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synced 2025-04-21 08:01:30 -07:00
More forgiving selection of dragging targets.
[originally from svn r7574]
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@ -5,9 +5,6 @@
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/*
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* TODO:
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*
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* - The dragging semantics are still subtly wrong in complex
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* cases.
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*
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* - Improve the generator.
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* * actually, we seem to be mostly sensible already now. I
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* want more choice over the type of main block and location
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@ -1345,17 +1342,36 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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*/
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return "";
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} else if (button == LEFT_DRAG && ui->dragging) {
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int dist, distlimit, dx, dy, s, px, py;
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tx = FROMCOORD(x);
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ty = FROMCOORD(y);
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tx -= ui->drag_offset_x;
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ty -= ui->drag_offset_y;
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if (tx < 0 || tx >= w || ty < 0 || ty >= h ||
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!ui->reachable[ty*w+tx])
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return NULL; /* this drag has no effect */
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ui->drag_currpos = ty*w+tx;
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return "";
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/*
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* Now search outwards from (tx,ty), in order of Manhattan
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* distance, until we find a reachable square.
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*/
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distlimit = w+tx;
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distlimit = max(distlimit, h+ty);
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distlimit = max(distlimit, tx);
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distlimit = max(distlimit, ty);
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for (dist = 0; dist <= distlimit; dist++) {
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for (dx = -dist; dx <= dist; dx++)
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for (s = -1; s <= +1; s += 2) {
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dy = s * (dist - abs(dx));
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px = tx + dx;
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py = ty + dy;
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if (px >= 0 && px < w && py >= 0 && py < h &&
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ui->reachable[py*w+px]) {
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ui->drag_currpos = py*w+px;
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return "";
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}
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}
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}
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return NULL; /* give up - this drag has no effect */
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} else if (button == LEFT_RELEASE && ui->dragging) {
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char data[256], *str;
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