Minor freezer changes, allow snow to accumulate on indestructible terrain too.
--- a/hedgewars/GSHandlers.inc Sat May 26 22:27:57 2012 +0400
+++ b/hedgewars/GSHandlers.inc Sat May 26 16:50:51 2012 -0400
@@ -616,7 +616,7 @@
// Solid pixel encountered
else if ((xx and LAND_WIDTH_MASK) = 0) and (Land[yy, xx] <> 0) then
begin
- lf:= Land[yy, xx] and (lfObject or lfBasic);
+ lf:= Land[yy, xx] and (lfObject or lfBasic or lfIndestructible);
// If there's room below keep falling
if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (Land[yy-1, xx] = 0) then
begin
@@ -5439,7 +5439,8 @@
var
HHGear, iter: PGear;
ndX, ndY: hwFloat;
- t, gX, gY: LongInt;
+ i, t, gX, gY: LongInt;
+ hogs: TPGearArray;
begin
HHGear := Gear^.Hedgehog^.Gear;
if (Gear^.Health = 0) or (HHGear = nil) or (HHGear^.Damage <> 0) then
@@ -5465,7 +5466,9 @@
HedgehogChAngle(HHGear);
ndX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _4;
ndY:= -AngleCos(HHGear^.Angle) * _4;
- if (ndX <> dX) or (ndY <> dY) then
+ if (ndX <> dX) or (ndY <> dY) or
+ ((Target.X <> NoPointX) and (Target.X and LAND_WIDTH_MASK = 0) and
+ (Target.Y and LAND_HEIGHT_MASK = 0) and ((Land[Target.Y, Target.X] = 0))) then
begin
dX:= ndX;
dY:= ndY;
@@ -5474,7 +5477,7 @@
LastDamage:= nil;
X:= HHGear^.X;
Y:= HHGear^.Y;
-// unfreeze all semifrozen hogs
+(* unfreeze all semifrozen hogs - make this generic hog cleanup
iter := GearsList;
while iter <> nil do
begin
@@ -5482,7 +5485,7 @@
(iter^.Hedgehog^.Effects[heFrozen] < 0) then
iter^.Hedgehog^.Effects[heFrozen]:= 0;
iter:= iter^.NextGear
- end
+ end *)
end
else
begin
@@ -5498,33 +5501,30 @@
X:= HHGear^.X;
Y:= HHGear^.Y
end;
+// freeze nearby hogs
+ if GameTicks mod 10 = 0 then dec(Gear^.Health);
+ hogs := GearsNear(Gear^.X, Gear^.Y, gtHedgehog, Gear^.Radius);
+ if Length(hogs) > 0 then
+ for i:= 0 to Length(hogs) - 1 do
+ if hogs[i] <> HHGear then
+ begin
+ //if Gear^.Hedgehog^.Effects[heFrozen]:= 0;
+ end;
inc(Pos)
end
- else if (gY > cWaterLine) or
+ else if (t > 400) and ((gY > cWaterLine) or
(((gX and LAND_WIDTH_MASK = 0) and (gY and LAND_HEIGHT_MASK = 0))
- and ((Land[gY, gX] and $FF00 and not lfIce <> 0) or
- ((Land[gY, gX] and $00FF <> 0) and (t > 400)))) then
+ and (Land[gY, gX] <> 0))) then
begin
Target.X:= gX;
Target.Y:= gY;
- if (gX and LAND_WIDTH_MASK = 0) and (gY and LAND_HEIGHT_MASK = 0) then
- begin
- LandPixels[gY, gX]:= $FFFFFFFF; // just testing
- UpdateLandTexture(gX, 1, gY, 1);
- if Land[gY, gX] and $00FF <> 0 then // locate and tag hogs
- begin
- //GearsNear(X, Y, gtHedgehog, Radius);
- end
- end;
X:= HHGear^.X;
Y:= HHGear^.Y
end;
if (gX > LAND_WIDTH*2) or
(gX < -LAND_WIDTH) or
(gY < -LAND_HEIGHT) or
- (gY > LAND_HEIGHT+512) or
- (((gX and LAND_WIDTH_MASK = 0) and (gY and LAND_HEIGHT_MASK = 0))
- and (Land[gy, gX] > $FF)) then
+ (gY > LAND_HEIGHT+512) then
begin
X:= HHGear^.X;
Y:= HHGear^.Y