button interface (same button to open a closed square or to clear
around an open one) to be a massive help, there is one circumstance
in which it frequently kills me: if I click down on an open square I
want to clear around, then the mouse pointer accidentally drifts
over on to the nearest closed square before I release, I'll end up
opening that square instead and (usually) dying. So this checkin
causes Mines to note which type of square I left-clicked on, and to
do nothing if the button release is on the other type.
git-svn-id: svn://svn.tartarus.org/sgt/puzzles@6086
cda61777-01e9-0310-a592-
d414129be87e
struct game_ui {
int hx, hy, hradius; /* for mouse-down highlights */
struct game_ui {
int hx, hy, hradius; /* for mouse-down highlights */
int flash_is_death;
int deaths;
};
int flash_is_death;
int deaths;
};
{
game_ui *ui = snew(game_ui);
ui->hx = ui->hy = -1;
{
game_ui *ui = snew(game_ui);
ui->hx = ui->hy = -1;
+ ui->hradius = ui->validradius = 0;
ui->deaths = 0;
ui->flash_is_death = FALSE; /* *shrug* */
return ui;
ui->deaths = 0;
ui->flash_is_death = FALSE; /* *shrug* */
return ui;
ui->hx = cx;
ui->hy = cy;
ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
ui->hx = cx;
ui->hy = cy;
ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
+ if (button == LEFT_BUTTON)
+ ui->validradius = ui->hradius;
+ else if (button == MIDDLE_BUTTON)
+ ui->validradius = 1;
*/
if (button == LEFT_RELEASE &&
(from->grid[cy * from->w + cx] == -2 ||
*/
if (button == LEFT_RELEASE &&
(from->grid[cy * from->w + cx] == -2 ||
- from->grid[cy * from->w + cx] == -3)) {
+ from->grid[cy * from->w + cx] == -3) &&
+ ui->validradius == 0) {
/* Check if you've killed yourself. */
if (from->layout->mines && from->layout->mines[cy * from->w + cx])
ui->deaths++;
/* Check if you've killed yourself. */
if (from->layout->mines && from->layout->mines[cy * from->w + cx])
ui->deaths++;
* surrounding the tile is equal to its mine count, and if
* so then we open all other surrounding squares.
*/
* surrounding the tile is equal to its mine count, and if
* so then we open all other surrounding squares.
*/
- if (from->grid[cy * from->w + cx] > 0) {
+ if (from->grid[cy * from->w + cx] > 0 && ui->validradius == 1) {
int dy, dx, n;
/* Count mine markers. */
int dy, dx, n;
/* Count mine markers. */