* map_invisible() * * Make the hero remember that a square contains an invisible monster. * This is a special case in that the square will continue to be displayed * this way even when the hero is close enough to see it. To get rid of * this and display the square's actual contents, use unmap_object() followed * by newsym() if necessary. */
| 375 | * by newsym() if necessary. |
| 376 | */ |
| 377 | void |
| 378 | map_invisible(coordxy x, coordxy y) |
| 379 | { |
| 380 | if (x != u.ux || y != u.uy) { /* don't display I at hero's location */ |
| 381 | if (svl.level.flags.hero_memory) |
| 382 | levl[x][y].glyph = GLYPH_INVISIBLE; |
| 383 | show_glyph(x, y, GLYPH_INVISIBLE); |
| 384 | } |
| 385 | } |
| 386 | |
| 387 | boolean |
| 388 | unmap_invisible(coordxy x, coordxy y) |
no test coverage detected