Add square check to shotgun. This a minor optimisation that might sidestep a bug on iOS/Android. Still need to find out why the bug is happening though
--- a/hedgewars/uGears.pas Wed Aug 17 00:11:57 2011 -0400
+++ b/hedgewars/uGears.pas Wed Aug 17 10:58:00 2011 -0400
@@ -1335,15 +1335,13 @@
procedure ShotgunShot(Gear: PGear);
var t: PGear;
- dmg, dist: LongInt;
+ dmg, r, dist: LongInt;
+ dx, dy: hwFloat;
begin
Gear^.Radius:= cShotgunRadius;
t:= GearsList;
while t <> nil do
begin
- dist:= hwRound(Distance(Gear^.X - t^.X, Gear^.Y - t^.Y));
- dmg:= ModifyDamage(min(Gear^.Radius + t^.Radius - dist, 25), t);
- if dmg > 0 then
case t^.Kind of
gtHedgehog,
gtMine,
@@ -1352,22 +1350,48 @@
gtTarget,
gtExplosives,
gtStructure: begin
-addFileLog('ShotgunShot radius: ' + inttostr(Gear^.Radius) + ', t^.Radius = ' + inttostr(t^.Radius) + ', distance = ' + inttostr(dist) + ', dmg = ' + inttostr(dmg));
- if (not t^.Invulnerable) then
- ApplyDamage(t, Gear^.Hedgehog, dmg, dsBullet)
- else
- Gear^.State:= Gear^.State or gstWinner;
+//addFileLog('ShotgunShot radius: ' + inttostr(Gear^.Radius) + ', t^.Radius = ' + inttostr(t^.Radius) + ', distance = ' + inttostr(dist) + ', dmg = ' + inttostr(dmg));
+ r:= Gear^.Radius + t^.Radius;
+ dx:= Gear^.X-t^.X;
+ dx.isNegative:= false;
+ dy:= Gear^.Y-t^.Y;
+ dy.isNegative:= false;
+ if r - hwRound(dx+dy) < 25 then
+ begin
+ dist:= hwRound(Distance(dx, dy));
+ dmg:= ModifyDamage(min(r - dist, 25), t);
+ end;
+ if dmg > 0 then
+ begin
+ if (not t^.Invulnerable) then
+ ApplyDamage(t, Gear^.Hedgehog, dmg, dsBullet)
+ else
+ Gear^.State:= Gear^.State or gstWinner;
- DeleteCI(t);
- t^.dX:= t^.dX + Gear^.dX * dmg * _0_01 + SignAs(cHHKick, Gear^.dX);
- t^.dY:= t^.dY + Gear^.dY * dmg * _0_01;
- t^.State:= t^.State or gstMoving;
- t^.Active:= true;
- FollowGear:= t
+ DeleteCI(t);
+ t^.dX:= t^.dX + Gear^.dX * dmg * _0_01 + SignAs(cHHKick, Gear^.dX);
+ t^.dY:= t^.dY + Gear^.dY * dmg * _0_01;
+ t^.State:= t^.State or gstMoving;
+ t^.Active:= true;
+ FollowGear:= t
+ end
end;
gtGrave: begin
- t^.dY:= - _0_1;
- t^.Active:= true
+ r:= Gear^.Radius + t^.Radius;
+ dx:= Gear^.X-t^.X;
+ dx.isNegative:= false;
+ dy:= Gear^.Y-t^.Y;
+ dy.isNegative:= false;
+ if r - hwRound(dx+dy) < 25 then
+ begin
+ dist:= hwRound(Distance(dx, dy));
+ dmg:= ModifyDamage(min(r - dist, 25), t);
+ end;
+ if dmg > 0 then
+ begin
+ t^.dY:= - _0_1;
+ t^.Active:= true
+ end
end;
end;
t:= t^.NextGear