-                       if(projectable(y, x, ny, nx)) break;
-               }
-
-       }
-
-       /* Save the location */
-       (*yp) = ny;
-       (*xp) = nx;
-}
-
-
-
-
-/*
- * 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);
-}
-
-
-
-/*
- * Something has happened to disturb the player.
- *
- * The first arg indicates a major disturbance, which affects search.
- *
- * The second arg is currently unused, but could induce output flush.
- *
- * All disturbance cancels repeated commands, resting, and running.
- */
-void disturb(bool stop_search, bool stop_travel)
-{
-#ifndef TRAVEL
-       /* Unused */
-       stop_travel = stop_travel;
-#endif
-
-       /* Cancel auto-commands */
-       /* command_new = 0; */
-
-       /* Cancel repeated commands */
-       if (command_rep)
-       {
-               /* Cancel */
-               command_rep = 0;
-
-               /* Redraw the state (later) */
-               p_ptr->redraw |= (PR_STATE);
-       }
-
-       /* Cancel Resting */
-       if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
-       {
-               /* Cancel */
-               set_action(ACTION_NONE);
-       }
-
-       /* Cancel running */
-       if (running)
-       {
-               /* Cancel */
-               running = 0;
-
-               /* Check for new panel if appropriate */
-               if (center_player && !center_running) verify_panel();
-
-               /* Calculate torch radius */
-               p_ptr->update |= (PU_TORCH);
-
-               /* Update monster flow */
-               p_ptr->update |= (PU_FLOW);
-       }
-
-#ifdef TRAVEL
-       if (stop_travel)
-       {
-               /* Cancel */
-               travel.run = 0;
-
-               /* Check for new panel if appropriate */
-               if (center_player && !center_running) verify_panel();
-
-               /* Calculate torch radius */
-               p_ptr->update |= (PU_TORCH);
-       }
-#endif
-
-       /* Flush the input if requested */
-       if (flush_disturb) flush();
-}
-
-
-/*
- * Glow deep lava and building entrances in the floor
- */
-void glow_deep_lava_and_bldg(void)
-{
-       POSITION y, x, yy, xx;
-       DIRECTION i;
-       grid_type *g_ptr;
-
-       /* Not in the darkness dungeon */
-       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) return;
-
-       for (y = 0; y < cur_hgt; y++)
-       {
-               for (x = 0; x < cur_wid; x++)
-               {
-                       g_ptr = &grid_array[y][x];
-
-                       /* Feature code (applying "mimic" field) */
-
-                       if (have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_GLOW))
-                       {
-                               for (i = 0; i < 9; i++)
-                               {
-                                       yy = y + ddy_ddd[i];
-                                       xx = x + ddx_ddd[i];
-                                       if (!in_bounds2(yy, xx)) continue;
-                                       grid_array[yy][xx].info |= CAVE_GLOW;
-                               }
-                       }
-               }
-       }
-
-       /* Update the view and lite */
-       p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
-
-       p_ptr->redraw |= (PR_MAP);
-}
-
-/*!
-* @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
-* @param y 移動先Y座標
-* @param x 移動先X座標
-* @param mode オプション
-* @return テレポート先として妥当ならばtrue
-*/
-bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode)
-{
-       monster_type *m_ptr = &m_list[m_idx];
-       grid_type    *g_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;
-
-       /* Hack -- no teleport onto glyph of warding */
-       if (is_glyph_grid(g_ptr)) return FALSE;
-       if (is_explosive_rune_grid(g_ptr)) return FALSE;
-
-       if (!(mode & TELEPORT_PASSIVE))
-       {
-               if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
-       }
-
-       return TRUE;
-}
-
-/*!
-* @brief 指定されたマスにプレイヤーがテレポート可能かどうかを判定する。
-* @param y 移動先Y座標
-* @param x 移動先X座標
-* @param mode オプション
-* @return テレポート先として妥当ならばtrue
-*/
-bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode)
-{
-       grid_type    *g_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;
-
-       /* No magical teleporting into vaults and such */
-       if (!(mode & TELEPORT_NONMAGICAL) && (g_ptr->info & CAVE_ICKY)) return FALSE;
-
-       if (g_ptr->m_idx && (g_ptr->m_idx != p_ptr->riding)) return FALSE;
-
-       /* don't teleport on a trap. */
-       if (have_flag(f_ptr->flags, FF_HIT_TRAP)) return FALSE;
-
-       if (!(mode & TELEPORT_PASSIVE))
-       {
-               if (!player_can_enter(g_ptr->feat, 0)) return FALSE;
-
-               if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
-               {
-                       if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE;
-               }
-
-               if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN())
-               {
-                       /* Always forbid deep lava */
-                       if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
-
-                       /* Forbid shallow lava when the player don't have levitation */
-                       if (!p_ptr->levitation) return FALSE;
-               }
-
-       }
-
-       return TRUE;
-}
-
-/*!
- * @brief 地形は開くものであって、かつ開かれているかを返す /
- * Attempt to open the given chest at the given location
- * @param feat 地形ID
- * @return 開いた地形である場合TRUEを返す /  Return TRUE if the given feature is an open door
- */
-bool is_open(FEAT_IDX feat)
-{
-       return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
-}
index 4e50102..d6ab9e3 100644 (file)
@@ -1,18 +1,26 @@
-/*!
- * @file grid.c
- * @brief ダンジョンの生成処理の基幹部分 / low-level dungeon creation primitives
- * @date 2014/01/04
- * @author
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
- *\n
- * This software may be copied and distributed for educational, research,\n
- * and not for profit purposes provided that this copyright and statement\n
- * are included in all such copies.  Other copyrights may also apply.\n
- * \n
- * 2014 Deskull Doxygen向けのコメント整理\n
- */
+
+ /*!
+  * @file grid.c
+  * @brief グリッドの実装 / low level dungeon routines -BEN-
+  * @date 2013/12/30
+  * @author
+  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
+  *\n
+  * This software may be copied and distributed for educational, research,\n
+  * and not for profit purposes provided that this copyright and statement\n
+  * are included in all such copies.  Other copyrights may also apply.\n
+  * \n
+  * Support for Adam Bolt's tileset, lighting and transparency effects\n
+  * by Robert Ruehlmann (rr9@angband.org)\n
+  * \n
+  * 2013 Deskull Doxygen向けのコメント整理\n
+  */
+
 
 #include "angband.h"
+#include "world.h"
+#include "projection.h"
+#include "object-hook.h"
 #include "generate.h"
 #include "grid.h"
 #include "trap.h"
 #include "monster.h"
 #include "quest.h"
 
+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 */
+
 
 /*!
  * @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
@@ -777,3 +790,4947 @@ void place_bound_perm_wall(grid_type *g_ptr)
        /* Add "solid" perma-wall */
        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 地形が罠持ちであるかの判定を行う。 / Return TRUE if the given feature is a trap
+ * @param feat 地形情報のID
+ * @return 罠持ちの地形ならばTRUEを返す。
+ */
+bool is_trap(FEAT_IDX feat)
+{
+       return have_flag(f_info[feat].flags, FF_TRAP);
+}
+
+/*!
+ * @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
+ * @return 看破済みの罠があるならTRUEを返す。
+ */
+bool is_known_trap(grid_type *g_ptr)
+{
+       if (!g_ptr->mimic && !cave_have_flag_grid(g_ptr, FF_SECRET) &&
+               is_trap(g_ptr->feat)) return TRUE;
+       else
+               return FALSE;
+}
+
+/*!
+ * @brief 地形が閉じたドアであるかの判定を行う。 / Return TRUE if the given grid is a closed door
+ * @param feat 地形情報のID
+ * @return 閉じたドアのある地形ならばTRUEを返す。
+ */
+bool is_closed_door(FEAT_IDX feat)
+{
+       feature_type *f_ptr = &f_info[feat];
+
+       return (have_flag(f_ptr->flags, FF_OPEN) || have_flag(f_ptr->flags, FF_BASH)) &&
+               !have_flag(f_ptr->flags, FF_MOVE);
+}
+
+/*!
+ * @brief マスに隠されたドアがあるかの判定を行う。 / Return TRUE if the given grid is a hidden closed door
+ * @param g_ptr マス構造体の参照ポインタ
+ * @return 隠されたドアがあるならTRUEを返す。
+ */
+bool is_hidden_door(grid_type *g_ptr)
+{
+       if ((g_ptr->mimic || cave_have_flag_grid(g_ptr, FF_SECRET)) &&
+               is_closed_door(g_ptr->feat))
+               return TRUE;
+       else
+               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 */
+
+
+/*!
+ * @brief 指定された座標のマスが現在照らされているかを返す。 / Check for "local" illumination
+ * @param y y座標
+ * @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)
+{
+       /* Hack -- move towards player */
+       POSITION yy = (y < p_ptr->y) ? (y + 1) : (y > p_ptr->y) ? (y - 1) : y;
+       POSITION xx = (x < p_ptr->x) ? (x + 1) : (x > p_ptr->x) ? (x - 1) : x;
+
+       /* Check for "local" illumination */
+
+#ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
+
+       /* Check for "complex" illumination */
+       if ((feat_supports_los(get_feat_mimic(&grid_array[yy][xx])) &&
+               (grid_array[yy][xx].info & CAVE_GLOW)) ||
+               (feat_supports_los(get_feat_mimic(&grid_array[y][xx])) &&
+               (grid_array[y][xx].info & CAVE_GLOW)) ||
+                       (feat_supports_los(get_feat_mimic(&grid_array[yy][x])) &&
+               (grid_array[yy][x].info & CAVE_GLOW)))
+       {
+               return TRUE;
+       }
+       else return FALSE;
+
+#else /* COMPLEX_WALL_ILLUMINATION */
+
+       /* Check for "simple" illumination */
+       return (grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
+
+#endif /* COMPLEX_WALL_ILLUMINATION */
+}
+
+
+/*! 対象座標のマスの照明状態を更新する際の補助処理マクロ */
+#define update_local_illumination_aux(Y, X) \
+{ \
+       if (player_has_los_bold((Y), (X))) \
+       { \
+               /* Update the monster */ \
+               if (grid_array[(Y)][(X)].m_idx) update_monster(grid_array[(Y)][(X)].m_idx, FALSE); \
+\
+               /* Notice and redraw */ \
+               note_spot((Y), (X)); \
+               lite_spot((Y), (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
+ * @return なし
+ */
+void update_local_illumination(POSITION y, POSITION x)
+{
+       int i;
+       POSITION yy, xx;
+
+       if (!in_bounds(y, x)) return;
+
+#ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
+
+       if ((y != p_ptr->y) && (x != p_ptr->x))
+       {
+               yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
+               xx = (x < p_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 */
+       {
+               xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
+               for (i = -1; i <= 1; i++)
+               {
+                       yy = y + i;
+                       update_local_illumination_aux(yy, xx);
+               }
+               yy = y - 1;
+               update_local_illumination_aux(yy, x);
+               yy = y + 1;
+               update_local_illumination_aux(yy, x);
+       }
+       else if (y != p_ptr->y) /* x == p_ptr->x */
+       {
+               yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
+               for (i = -1; i <= 1; i++)
+               {
+                       xx = x + i;
+                       update_local_illumination_aux(yy, xx);
+               }
+               xx = x - 1;
+               update_local_illumination_aux(y, xx);
+               xx = x + 1;
+               update_local_illumination_aux(y, xx);
+       }
+       else /* Player's grid */
+       {
+               for (i = 0; i < 8; i++)
+               {
+                       yy = y + ddy_cdd[i];
+                       xx = x + ddx_cdd[i];
+                       update_local_illumination_aux(yy, xx);
+               }
+       }
+
+#else /* COMPLEX_WALL_ILLUMINATION */
+
+       if ((y != p_ptr->y) && (x != p_ptr->x))
+       {
+               yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
+               xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
+               update_local_illumination_aux(yy, xx);
+       }
+       else if (x != p_ptr->x) /* y == p_ptr->y */
+       {
+               xx = (x < p_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 */
+       {
+               yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
+               for (i = -1; i <= 1; i++)
+               {
+                       xx = x + i;
+                       update_local_illumination_aux(yy, xx);
+               }
+       }
+       else /* Player's grid */
+       {
+               for (i = 0; i < 8; i++)
+               {
+                       yy = y + ddy_cdd[i];
+                       xx = x + ddx_cdd[i];
+                       update_local_illumination_aux(yy, xx);
+               }
+       }
+
+#endif /* COMPLEX_WALL_ILLUMINATION */
+}
+
+
+/*!
+ * @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 = &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。
+ */
+bool no_lite(void)
+{
+       return (!player_can_see_bold(p_ptr->y, p_ptr->x));
+}
+
+
+/*!
+ * @brief 指定された座標が地震や階段生成の対象となるマスかを返す。 / Determine if a given location may be "destroyed"
+ * @param y y座標
+ * @param x x座標
+ * @return 各種の変更が可能ならTRUEを返す。
+ * @details
+ * 条件は永久地形でなく、なおかつ該当のマスにアーティファクトが存在しないか、である。英語の旧コメントに反して*破壊*の抑止判定には現在使われていない。
+ */
+bool cave_valid_bold(POSITION y, POSITION x)
+{
+       grid_type *g_ptr = &grid_array[y][x];
+       OBJECT_IDX this_o_idx, next_o_idx = 0;
+
+       /* Forbid perma-grids */
+       if (cave_perma_grid(g_ptr)) return (FALSE);
+
+       /* Check objects */
+       for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+       {
+               object_type *o_ptr;
+               o_ptr = &o_list[this_o_idx];
+
+               /* Acquire next object */
+               next_o_idx = o_ptr->next_o_idx;
+
+               /* Forbid artifact grids */
+               if (object_is_artifact(o_ptr)) return (FALSE);
+       }
+
+       /* Accept */
+       return (TRUE);
+}
+
+
+
+
+/*!
+ * 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
+ */
+static void image_monster(TERM_COLOR *ap, SYMBOL_CODE *cp)
+{
+       /* 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 */
+       {
+               *cp = (one_in_(25) ?
+                       image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
+                       image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
+
+               /* 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 "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 grid_array */
+       grid_type *g_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))
+               {
+                       /* Hallucinate */
+                       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 = &o_list[this_o_idx];
+
+               /* Acquire next object */
+               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 = &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
+                               {
+                                       /* Hallucinatory monster */
+                                       image_monster(ap, cp);
+                               }
+                       }
+                       else
+                       {
+                               /* Monster attr/char */
+                               a = r_ptr->x_attr;
+                               c = r_ptr->x_char;
+
+                               /* Normal monsters */
+                               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 (world_monster) 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);
+       }
+}
+
+
+
+
+
+/*
+ * Memorize interesting viewable object/features in the given grid
+ *
+ * This function should only be called on "legal" grids.
+ *
+ * This function will memorize the object and/or feature in the given
+ * grid, if they are (1) viewable and (2) interesting.  Note that all
+ * objects are interesting, all terrain features except floors (and
+ * invisible traps) are interesting, and floors (and invisible traps)
+ * are interesting sometimes (depending on various options involving
+ * the illumination of floor grids).
+ *
+ * The automatic memorization of all objects and non-floor terrain
+ * features as soon as they are displayed allows incredible amounts
+ * of optimization in various places, especially "map_info()".
+ *
+ * Note that the memorization of objects is completely separate from
+ * the memorization of terrain features, preventing annoying floor
+ * memorization when a detected object is picked up from a dark floor,
+ * and object memorization when an object is dropped into a floor grid
+ * which is memorized but out-of-sight.
+ *
+ * This function should be called every time the "memorization" of
+ * a grid (or the object in a grid) is called into question, such
+ * as when an object is created in a grid, when a terrain feature
+ * "changes" from "floor" to "non-floor", when any grid becomes
+ * "illuminated" or "viewable", and when a "floor" grid becomes
+ * "torch-lit".
+ *
+ * Note the relatively efficient use of this function by the various
+ * "update_view()" and "update_lite()" calls, to allow objects and
+ * terrain features to be memorized (and drawn) whenever they become
+ * viewable or illuminated in any way, but not when they "maintain"
+ * or "lose" their previous viewability or illumination.
+ *
+ * Note the butchered "internal" version of "player_can_see_bold()",
+ * optimized primarily for the most common cases, that is, for the
+ * non-marked floor grids.
+ */
+void note_spot(POSITION y, POSITION x)
+{
+       grid_type *g_ptr = &grid_array[y][x];
+       OBJECT_IDX this_o_idx, next_o_idx = 0;
+
+       /* Blind players see nothing */
+       if (p_ptr->blind) return;
+
+       /* Analyze non-torch-lit grids */
+       if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT)))
+       {
+               /* Require line of sight to the grid */
+               if (!(g_ptr->info & (CAVE_VIEW))) return;
+
+               /* Require "perma-lite" of the grid */
+               if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
+               {
+                       /* Not Ninja */
+                       if (!p_ptr->see_nocto) return;
+               }
+       }
+
+
+       /* Hack -- memorize objects */
+       for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+       {
+               object_type *o_ptr = &o_list[this_o_idx];
+
+               /* Acquire next object */
+               next_o_idx = o_ptr->next_o_idx;
+
+               /* Memorize objects */
+               o_ptr->marked |= OM_FOUND;
+       }
+
+
+       /* Hack -- memorize grids */
+       if (!(g_ptr->info & (CAVE_MARK)))
+       {
+               /* Feature code (applying "mimic" field) */
+               feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
+
+               /* Memorize some "boring" grids */
+               if (!have_flag(f_ptr->flags, FF_REMEMBER))
+               {
+                       /* Option -- memorize all torch-lit floors */
+                       if (view_torch_grids &&
+                               ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
+                       {
+                               g_ptr->info |= (CAVE_MARK);
+                       }
+
+                       /* Option -- memorize all perma-lit floors */
+                       else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
+                       {
+                               g_ptr->info |= (CAVE_MARK);
+                       }
+               }
+
+               /* Memorize normal grids */
+               else if (have_flag(f_ptr->flags, FF_LOS))
+               {
+                       g_ptr->info |= (CAVE_MARK);
+               }
+
+               /* Memorize torch-lit walls */
+               else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
+               {
+                       g_ptr->info |= (CAVE_MARK);
+               }
+
+               /* Memorize walls seen by noctovision of Ninja */
+               else if (p_ptr->see_nocto)
+               {
+                       g_ptr->info |= (CAVE_MARK);
+               }
+
+               /* Memorize certain non-torch-lit wall grids */
+               else if (check_local_illumination(y, x))
+               {
+                       g_ptr->info |= (CAVE_MARK);
+               }
+       }
+
+       /* Memorize terrain of the grid */
+       g_ptr->info |= (CAVE_KNOWN);
+}
+
+
+void display_dungeon(void)
+{
+       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++)
+       {
+               for (y = p_ptr->y - Term->hgt / 2 + 1; y <= p_ptr->y + Term->hgt / 2; y++)
+               {
+                       if (in_bounds2(y, x))
+                       {
+
+                               /* Examine the grid */
+                               map_info(y, x, &a, &c, &ta, &tc);
+
+                               /* Hack -- fake monochrome */
+                               if (!use_graphics)
+                               {
+                                       if (world_monster) 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;
+
+               /* Examine the grid */
+               map_info(y, x, &a, &c, &ta, &tc);
+
+               /* Hack -- fake monochrome */
+               if (!use_graphics)
+               {
+                       if (world_monster) 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_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
+
+               /* Update sub-windows */
+               p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+       }
+}
+
+
+/*
+ * 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 = (cur_wid - 1 > panel_col_max) ? panel_col_max : cur_wid - 1;
+       ymin = (0 < panel_row_min) ? panel_row_min : 0;
+       ymax = (cur_hgt - 1 > panel_row_max) ? panel_row_max : cur_hgt - 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 (world_monster) 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 = &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 && 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 (world_monster) 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 = (cur_hgt + hgt - 1) / hgt;
+       xrat = (cur_wid + 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, (cur_hgt + 2), TERM_COLOR *);
+       C_MAKE(bigmc, (cur_hgt + 2), char_ptr);
+       C_MAKE(bigmp, (cur_hgt + 2), byte_ptr);
+
+       /* Allocate and wipe each line map */
+       for (y = 0; y < (cur_hgt + 2); y++)
+       {
+               /* Allocate one row each array */
+               C_MAKE(bigma[y], (cur_wid + 2), TERM_COLOR);
+               C_MAKE(bigmc[y], (cur_wid + 2), char);
+               C_MAKE(bigmp[y], (cur_wid + 2), byte);
+
+               for (x = 0; x < cur_wid + 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 < cur_wid; ++i)
+       {
+               for (j = 0; j < cur_hgt; ++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 < cur_hgt; ++j)
+       {
+               for (i = 0; i < cur_wid; ++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 (world_monster) 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 < (cur_hgt + 2); y++)
+       {
+               /* Free one row each array */
+               C_KILL(bigma[y], (cur_wid + 2), TERM_COLOR);
+               C_KILL(bigmc[y], (cur_wid + 2), SYMBOL_CODE);
+               C_KILL(bigmp[y], (cur_wid + 2), byte);
+       }
+
+       /* Free each line map */
+       C_KILL(bigma, (cur_hgt + 2), TERM_COLOR *);
+       C_KILL(bigmc, (cur_hgt + 2), char_ptr);
+       C_KILL(bigmp, (cur_hgt + 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-
+ *
+ *
+ * One of the major bottlenecks in previous versions of Angband was in
+ * the calculation of "line of sight" from the player to various grids,
+ * such as monsters.  This was such a nasty bottleneck that a lot of
+ * silly things were done to reduce the dependancy on "line of sight",
+ * for example, you could not "see" any grids in a lit room until you
+ * actually entered the room, and there were all kinds of bizarre grid
+ * flags to enable this behavior.  This is also why the "call light"
+ * spells always lit an entire room.
+ *
+ * The code below provides functions to calculate the "field of view"
+ * for the player, which, once calculated, provides extremely fast
+ * calculation of "line of sight from the player", and to calculate
+ * the "field of torch lite", which, again, once calculated, provides
+ * extremely fast calculation of "which grids are lit by the player's
+ * lite source".  In addition to marking grids as "GRID_VIEW" and/or
+ * "GRID_LITE", as appropriate, these functions maintain an array for
+ * each of these two flags, each array containing the locations of all
+ * of the grids marked with the appropriate flag, which can be used to
+ * very quickly scan through all of the grids in a given set.
+ *
+ * To allow more "semantically valid" field of view semantics, whenever
+ * the field of view (or the set of torch lit grids) changes, all of the
+ * grids in the field of view (or the set of torch lit grids) are "drawn"
+ * so that changes in the world will become apparent as soon as possible.
+ * This has been optimized so that only grids which actually "change" are
+ * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
+ * of the grids which are entering or leaving the relevent set of grids.
+ *
+ * These new methods are so efficient that the old nasty code was removed.
+ *
+ * Note that there is no reason to "update" the "viewable space" unless
+ * the player "moves", or walls/doors are created/destroyed, and there
+ * is no reason to "update" the "torch lit grids" unless the field of
+ * view changes, or the "light radius" changes.  This means that when
+ * the player is resting, or digging, or doing anything that does not
+ * involve movement or changing the state of the dungeon, there is no
+ * need to update the "view" or the "lite" regions, which is nice.
+ *
+ * Note that the calls to the nasty "los()" function have been reduced
+ * to a bare minimum by the use of the new "field of view" calculations.
+ *
+ * I wouldn't be surprised if slight modifications to the "update_view()"
+ * function would allow us to determine "reverse line-of-sight" as well
+ * as "normal line-of-sight", which would allow monsters to use a more
+ * "correct" calculation to determine if they can "see" the player.  For
+ * 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, x, y;
+
+       /* None to forget */
+       if (!lite_n) return;
+
+       /* Clear them all */
+       for (i = 0; i < lite_n; i++)
+       {
+               y = lite_y[i];
+               x = lite_x[i];
+
+               /* Forget "LITE" flag */
+               grid_array[y][x].info &= ~(CAVE_LITE);
+
+               /* lite_spot(y, x); Perhaps don't need? */
+       }
+
+       /* None left */
+       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; \
+               redraw_y[redraw_n] = (Y); \
+               redraw_x[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 (!(grid_array[Y][X].info & (CAVE_LITE))) \
+       { \
+               grid_array[Y][X].info |= (CAVE_LITE); \
+               lite_y[lite_n] = (Y); \
+               lite_x[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;
+       int 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(&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 < lite_n; i++)
+       {
+               y = lite_y[i];
+               x = lite_x[i];
+
+               /* Mark the grid as not "lite" */
+               grid_array[y][x].info &= ~(CAVE_LITE);
+
+               /* Mark the grid as "seen" */
+               grid_array[y][x].info |= (CAVE_TEMP);
+
+               /* Add it to the "seen" set */
+               temp_y[temp_n] = y;
+               temp_x[temp_n] = x;
+               temp_n++;
+       }
+
+       /* None left */
+       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 > cur_hgt - 1) max_y = cur_hgt - 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 > cur_wid - 1) max_x = cur_wid - 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 (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 < lite_n; i++)
+       {
+               y = lite_y[i];
+               x = lite_x[i];
+
+               g_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 < temp_n; i++)
+       {
+               y = temp_y[i];
+               x = temp_x[i];
+
+               g_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 */
+       temp_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 = &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 temp_n does not exceed TEMP_MAX */
+
+       /* New grid */
+       if (!(g_ptr->info & CAVE_MNDK))
+       {
+               /* Save this square */
+               temp_x[temp_n] = x;
+               temp_y[temp_n] = y;
+               temp_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 = &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 temp_n does not exceed TEMP_MAX */
+
+       /* Save this square */
+       temp_x[temp_n] = x;
+       temp_y[temp_n] = y;
+       temp_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 < mon_lite_n; i++)
+       {
+               /* Point to grid */
+               g_ptr = &grid_array[mon_lite_y[i]][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 */
+       temp_n = 0;
+
+       /* If a monster stops time, don't process */
+       if (!world_monster)
+       {
+               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 = &m_list[i];
+                       r_ptr = &r_info[m_ptr->r_idx];
+
+                       /* Skip dead monsters */
+                       if (!m_ptr->r_idx) 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) || (!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) || (!dun_level && !is_daytime()))) continue;
+                               add_mon_lite = mon_dark_hack;
+                               f_flag = FF_PROJECT;
+                               rad = -rad; /* Use absolute value */
+                       }
+
+                       /* Access the location */
+                       mon_fx = m_ptr->fx;
+                       mon_fy = m_ptr->fy;
+
+                       /* Is the monster visible? */
+                       mon_invis = !(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 = &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 = &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 = &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 = &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 = temp_n;
+
+       /*
+        * Look at old set flags to see if there are any changes.
+        */
+       for (i = 0; i < mon_lite_n; i++)
+       {
+               fx = mon_lite_x[i];
+               fy = mon_lite_y[i];
+
+               /* We trust this grid is in bounds */
+
+               /* Point to grid */
+               g_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 */
+               temp_x[temp_n] = fx;
+               temp_y[temp_n] = fy;
+               temp_n++;
+       }
+
+       /* Clear the lite array */
+       mon_lite_n = 0;
+
+       /* Copy the temp array into the lit array lighting the new squares. */
+       for (i = 0; i < end_temp; i++)
+       {
+               fx = temp_x[i];
+               fy = temp_y[i];
+
+               /* We trust this grid is in bounds */
+
+               /* Point to grid */
+               g_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 */
+               mon_lite_x[mon_lite_n] = fx;
+               mon_lite_y[mon_lite_n] = fy;
+               mon_lite_n++;
+       }
+
+       /* Clear the temp flag for the old lit or darken grids */
+       for (i = end_temp; i < temp_n; i++)
+       {
+               /* We trust this grid is in bounds */
+
+               grid_array[temp_y[i]][temp_x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
+       }
+
+       /* Finished with temp_n */
+       temp_n = 0;
+
+       /* Mega-Hack -- Visual update later */
+       p_ptr->update |= (PU_DELAY_VIS);
+
+       p_ptr->monlite = (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 < mon_lite_n; i++)
+       {
+               /* Point to grid */
+               g_ptr = &grid_array[mon_lite_y[i]][mon_lite_x[i]];
+
+               /* Clear monster illumination flag */
+               g_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
+       }
+
+       /* Empty the array */
+       mon_lite_n = 0;
+}
+
+
+
+/*
+ * Clear the viewable space
+ */
+void forget_view(void)
+{
+       int i;
+
+       grid_type *g_ptr;
+
+       /* None to forget */
+       if (!view_n) return;
+
+       /* Clear them all */
+       for (i = 0; i < view_n; i++)
+       {
+               POSITION y = view_y[i];
+               POSITION x = view_x[i];
+               g_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 */
+       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); \
+    view_y[view_n] = (Y); \
+    view_x[view_n] = (X); \
+    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 = &grid_array[y1][x1];
+       g2_c_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 = &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 = cur_hgt - 1;
+       POSITION x_max = cur_wid - 1;
+
+       grid_type *g_ptr;
+
+       /*** Initialize ***/
+
+       /* Optimize */
+       if (view_reduce_view && !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 < view_n; n++)
+       {
+               y = view_y[n];
+               x = view_x[n];
+               g_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 */
+               temp_y[temp_n] = y;
+               temp_x[temp_n] = x;
+               temp_n++;
+       }
+
+       /* Start over with the "view" array */
+       view_n = 0;
+
+       /*** Step 1 -- adjacent grids ***/
+
+       /* Now start on the player */
+       y = p_ptr->y;
+       x = p_ptr->x;
+       g_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 = &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 = &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 = &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 = &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 = &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 = &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 = &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 = &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 < view_n; n++)
+       {
+               y = view_y[n];
+               x = view_x[n];
+               g_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 < temp_n; n++)
+       {
+               y = temp_y[n];
+               x = temp_x[n];
+               g_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 */
+       temp_n = 0;
+
+       /* Mega-Hack -- Visual update later */
+       p_ptr->update |= (PU_DELAY_VIS);
+}
+
+
+/*
+ * Mega-Hack -- Delayed visual update
+ * Only used if update_view(), update_lite() or update_mon_lite() was called
+ */
+void delayed_visual_update(void)
+{
+       int i;
+       POSITION y, x;
+       grid_type *g_ptr;
+
+       /* Update needed grids */
+       for (i = 0; i < redraw_n; i++)
+       {
+               y = redraw_y[i];
+               x = redraw_x[i];
+               g_ptr = &grid_array[y][x];
+
+               /* Update only needed grids (prevent multiple updating) */
+               if (!(g_ptr->info & CAVE_REDRAW)) continue;
+
+               /* If required, note */
+               if (g_ptr->info & CAVE_NOTE) note_spot(y, x);
+
+               lite_spot(y, x);
+
+               /* Hack -- Visual update of monster on this grid */
+               if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
+
+               /* No longer in the array */
+               g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
+       }
+
+       /* None left */
+       redraw_n = 0;
+}
+
+
+/*
+ * Hack -- forget the "flow" information
+ */
+void forget_flow(void)
+{
+       POSITION x, y;
+
+       /* Check the entire dungeon */
+       for (y = 0; y < cur_hgt; y++)
+       {
+               for (x = 0; x < cur_wid; x++)
+               {
+                       /* Forget the old data */
+                       grid_array[y][x].dist = 0;
+                       grid_array[y][x].cost = 0;
+                       grid_array[y][x].when = 0;
+               }
+       }
+}
+
+
+/*
+ * Hack - speed up the update_flow algorithm by only doing
+ * it everytime the player moves out of LOS of the last
+ * "way-point".
+ */
+static POSITION flow_x = 0;
+static POSITION flow_y = 0;
+
+
+
+/*
+ * Hack -- fill in the "cost" field of every grid that the player
+ * can "reach" with the number of steps needed to reach that grid.
+ * This also yields the "distance" of the player from every grid.
+ *
+ * In addition, mark the "when" of the grids that can reach
+ * the player with the incremented value of "flow_n".
+ *
+ * Hack -- use the "seen" array as a "circular queue".
+ *
+ * We do not need a priority queue because the cost from grid
+ * to grid is always "one" and we process them in order.
+ */
+void update_flow(void)
+{
+       POSITION x, y;
+       DIRECTION d;
+       int flow_head = 1;
+       int flow_tail = 0;
+
+       /* Paranoia -- make sure the array is empty */
+       if (temp_n) return;
+
+       /* The last way-point is on the map */
+       if (running && in_bounds(flow_y, flow_x))
+       {
+               /* The way point is in sight - do not update.  (Speedup) */
+               if (grid_array[flow_y][flow_x].info & CAVE_VIEW) return;
+       }
+
+       /* Erase all of the current flow information */
+       for (y = 0; y < cur_hgt; y++)
+       {
+               for (x = 0; x < cur_wid; x++)
+               {
+                       grid_array[y][x].cost = 0;
+                       grid_array[y][x].dist = 0;
+               }
+       }
+
+       /* Save player position */
+       flow_y = p_ptr->y;
+       flow_x = p_ptr->x;
+
+       /* Add the player's grid to the queue */
+       temp_y[0] = p_ptr->y;
+       temp_x[0] = p_ptr->x;
+
+       /* Now process the queue */
+       while (flow_head != flow_tail)
+       {
+               int ty, tx;
+
+               /* Extract the next entry */
+               ty = temp_y[flow_tail];
+               tx = temp_x[flow_tail];
+
+               /* Forget that entry */
+               if (++flow_tail == TEMP_MAX) flow_tail = 0;
+
+               /* Add the "children" */
+               for (d = 0; d < 8; d++)
+               {
+                       int old_head = flow_head;
+                       byte_hack m = grid_array[ty][tx].cost + 1;
+                       byte_hack n = grid_array[ty][tx].dist + 1;
+                       grid_type *g_ptr;
+
+                       /* Child location */
+                       y = ty + ddy_ddd[d];
+                       x = tx + ddx_ddd[d];
+
+                       /* Ignore player's grid */
+                       if (player_bold(y, x)) continue;
+
+                       g_ptr = &grid_array[y][x];
+
+                       if (is_closed_door(g_ptr->feat)) m += 3;
+
+                       /* Ignore "pre-stamped" entries */
+                       if (g_ptr->dist != 0 && g_ptr->dist <= n && g_ptr->cost <= m) continue;
+
+                       /* Ignore "walls" and "rubble" */
+                       if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
+
+                       /* Save the flow cost */
+                       if (g_ptr->cost == 0 || g_ptr->cost > m) g_ptr->cost = m;
+                       if (g_ptr->dist == 0 || g_ptr->dist > n) g_ptr->dist = n;
+
+                       /* Hack -- limit flow depth */
+                       if (n == MONSTER_FLOW_DEPTH) continue;
+
+                       /* Enqueue that entry */
+                       temp_y[flow_head] = y;
+                       temp_x[flow_head] = x;
+
+                       /* Advance the queue */
+                       if (++flow_head == TEMP_MAX) flow_head = 0;
+
+                       /* Hack -- notice overflow by forgetting new entry */
+                       if (flow_head == flow_tail) flow_head = old_head;
+               }
+       }
+}
+
+
+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 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 < cur_hgt; y++)
+               {
+                       for (x = 0; x < cur_wid; x++)
+                       {
+                               int w = grid_array[y][x].when;
+                               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 = &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 < cur_hgt - 1; y++)
+       {
+               for (x = 1; x < cur_wid - 1; x++)
+               {
+                       if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
+
+                       g_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 = &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 = &grid_array[y][x];
+       feature_type *f_ptr = &f_info[feat];
+       bool old_los, old_mirror;
+
+       if (!character_dungeon)
+       {
+               /* Clear mimic type */
+               g_ptr->mimic = 0;
+
+               /* Change the feature */
+               g_ptr->feat = feat;
+
+               /* Hack -- glow the GLOW terrain */
+               if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
+               {
+                       DIRECTION i;
+                       POSITION yy, xx;
+
+                       for (i = 0; i < 9; i++)
+                       {
+                               yy = y + ddy_ddd[i];
+                               xx = x + ddx_ddd[i];
+                               if (!in_bounds2(yy, xx)) continue;
+                               grid_array[yy][xx].info |= CAVE_GLOW;
+                       }
+               }
+
+               return;
+       }
+
+       old_los = cave_have_flag_bold(y, x, FF_LOS);
+       old_mirror = is_mirror_grid(g_ptr);
+
+       /* Clear mimic type */
+       g_ptr->mimic = 0;
+
+       /* Change the feature */
+       g_ptr->feat = feat;
+
+       /* Remove flag for mirror/glyph */
+       g_ptr->info &= ~(CAVE_OBJECT);
+
+       if (old_mirror && (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
+       {
+               g_ptr->info &= ~(CAVE_GLOW);
+               if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
+
+               update_local_illumination(y, x);
+       }
+
+       /* Check for change to boring grid */
+       if (!have_flag(f_ptr->flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
+       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 */
+       if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
+       {
+
+#ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
+
+               update_local_illumination(y, x);
+
+#endif /* COMPLEX_WALL_ILLUMINATION */
+
+               /* Update the visuals */
+               p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
+       }
+
+       /* Hack -- glow the GLOW terrain */
+       if (have_flag(f_ptr->flags, FF_GLOW) && !(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 = &grid_array[yy][xx];
+                       cc_ptr->info |= CAVE_GLOW;
+
+                       if (player_has_los_grid(cc_ptr))
+                       {
+                               if (cc_ptr->m_idx) update_monster(cc_ptr->m_idx, FALSE);
+
+                               note_spot(yy, xx);
+
+                               lite_spot(yy, xx);
+                       }
+
+                       update_local_illumination(yy, xx);
+               }
+
+               if (p_ptr->special_defense & NINJA_S_STEALTH)
+               {
+                       if (grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
+               }
+       }
+}
+
+
+FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat)
+{
+       feature_type *f_ptr = &f_info[newfeat];
+
+       if (have_flag(f_ptr->flags, FF_CONVERT))
+       {
+               switch (f_ptr->subtype)
+               {
+               case CONVERT_TYPE_FLOOR:
+                       return feat_ground_type[randint0(100)];
+               case CONVERT_TYPE_WALL:
+                       return feat_wall_type[randint0(100)];
+               case CONVERT_TYPE_INNER:
+                       return feat_wall_inner;
+               case CONVERT_TYPE_OUTER:
+                       return feat_wall_outer;
+               case CONVERT_TYPE_SOLID:
+                       return feat_wall_solid;
+               case CONVERT_TYPE_STREAM1:
+                       return d_info[p_ptr->dungeon_idx].stream1;
+               case CONVERT_TYPE_STREAM2:
+                       return d_info[p_ptr->dungeon_idx].stream2;
+               default:
+                       return newfeat;
+               }
+       }
+       else return newfeat;
+}
+
+
+/*
+ * Take a feature, determine what that feature becomes
+ * through applying the given action.
+ */
+FEAT_IDX feat_state(FEAT_IDX feat, int action)
+{
+       feature_type *f_ptr = &f_info[feat];
+       int i;
+
+       /* Get the new feature */
+       for (i = 0; i < MAX_FEAT_STATES; i++)
+       {
+               if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
+       }
+
+       if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
+
+       return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
+}
+
+/*
+ * Takes a location and action and changes the feature at that
+ * location through applying the given action.
+ */
+void cave_alter_feat(POSITION y, POSITION x, int action)
+{
+       /* Set old feature */
+       FEAT_IDX oldfeat = grid_array[y][x].feat;
+
+       /* Get the new feat */
+       FEAT_IDX newfeat = feat_state(oldfeat, action);
+
+       /* No change */
+       if (newfeat == oldfeat) return;
+
+       /* Set the new feature */
+       cave_set_feat(y, x, newfeat);
+
+       if (!(feature_action_flags[action] & FAF_NO_DROP))
+       {
+               feature_type *old_f_ptr = &f_info[oldfeat];
+               feature_type *f_ptr = &f_info[newfeat];
+               bool found = FALSE;
+
+               /* Handle gold */
+               if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
+               {
+                       /* Place some gold */
+                       place_gold(y, x);
+                       found = TRUE;
+               }
+
+               /* Handle item */
+               if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - dun_level / 2)))
+               {
+                       /* Place object */
+                       place_object(y, x, 0L);
+                       found = TRUE;
+               }
+
+               if (found && character_dungeon && player_can_see_bold(y, x))
+               {
+                       msg_print(_("何かを発見した!", "You have found something!"));
+               }
+       }
+
+       if (feature_action_flags[action] & FAF_CRASH_GLASS)
+       {
+               feature_type *old_f_ptr = &f_info[oldfeat];
+
+               if (have_flag(old_f_ptr->flags, FF_GLASS) && character_dungeon)
+               {
+                       project(PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(dun_level, 100) / 4, GF_SHARDS,
+                               (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
+               }
+       }
+}
+
+
+/* Remove a mirror */
+void remove_mirror(POSITION y, POSITION x)
+{
+       grid_type *g_ptr = &grid_array[y][x];
+
+       /* Remove the mirror */
+       g_ptr->info &= ~(CAVE_OBJECT);
+       g_ptr->mimic = 0;
+
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
+       {
+               g_ptr->info &= ~(CAVE_GLOW);
+               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);
+       }
+
+       note_spot(y, x);
+
+       lite_spot(y, x);
+}
+
+
+/*
+ *  Return TRUE if there is a mirror on the grid.
+ */
+bool is_mirror_grid(grid_type *g_ptr)
+{
+       if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MIRROR))
+               return TRUE;
+       else
+               return FALSE;
+}
+
+
+/*
+ *  Return TRUE if there is a mirror on the grid.
+ */
+bool is_glyph_grid(grid_type *g_ptr)
+{
+       if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_GLYPH))
+               return TRUE;
+       else
+               return FALSE;
+}
+
+
+/*
+ *  Return TRUE if there is a mirror on the grid.
+ */
+bool is_explosive_rune_grid(grid_type *g_ptr)
+{
+       if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MINOR_GLYPH))
+               return TRUE;
+       else
+               return FALSE;
+}
+
+
+/*
+ * Calculate "incremental motion". Used by project() and shoot().
+ * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
+ */
+void mmove2(POSITION *y, POSITION *x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
+{
+       POSITION dy, dx, dist, shift;
+
+       /* Extract the distance travelled */
+       dy = (*y < y1) ? y1 - *y : *y - y1;
+       dx = (*x < x1) ? x1 - *x : *x - x1;
+
+       /* Number of steps */
+       dist = (dy > dx) ? dy : dx;
+
+       /* We are calculating the next location */
+       dist++;
+
+
+       /* Calculate the total distance along each axis */
+       dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
+       dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
+
+       /* Paranoia -- Hack -- no motion */
+       if (!dy && !dx) return;
+
+
+       /* Move mostly vertically */
+       if (dy > dx)
+       {
+               /* Extract a shift factor */
+               shift = (dist * dx + (dy - 1) / 2) / dy;
+
+               /* Sometimes move along the minor axis */
+               (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
+
+               /* Always move along major axis */
+               (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
+       }
+
+       /* Move mostly horizontally */
+       else
+       {
+               /* Extract a shift factor */
+               shift = (dist * dy + (dx - 1) / 2) / dx;
+
+               /* Sometimes move along the minor axis */
+               (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
+
+               /* Always move along major axis */
+               (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
+       }
+}
+
+
+
+/*
+ * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
+ * at the final destination, assuming no monster gets in the way.
+ *
+ * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
+ */
+bool projectable(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
+{
+       POSITION y, x;
+
+       int grid_n = 0;
+       u16b grid_g[512];
+
+       /* Check the projection path */
+       grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
+
+       /* Identical grid */
+       if (!grid_n) return TRUE;
+
+       /* Final grid */
+       y = GRID_Y(grid_g[grid_n - 1]);
+       x = GRID_X(grid_g[grid_n - 1]);
+
+       /* May not end in an unrequested grid */
+       if ((y != y2) || (x != x2)) return (FALSE);
+
+       /* Assume okay */
+       return (TRUE);
+}
+
+
+/*
+ * Standard "find me a location" function
+ *
+ * Obtains a legal location within the given distance of the initial
+ * location, and with "los()" from the source to destination location.
+ *
+ * This function is often called from inside a loop which searches for
+ * locations while increasing the "d" distance.
+ *
+ * Currently the "m" parameter is unused.
+ */
+void scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode)
+{
+       POSITION nx, ny;
+
+       /* Pick a location */
+       while (TRUE)
+       {
+               /* Pick a new location */
+               ny = rand_spread(y, d);
+               nx = rand_spread(x, d);
+
+               /* Ignore annoying locations */
+               if (!in_bounds(ny, nx)) continue;
+
+               /* Ignore "excessively distant" locations */
+               if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
+
+               if (mode & PROJECT_LOS)
+               {
+                       if (los(y, x, ny, nx)) break;
+               }
+               else
+               {
+                       if (projectable(y, x, ny, nx)) break;
+               }
+
+       }
+
+       /* Save the location */
+       (*yp) = ny;
+       (*xp) = nx;
+}
+
+
+
+
+/*
+ * 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);
+}
+
+
+
+/*
+ * Something has happened to disturb the player.
+ *
+ * The first arg indicates a major disturbance, which affects search.
+ *
+ * The second arg is currently unused, but could induce output flush.
+ *
+ * All disturbance cancels repeated commands, resting, and running.
+ */
+void disturb(bool stop_search, bool stop_travel)
+{
+#ifndef TRAVEL
+       /* Unused */
+       stop_travel = stop_travel;
+#endif
+
+       /* Cancel auto-commands */
+       /* command_new = 0; */
+
+       /* Cancel repeated commands */
+       if (command_rep)
+       {
+               /* Cancel */
+               command_rep = 0;
+
+               /* Redraw the state (later) */
+               p_ptr->redraw |= (PR_STATE);
+       }
+
+       /* Cancel Resting */
+       if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
+       {
+               /* Cancel */
+               set_action(ACTION_NONE);
+       }
+
+       /* Cancel running */
+       if (running)
+       {
+               /* Cancel */
+               running = 0;
+
+               /* Check for new panel if appropriate */
+               if (center_player && !center_running) verify_panel();
+
+               /* Calculate torch radius */
+               p_ptr->update |= (PU_TORCH);
+
+               /* Update monster flow */
+               p_ptr->update |= (PU_FLOW);
+       }
+
+#ifdef TRAVEL
+       if (stop_travel)
+       {
+               /* Cancel */
+               travel.run = 0;
+
+               /* Check for new panel if appropriate */
+               if (center_player && !center_running) verify_panel();
+
+               /* Calculate torch radius */
+               p_ptr->update |= (PU_TORCH);
+       }
+#endif
+
+       /* Flush the input if requested */
+       if (flush_disturb) flush();
+}
+
+
+/*
+ * Glow deep lava and building entrances in the floor
+ */
+void glow_deep_lava_and_bldg(void)
+{
+       POSITION y, x, yy, xx;
+       DIRECTION i;
+       grid_type *g_ptr;
+
+       /* Not in the darkness dungeon */
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) return;
+
+       for (y = 0; y < cur_hgt; y++)
+       {
+               for (x = 0; x < cur_wid; x++)
+               {
+                       g_ptr = &grid_array[y][x];
+
+                       /* Feature code (applying "mimic" field) */
+
+                       if (have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_GLOW))
+                       {
+                               for (i = 0; i < 9; i++)
+                               {
+                                       yy = y + ddy_ddd[i];
+                                       xx = x + ddx_ddd[i];
+                                       if (!in_bounds2(yy, xx)) continue;
+                                       grid_array[yy][xx].info |= CAVE_GLOW;
+                               }
+                       }
+               }
+       }
+
+       /* Update the view and lite */
+       p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
+
+       p_ptr->redraw |= (PR_MAP);
+}
+
+/*!
+* @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
+* @param y 移動先Y座標
+* @param x 移動先X座標
+* @param mode オプション
+* @return テレポート先として妥当ならばtrue
+*/
+bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode)
+{
+       monster_type *m_ptr = &m_list[m_idx];
+       grid_type    *g_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;
+
+       /* Hack -- no teleport onto glyph of warding */
+       if (is_glyph_grid(g_ptr)) return FALSE;
+       if (is_explosive_rune_grid(g_ptr)) return FALSE;
+
+       if (!(mode & TELEPORT_PASSIVE))
+       {
+               if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
+       }
+
+       return TRUE;
+}
+
+/*!
+* @brief 指定されたマスにプレイヤーがテレポート可能かどうかを判定する。
+* @param y 移動先Y座標
+* @param x 移動先X座標
+* @param mode オプション
+* @return テレポート先として妥当ならばtrue
+*/
+bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode)
+{
+       grid_type    *g_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;
+
+       /* No magical teleporting into vaults and such */
+       if (!(mode & TELEPORT_NONMAGICAL) && (g_ptr->info & CAVE_ICKY)) return FALSE;
+
+       if (g_ptr->m_idx && (g_ptr->m_idx != p_ptr->riding)) return FALSE;
+
+       /* don't teleport on a trap. */
+       if (have_flag(f_ptr->flags, FF_HIT_TRAP)) return FALSE;
+
+       if (!(mode & TELEPORT_PASSIVE))
+       {
+               if (!player_can_enter(g_ptr->feat, 0)) return FALSE;
+
+               if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
+               {
+                       if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE;
+               }
+
+               if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN())
+               {
+                       /* Always forbid deep lava */
+                       if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
+
+                       /* Forbid shallow lava when the player don't have levitation */
+                       if (!p_ptr->levitation) return FALSE;
+               }
+
+       }
+
+       return TRUE;
+}
+
+/*!
+ * @brief 地形は開くものであって、かつ開かれているかを返す /
+ * Attempt to open the given chest at the given location
+ * @param feat 地形ID
+ * @return 開いた地形である場合TRUEを返す /  Return TRUE if the given feature is an open door
+ */
+bool is_open(FEAT_IDX feat)
+{
+       return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
+}
+