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Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Pegs
Slightly more complicated than usual, because Pegs has irregularly shaped grids so detecting whether a click is inside requires more than just a range check. Also fixed a typo in a nearby comment.
This commit is contained in:
33
pegs.c
33
pegs.c
@ -887,16 +887,23 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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tx = FROMCOORD(x);
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ty = FROMCOORD(y);
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if (tx >= 0 && tx < w && ty >= 0 && ty < h &&
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state->grid[ty*w+tx] == GRID_PEG) {
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ui->dragging = true;
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ui->sx = tx;
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ui->sy = ty;
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ui->dx = x;
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ui->dy = y;
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ui->cur_visible = false;
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ui->cur_jumping = false;
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return MOVE_UI_UPDATE;
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if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
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switch (state->grid[ty*w+tx]) {
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case GRID_PEG:
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ui->dragging = true;
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ui->sx = tx;
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ui->sy = ty;
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ui->dx = x;
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ui->dy = y;
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ui->cur_visible = false;
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ui->cur_jumping = false;
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return MOVE_UI_UPDATE;
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case GRID_HOLE:
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return MOVE_NO_EFFECT;
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case GRID_OBST:
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default:
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return MOVE_UNUSED;
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}
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}
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} else if (button == LEFT_DRAG && ui->dragging) {
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/*
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@ -982,14 +989,14 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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return MOVE_UI_UPDATE;
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}
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if (state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG) {
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/* cursor is on peg: next arrow-move wil jump. */
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/* cursor is on peg: next arrow-move will jump. */
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ui->cur_jumping = true;
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return MOVE_UI_UPDATE;
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}
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return NULL;
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return MOVE_NO_EFFECT;
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}
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return NULL;
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return MOVE_UNUSED;
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}
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static game_state *execute_move(const game_state *state, const char *move)
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