extern bool no_lite(void);
extern void move_cursor_relative(int row, int col);
extern void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x);
-extern void display_dungeon(void);
extern void prt_path(POSITION y, POSITION x);
extern void delayed_visual_update(void);
extern void forget_flow(void);
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))
- {
- map_info(y, x, &a, &c, &ta, &tc);
-
- /* Hack -- fake monochrome */
- if (!use_graphics)
- {
- if (current_world_ptr->timewalk_m_idx) 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
*
extern void move_cursor_relative(int row, int col);
extern void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x);
extern void note_spot(POSITION y, POSITION x);
-extern void display_dungeon(void);
extern void lite_spot(POSITION y, POSITION x);
extern void prt_map(void);
extern void prt_path(POSITION y, POSITION x);
}
}
+static 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))
+ {
+ map_info(y, x, &a, &c, &ta, &tc);
+
+ /* Hack -- fake monochrome */
+ if (!use_graphics)
+ {
+ if (current_world_ptr->timewalk_m_idx) 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);
+ }
+ }
+ }
+}
/*!
* @brief ダンジョンの地形をサブウィンドウに表示する /