1 #include "io/cursor.h"
2 #include "core/player-redraw-types.h"
3 #include "core/player-update-types.h"
4 #include "core/stuff-handler.h"
5 #include "effect/effect-characteristics.h"
6 #include "effect/spells-effect-util.h"
7 #include "floor/cave.h"
8 #include "game-option/map-screen-options.h"
9 #include "game-option/special-options.h"
10 #include "grid/feature.h"
11 #include "grid/grid.h"
12 #include "io/screen-util.h"
13 #include "system/floor-type-definition.h"
14 #include "target/projection-path-calculator.h"
15 #include "term/term-color-types.h"
16 #include "view/display-map.h"
17 #include "window/main-window-util.h"
18 #include "world/world.h"
21 * Moves the cursor to a given MAP (y,x) location
23 void move_cursor_relative(int row, int col)
26 term_gotoxy(panel_col_of(col), row);
30 * @brief 矢などの軌跡を*で表示する / print project path
31 * @param player_ptr プレーヤーへの参照ポインタ
36 void print_path(player_type *player_ptr, POSITION y, POSITION x)
39 byte default_color = TERM_SLATE;
41 if (!display_path || (project_length == -1))
44 floor_type *floor_ptr = player_ptr->current_floor_ptr;
45 int path_n = projection_path(
46 player_ptr, path_g, (project_length ? project_length : get_max_range(player_ptr)), player_ptr->y, player_ptr->x, y, x, PROJECT_PATH | PROJECT_THRU);
47 player_ptr->redraw |= (PR_MAP);
48 handle_stuff(player_ptr);
49 for (int i = 0; i < path_n; i++) {
50 POSITION ny = get_grid_y(path_g[i]);
51 POSITION nx = get_grid_x(path_g[i]);
52 grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
53 if (panel_contains(ny, nx)) {
54 TERM_COLOR a = default_color;
57 TERM_COLOR ta = default_color;
60 if (g_ptr->m_idx && floor_ptr->m_list[g_ptr->m_idx].ml) {
61 map_info(player_ptr, ny, nx, &a, &c, &ta, &tc);
63 if (!is_ascii_graphics(a))
65 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
67 else if (a == default_color)
72 if (current_world_ptr->timewalk_m_idx)
74 else if (is_invuln(player_ptr) || player_ptr->timewalk)
76 else if (player_ptr->wraith_form)
81 term_queue_bigchar(panel_col_of(nx), ny - panel_row_prt, a, c, ta, tc);
84 if ((g_ptr->info & CAVE_MARK) && !cave_has_flag_grid(g_ptr, FF_PROJECT))
87 if (nx == x && ny == y)
88 default_color = TERM_L_DARK;
93 * @brief フォーカスを当てるべきマップ描画の基準座標を指定する(サブルーチン)
94 * @param creature_ptr プレーヤーへの参照ポインタ
95 * @param dy 変更先のフロアY座標
96 * @param dx 変更先のフロアX座標
97 * Handle a request to change the current panel
98 * Return TRUE if the panel was changed.
99 * Also used in do_cmd_locate
100 * @return 実際に再描画が必要だった場合TRUEを返す
102 bool change_panel(player_type *player_ptr, POSITION dy, POSITION dx)
105 get_screen_size(&wid, &hgt);
107 POSITION y = panel_row_min + dy * hgt / 2;
108 POSITION x = panel_col_min + dx * wid / 2;
110 floor_type *floor_ptr = player_ptr->current_floor_ptr;
111 if (y > floor_ptr->height - hgt)
112 y = floor_ptr->height - hgt;
116 if (x > floor_ptr->width - wid)
117 x = floor_ptr->width - wid;
121 if ((y == panel_row_min) && (x == panel_col_min))
126 panel_bounds_center();
128 player_ptr->update |= (PU_MONSTERS);
129 player_ptr->redraw |= (PR_MAP);
130 handle_stuff(player_ptr);
135 * @brief コンソール上におけるマップ表示の左上位置を返す /
136 * Calculates current boundaries Called below and from "do_cmd_locate()".
139 void panel_bounds_center(void)
142 get_screen_size(&wid, &hgt);
143 panel_row_max = panel_row_min + hgt - 1;
144 panel_row_prt = panel_row_min - 1;
145 panel_col_max = panel_col_min + wid - 1;
146 panel_col_prt = panel_col_min - 13;