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| author | Simon Tatham <anakin@pobox.com> | 2010-01-11 18:41:29 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2010-01-11 18:41:29 +0000 |
| commit | 056465cb03a9753020014529531b348e231898ba (patch) | |
| tree | cd76f75218fbb9b1934c7de2901ad435426d5449 | |
| parent | 67d55dc5f4c6a59f974a6e68417f6bf9009af48a (diff) | |
| download | puzzles-056465cb03a9753020014529531b348e231898ba.zip puzzles-056465cb03a9753020014529531b348e231898ba.tar.gz puzzles-056465cb03a9753020014529531b348e231898ba.tar.bz2 puzzles-056465cb03a9753020014529531b348e231898ba.tar.xz | |
The 3-D graphics in Towers need a corresponding change on the input
side: instead of locating a mouse click in whichever base grid
square contained the click location, we should check to see if a
tower protrudes on to that location from a neighbouring square. That
way, a click should reliably activate the tower that was actually
drawn under the mouse pointer.
[originally from svn r8826]
| -rw-r--r-- | towers.c | 46 |
1 files changed, 42 insertions, 4 deletions
@@ -1148,6 +1148,10 @@ static void game_changed_state(game_ui *ui, game_state *oldstate, #define COORD(x) ((x)*TILESIZE + BORDER) #define FROMCOORD(x) (((x)+(TILESIZE-BORDER)) / TILESIZE - 1) +/* These always return positive values, though y offsets are actually -ve */ +#define X_3D_DISP(height, w) ((height) * TILESIZE / (8 * (w))) +#define Y_3D_DISP(height, w) ((height) * TILESIZE / (4 * (w))) + #define FLASH_TIME 0.4F #define DF_PENCIL_SHIFT 16 @@ -1264,6 +1268,40 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, tx = FROMCOORD(x); ty = FROMCOORD(y); + if (ds->three_d) { + /* + * In 3D mode, just locating the mouse click in the natural + * square grid may not be sufficient to tell which tower the + * user clicked on. Investigate the _tops_ of the nearby + * towers to see if a click on one grid square was actually + * a click on a tower protruding into that region from + * another. + */ + int dx, dy; + for (dy = 0; dy <= 1; dy++) + for (dx = 0; dx >= -1; dx--) { + int cx = tx + dx, cy = ty + dy; + if (cx >= 0 && cx < w && cy >= 0 && cy < w) { + int height = state->grid[cy*w+cx]; + int bx = COORD(cx), by = COORD(cy); + int ox = bx + X_3D_DISP(height, w); + int oy = by - Y_3D_DISP(height, w); + if (/* on top face? */ + (x - ox >= 0 && x - ox < TILESIZE && + y - oy >= 0 && y - oy < TILESIZE) || + /* in triangle between top-left corners? */ + (ox > bx && x >= bx && x <= ox && + (by-y) * (ox-bx) <= (by-oy) * (x-bx)) || + /* in triangle between bottom-right corners? */ + (ox > bx && x >= bx+TILESIZE && x <= ox+TILESIZE && + (by-y+TILESIZE)*(ox-bx) >= (by-oy)*(x-bx-TILESIZE))) { + tx = cx; + ty = cy; + } + } + } + } + if (tx >= 0 && tx < w && ty >= 0 && ty < w) { if (button == LEFT_BUTTON) { if (tx == ui->hx && ty == ui->hy && @@ -1495,8 +1533,8 @@ static void draw_tile(drawing *dr, game_drawstate *ds, struct clues *clues, /* draw tower */ if (ds->three_d && (tile & DF_PLAYAREA) && (tile & DF_DIGIT_MASK)) { int coords[8]; - int xoff = (tile & DF_DIGIT_MASK) * TILESIZE / (8 * w); - int yoff = (tile & DF_DIGIT_MASK) * TILESIZE / (4 * w); + int xoff = X_3D_DISP(tile & DF_DIGIT_MASK, w); + int yoff = Y_3D_DISP(tile & DF_DIGIT_MASK, w); /* left face of tower */ coords[0] = tx; @@ -1584,10 +1622,10 @@ static void draw_tile(drawing *dr, game_drawstate *ds, struct clues *clues, * to put the pencil marks. */ /* Start with the whole square, minus space for impinging towers */ - pl = tx + TILESIZE/8; + pl = tx + (ds->three_d ? X_3D_DISP(w,w) : 0); pr = tx + TILESIZE; pt = ty; - pb = ty + TILESIZE - TILESIZE/4; + pb = ty + TILESIZE - (ds->three_d ? Y_3D_DISP(w,w) : 0); /* * We arrange our pencil marks in a grid layout, with |