Make refactoring. Remove DrawIce function
--- a/hedgewars/GSHandlers.inc Thu Feb 28 09:08:25 2013 -0500
+++ b/hedgewars/GSHandlers.inc Thu Feb 28 20:11:16 2013 +0200
@@ -5091,22 +5091,6 @@
end;
end;
-procedure DrawIce(x, y: Longint);
- const iceRadius :Longint = 32;
-var
- i, j: Longint;
- weight: Longint;
- landRect : TSDL_RECT;
-begin
- FillRoundInLandWithIce(x, y, iceRadius);
- SetAllHHToActive;
- landRect.x := min(max(x - iceRadius, 0), LAND_WIDTH - 1);
- landRect.y := min(max(y - iceRadius, 0), LAND_HEIGHT - 1);
- landRect.w := min(2*iceRadius, LAND_WIDTH - landRect.x - 1);
- landRect.h := min(2*iceRadius, LAND_HEIGHT - landRect.y - 1);
- UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
-end;
-
procedure doStepIceGun(Gear: PGear);
const iceWaitCollision:Longint = 0;
@@ -5114,6 +5098,7 @@
const iceWaitNextTarget:Longint = 2;
const iceCollideWithHog:Longint = 4;
const groundFreezingTime:Longint = 1000;
+const iceRadius = 32;
var
HHGear: PGear;
ndX, ndY: hwFloat;
@@ -5175,7 +5160,8 @@
if (IceState = iceCollideWithGround) and ((GameTicks - IceTime) > groundFreezingTime) then
begin
- DrawIce(Target.X, Target.Y);
+ FillRoundInLandWithIce(Target.X, Target.Y, iceRadius);
+ SetAllHHToActive;
IceState := iceWaitNextTarget;
end;
--- a/hedgewars/uLandGraphics.pas Thu Feb 28 09:08:25 2013 -0500
+++ b/hedgewars/uLandGraphics.pas Thu Feb 28 20:11:16 2013 +0200
@@ -328,7 +328,6 @@
end;
if isLandscapeEdge(getPixelWeight(i, t)) then
begin
- if Land[t, i] > 255 then Land[t, i] := Land[t, i] or lfIce and not lfDamaged;
if (LandPixels[py, px] and AMask < 255) and (LandPixels[py, px] and AMask > 0) then
LandPixels[py, px] := (IceEdgeColor and not AMask) or (LandPixels[py, px] and AMask)
else if (LandPixels[py, px] and AMask < 255) or (Land[t, i] > 255) then
@@ -336,33 +335,39 @@
end
else if Land[t, i] > 255 then
begin
- Land[t, i] := Land[t, i] or lfIce and not lfDamaged;
drawIcePixel(py, px)
end
- end
+ end;
+ if Land[t, i] > 255 then Land[t, i] := Land[t, i] or lfIce and not lfDamaged;
end
end;
procedure FillRoundInLandWithIce(X, Y, Radius: LongInt);
var dx, dy, d: LongInt;
+ landRect: TSDL_Rect;
begin
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
- while (dx < dy) do
+while (dx < dy) do
+ begin
+ FillLandCircleLinesIce(x, y, dx, dy);
+ if (d < 0) then
+ d:= d + 4 * dx + 6
+ else
begin
- FillLandCircleLinesIce(x, y, dx, dy);
- if (d < 0) then
- d:= d + 4 * dx + 6
- else
- begin
- d:= d + 4 * (dx - dy) + 10;
- dec(dy)
- end;
- inc(dx)
+ d:= d + 4 * (dx - dy) + 10;
+ dec(dy)
end;
- if (dx = dy) then
- FillLandCircleLinesIce(x, y, dx, dy);
+ inc(dx)
+ end;
+if (dx = dy) then
+ FillLandCircleLinesIce(x, y, dx, dy);
+landRect.x := min(max(x - Radius, 0), LAND_WIDTH - 1);
+landRect.y := min(max(y - Radius, 0), LAND_HEIGHT - 1);
+landRect.w := min(2*Radius, LAND_WIDTH - landRect.x - 1);
+landRect.h := min(2*Radius, LAND_HEIGHT - landRect.y - 1);
+UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
end;