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]
This commit is contained in:
Simon Tatham
2010-01-11 18:41:29 +00:00
parent 67d55dc5f4
commit 056465cb03

View File

@ -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