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authorErik Schilling <ablu.erikschilling@googlemail.com>2012-02-17 19:48:04 +0100
committerErik Schilling <ablu.erikschilling@googlemail.com>2012-02-17 20:36:22 +0100
commit1444d389cf841a0df151c387fab8296fe8866bf7 (patch)
tree15a93da1d2a3d906c0e6abb22acda85914fbafc2 /src
parentf1897991c5f7da526e7c25dcc7f2f14182f01bf2 (diff)
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Fixed selecting of beings that are flanked between two others
Before it was a bit tricky to select the a being if there are two others around. I fixed this by going through all sprites and looking for the closest one to the mouse. Reviewed-by: bjorn.
Diffstat (limited to 'src')
-rw-r--r--src/actorspritemanager.cpp27
1 files changed, 19 insertions, 8 deletions
diff --git a/src/actorspritemanager.cpp b/src/actorspritemanager.cpp
index 88ecd86b..2ee80d03 100644
--- a/src/actorspritemanager.cpp
+++ b/src/actorspritemanager.cpp
@@ -179,6 +179,9 @@ Being *ActorSpriteManager::findBeingByPixel(int x, int y) const
const int halfTileHeight = map->getTileHeight() / 2;
+ Being *closest = 0;
+ int closestDist;
+
for_actors
{
if ((*it)->getType() == ActorSprite::FLOOR_ITEM)
@@ -188,20 +191,28 @@ Being *ActorSpriteManager::findBeingByPixel(int x, int y) const
const int halfWidth = std::max(16, being->getWidth() / 2);
const int height = std::max(32, being->getHeight());
+ const int halfHeight = height / 2;
// Being sprites are drawn half a tile lower than they actually stand
const int bottom = being->getPixelY() + halfTileHeight;
- if (being->isAlive() &&
- being != local_player &&
- being->getPixelX() - halfWidth <= x &&
- being->getPixelX() + halfWidth >= x &&
- bottom - height <= y &&
- bottom >= y)
- return being;
+ const int dist = std::max(std::abs(bottom - halfHeight - y),
+ std::abs(being->getPixelX() - x));
+
+ if ((being->isAlive() &&
+ being != local_player &&
+ being->getPixelX() - halfWidth <= x &&
+ being->getPixelX() + halfWidth >= x &&
+ bottom - height <= y &&
+ bottom >= y) &&
+ (!closest || closestDist > dist))
+ {
+ closest = being;
+ closestDist = dist;
+ }
}
- return NULL;
+ return closest;
}
FloorItem *ActorSpriteManager::findItem(int id) const