So, was trying to allow spawning on level surfaces of ice but not girders, but seems to be failing. We'll call this WIP
authornemo
Wed, 09 Aug 2017 15:36:05 -0400
changeset 12448 8b89fe2115ad
parent 12447 ac710bb12fbb
child 12449 8c5475bb4db7
So, was trying to allow spawning on level surfaces of ice but not girders, but seems to be failing. We'll call this WIP
hedgewars/uGearsUtils.pas
--- a/hedgewars/uGearsUtils.pas	Wed Aug 09 15:35:39 2017 -0400
+++ b/hedgewars/uGearsUtils.pas	Wed Aug 09 15:36:05 2017 -0400
@@ -786,22 +786,22 @@
     RecountTeamHealth(tempTeam);
 end;
 
-function CountNonZeroz(x, y, r, c: LongInt; mask: LongWord): LongInt;
+function CountLand(x, y, r, c: LongInt; mask, antimask: LongWord): LongInt;
 var i: LongInt;
     count: LongInt = 0;
 begin
     if (y and LAND_HEIGHT_MASK) = 0 then
         for i:= max(x - r, 0) to min(x + r, LAND_WIDTH - 1) do
-            if Land[y, i] and mask <> 0 then
-            begin
+            if (Land[y, i] and mask <> 0) and (Land[y, i] and antimask = 0) then
+                begin
                 inc(count);
                 if count = c then
-                begin
-                    CountNonZeroz:= count;
+                    begin
+                    CountLand:= count;
                     exit
+                    end;
                 end;
-            end;
-    CountNonZeroz:= count;
+    CountLand:= count;
 end;
 
 function isSteadyPosition(x, y, r, c: LongInt; mask: Longword): boolean;
@@ -883,22 +883,27 @@
                 repeat
                     inc(y, 2);
                 until (y >= cWaterLine) or
-                        ((not ignoreOverlap) and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) = 0)) or
-                        (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, lfLandMask and (not lfIce)) = 0));
+                    (ignoreOverLap and (CountLand(x, y, Gear^.Radius - 1, 1, $FF00, 0) = 0)) or
+                    (not ignoreOverLap and (CountLand(x, y, Gear^.Radius - 1, 1, $FFFF, 0) = 0));
+
 
                 sy:= y;
 
                 repeat
                     inc(y);
                 until (y >= cWaterLine) or
-                        ((not ignoreOverlap) and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) <> 0)) or
-                        (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, lfLandMask and (not lfIce)) <> 0));
+                        (ignoreOverlap and 
+                                ((CountLand(x, y, Gear^.Radius - 1, 1, $FFFF, lfIce) <> 0) or
+                                 (CountLand(x, y+1, Gear^.Radius - 1, Gear^.Radius + 1, lfIce, 0) > Gear^.Radius))) or
+                        (not ignoreOverlap and 
+                            ((CountLand(x, y, Gear^.Radius - 1, 1, lfLandMask, lfIce) <> 0) or
+                             (CountLand(x, y+1, Gear^.Radius - 1, Gear^.Radius + 1, lfIce, 0) > Gear^.Radius)));
 
                 if (y - sy > Gear^.Radius * 2) and (y < cWaterLine)
                     and (((Gear^.Kind = gtExplosives)
                         and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 60, 60))
                         and (isSteadyPosition(x, y+1, Gear^.Radius - 1, 3, $FFFF)
-                         or (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1, $FFFF) > Gear^.Radius)
+                         or (CountLand(x, y+1, Gear^.Radius - 1, Gear^.Radius+1, $FFFF, 0) > Gear^.Radius)
                             ))
                     or
                         ((Gear^.Kind <> gtExplosives)