Engine:
* Keep blowtorch and other weapons from penetrating indestructible terrain (e.g. solid borders)
* Reduced explosion background borders
Frontend:
+ Show unknown or missing maps in room list by tinting them red
--- a/QTfrontend/pages.cpp Sun Jan 31 19:32:43 2010 +0000
+++ b/QTfrontend/pages.cpp Sun Jan 31 22:15:53 2010 +0000
@@ -888,7 +888,14 @@
roomsList->setItem(r, 3, item);
if(list[i + 5].compare("+rnd+"))
+ {
item = new QTableWidgetItem(list[i + 5]); // selected map
+
+ // check to see if we've got this map
+ // not perfect but a start
+ if(!mapList->contains(list[i + 5]))
+ item->setForeground(QBrush(QColor(255, 0, 0)));
+ }
else
item = new QTableWidgetItem(tr("Random Map")); // selected map (is randomized)
--- a/hedgewars/uLandGraphics.pas Sun Jan 31 19:32:43 2010 +0000
+++ b/hedgewars/uLandGraphics.pas Sun Jan 31 22:15:53 2010 +0000
@@ -252,10 +252,10 @@
end;
// draw a hole in land
-if Radius > 25 then
+if Radius > 20 then
begin
dx:= 0;
- dy:= Radius - 25;
+ dy:= Radius - 15;
d:= 3 - 2 * dy;
while (dx < dy) do
@@ -394,7 +394,7 @@
Y:= Y + dY;
tx:= hwRound(X);
ty:= hwRound(Y);
- if ((ty and LAND_HEIGHT_MASK) = 0) and ((tx and LAND_WIDTH_MASK) = 0) then
+ if (Land[ty, tx] <> COLOR_INDESTRUCTIBLE) and ((ty and LAND_HEIGHT_MASK) = 0) and ((tx and LAND_WIDTH_MASK) = 0) then
begin
if Land[ty, tx] = COLOR_LAND then
LandPixels[ty, tx]:= LandBackPixel(tx, ty)