Another try at keeping blowtorch/firepunch/jackhammer from going through indestructible stuff. Shame these routines don't use hedgehog movement
--- a/hedgewars/GSHandlers.inc Mon Aug 24 22:57:59 2009 +0000
+++ b/hedgewars/GSHandlers.inc Tue Aug 25 20:54:11 2009 +0000
@@ -573,7 +573,8 @@
DrawExplosion(i, hwRound(Gear^.Y) + 3, 3);
inc(i, 1)
end;
- if Land[hwRound(Gear^.Y + _1_9) , hwRound(Gear^.X + Gear^.dX + SignAs(_16,Gear^.dX))] <> COLOR_INDESTRUCTIBLE then
+
+ if CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9), COLOR_INDESTRUCTIBLE) then
begin
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + _1_9;
@@ -674,9 +675,11 @@
prevX:= hwRound(HHGear^.X);
// why the call to HedgehogStep then a further increment of X?
- if (prevX = hwRound(HHGear^.X)) and (Land[hwRound(HHGear^.Y) , hwRound(HHGear^.X + SignAs(_16, HHGear^.dX))] <> COLOR_INDESTRUCTIBLE) then HedgehogStep(HHGear);
+ if (prevX = hwRound(HHGear^.X)) and
+ CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y), COLOR_INDESTRUCTIBLE) then HedgehogStep(HHGear);
- if (prevX = hwRound(HHGear^.X)) and (Land[hwRound(HHGear^.Y) , hwRound(HHGear^.X + SignAs(_16, HHGear^.dX))] <> COLOR_INDESTRUCTIBLE) then HHGear^.X:= HHGear^.X + SignAs(_1, HHGear^.dX);
+ if (prevX = hwRound(HHGear^.X)) and
+ CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y), COLOR_INDESTRUCTIBLE) then HHGear^.X:= HHGear^.X + SignAs(_1, HHGear^.dX);
HHGear^.State:= HHGear^.State or gstAttacking
end;
@@ -684,11 +687,10 @@
if BTSteps = 7 then
begin
BTSteps:= 0;
- if Land[hwRound(HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC)) , hwRound(HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC) + SignAs(_16,Gear^.dX)
-)] <> COLOR_INDESTRUCTIBLE then
+ if CheckLandValue(hwRound(HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC) + SignAs(_6,Gear^.dX)), hwRound(HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC)), COLOR_INDESTRUCTIBLE) then
begin
- Gear^.X:= HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC);
- Gear^.Y:= HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC);
+ Gear^.X:= HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC);
+ Gear^.Y:= HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC);
end;
HHGear^.State:= HHGear^.State or gstNoDamage;
AmmoShove(Gear, 2, 15);
@@ -1293,8 +1295,8 @@
exit
end;
-if Land[hwRound(HHGear^.Y + HHGear^.dY + SignAs(_16,Gear^.dX)
-), hwRound(HHGear^.X)] <> COLOR_INDESTRUCTIBLE then HHGear^.Y:= HHGear^.Y + HHGear^.dY
+if CheckLandValue(hwRound(HHGear^.X), hwRound(HHGear^.Y + HHGear^.dY + SignAs(_6,Gear^.dY)), COLOR_INDESTRUCTIBLE) then
+ HHGear^.Y:= HHGear^.Y + HHGear^.dY
end;
procedure doStepFirePunch(Gear: PGear);
--- a/hedgewars/uLandGraphics.pas Mon Aug 24 22:57:59 2009 +0000
+++ b/hedgewars/uLandGraphics.pas Tue Aug 25 20:54:11 2009 +0000
@@ -28,6 +28,7 @@
function SweepDirty: boolean;
function Despeckle(X, Y: LongInt): boolean;
+function CheckLandValue(X, Y: LongInt; Color: Word): boolean;
procedure DrawExplosion(X, Y, Radius: LongInt);
procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt);
@@ -477,4 +478,9 @@
SweepDirty:= Result
end;
+// Return true if outside of land or not the value tested, used right now for some X/Y movement that does not use normal hedgehog movement in GSHandlers.inc
+function CheckLandValue(X, Y: LongInt; Color: Word): boolean;
+begin
+ CheckLandValue:= ((X and LAND_WIDTH_MASK <> 0) or (Y and LAND_HEIGHT_MASK <> 0)) or (Land[Y, X] <> Color)
+end;
end.