--- a/hedgewars/GSHandlers.inc Tue Feb 26 17:04:40 2013 +0200
+++ b/hedgewars/GSHandlers.inc Tue Feb 26 20:26:49 2013 -0500
@@ -5125,13 +5125,57 @@
end;
end;
+
+procedure drawIcePixel(x, y:Longint);
+var
+ iceSurface: PSDL_Surface;
+ icePixels: PLongwordArray;
+ pictureX, pictureY: LongInt;
+ w, c: LongWord;
+begin
+ if Land[y, x] and lfIce <> 0 then exit;
+// So. 3 parameters here. Ice colour, Ice opacity, and a bias on the greyscaled pixel towards lightness
+ iceSurface:= SpritesData[sprIceTexture].Surface;
+ pictureX := x mod iceSurface^.w;
+ pictureY := y mod iceSurface^.h;
+ icePixels := iceSurface^.pixels;
+ w:= LandPixels[y, x];
+ w:= round(((w shr RShift and $FF) * RGB_LUMINANCE_RED +
+ (w shr BShift and $FF) * RGB_LUMINANCE_GREEN +
+ (w shr GShift and $FF) * RGB_LUMINANCE_BLUE));
+ if w < 128 then w:= w+128;
+ if w > 255 then w:= 255;
+ w:= (w shl RShift) or (w shl BShift) or (w shl GShift) or (LandPixels[y,x] and AMask);
+ //LandPixels[y, x]:= w;
+ LandPixels[y, x]:= addBgColor(w, IceColor);
+ LandPixels[y, x]:= addBgColor(LandPixels[y, x], icePixels^[iceSurface^.w * (y mod iceSurface^.h) + (x mod iceSurface^.w)]);
+
+ Land[y, x] := Land[y, x] or lfIce;
+end;
+
+procedure DrawIce(x, y: Longint);
+ const iceRadius :Longint = 32;
+var
+ i, j: Longint;
+ weight: Longint;
+ landRect : TSDL_RECT;
+begin
+ FillRoundInLandWithIce(x, y, iceRadius);
+ SetAllHHToActive;
+ landRect.x := min(max(x - iceRadius, 0), LAND_WIDTH - 1);
+ landRect.y := min(max(y - iceRadius, 0), LAND_HEIGHT - 1);
+ landRect.w := min(2*iceRadius, LAND_WIDTH - landRect.x - 1);
+ landRect.h := min(2*iceRadius, LAND_HEIGHT - landRect.y - 1);
+ UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
+end;
+
+
procedure doStepIceGun(Gear: PGear);
const iceWaitCollision:Longint = 0;
const iceCollideWithGround:Longint = 1;
const iceWaitNextTarget:Longint = 2;
const iceCollideWithHog:Longint = 4;
const groundFreezingTime:Longint = 1000;
-const iceRadius:Longint = 32;
var
HHGear: PGear;
ndX, ndY: hwFloat;
@@ -5193,8 +5237,7 @@
if (IceState = iceCollideWithGround) and ((GameTicks - IceTime) > groundFreezingTime) then
begin
- FillRoundInLandWithIce(Target.X, Target.Y, iceRadius);
- SetAllHHToActive;
+ DrawIce(Target.X, Target.Y);
IceState := iceWaitNextTarget;
end;
--- a/hedgewars/uLandGraphics.pas Tue Feb 26 17:04:40 2013 +0200
+++ b/hedgewars/uLandGraphics.pas Tue Feb 26 20:26:49 2013 -0500
@@ -247,21 +247,33 @@
end;
+function isLandscapeEdge(weight:Longint):boolean;
+begin
+ result := (weight < 8) and (weight >= 2);
+end;
+function isLandscape(weight:Longint):boolean;
+begin
+ result := weight < 2;
+end;
+function isEmptySpace(weight:Longint):boolean;
+begin
+ result := not isLandscape(weight) and not isLandscapeEdge(weight);
+end;
function getPixelWeight(x, y:Longint): Longint;
var
i, j:Longint;
-begin
+begin
result := 0;
for i := x - 1 to x + 1 do
- for j := y - 1 to y + 1 do
+ for j := y - 1 to y + 1 do
begin
- if (i < 0) or
- (i > LAND_WIDTH - 1) or
- (j < 0) or
- (j > LAND_HEIGHT -1) or
+ if (i < 0) or
+ (i > LAND_WIDTH - 1) or
+ (j < 0) or
+ (j > LAND_HEIGHT -1) or
((Land[j, i] and $FF00) = 0) then
begin
result := result + 1;
@@ -270,56 +282,52 @@
end;
procedure drawIcePixel(y, x:Longint);
-var
+var
iceSurface: PSDL_Surface;
icePixels: PLongwordArray;
pictureX, pictureY: LongInt;
w, c: LongWord;
weight: Longint;
begin
-weight := getPixelWeight(x, y);
-if (land[y, x] and lfIce) <> 0 then
- exit;
-//pixel in landscape
-if weight < 2 then
- begin
- // So. 3 parameters here. Ice colour, Ice opacity, and a bias on the greyscaled pixel towards lightness
- c:= $7dc1ccff;
- // FIXME should be a global value, not set every single pixel. Just for test purposes
- c:= ($44 shl RShift) or ($97 shl GShift) or ($A9 shl BShift) or ($A0 shl AShift);
- iceSurface:= SpritesData[sprIceTexture].Surface;
- pictureX := x mod iceSurface^.w;
- pictureY := y mod iceSurface^.h;
- icePixels := iceSurface^.pixels;
- w:= LandPixels[y, x];
- w:= round(((w shr RShift and $FF) * RGB_LUMINANCE_RED +
- (w shr BShift and $FF) * RGB_LUMINANCE_GREEN +
- (w shr GShift and $FF) * RGB_LUMINANCE_BLUE));
- if w < 128 then w:= w+128;
- if w > 255 then w:= 255;
- w:= (w shl RShift) or (w shl BShift) or (w shl GShift) or (LandPixels[y,x] and AMask);
- //LandPixels[y, x]:= w;
- LandPixels[y, x]:= addBgColor(w, c);
- LandPixels[y, x]:= addBgColor(LandPixels[y, x], icePixels^[iceSurface^.w * (y mod iceSurface^.h) + (x mod iceSurface^.w)]);
- end
-//pixel is on edge of lanscape
-else if (weight < 8) then
- begin
- LandPixels[y, x] := $FFB2AF8A;
- end;
+ weight := getPixelWeight(x, y);
+ if isLandscape(weight) then
+ begin
+ // So. 3 parameters here. Ice colour, Ice opacity, and a bias on the greyscaled pixel towards lightness
+ iceSurface:= SpritesData[sprIceTexture].Surface;
+ pictureX := x mod iceSurface^.w;
+ pictureY := y mod iceSurface^.h;
+ icePixels := iceSurface^.pixels;
+ w:= LandPixels[y, x];
+ w:= round(((w shr RShift and $FF) * RGB_LUMINANCE_RED +
+ (w shr BShift and $FF) * RGB_LUMINANCE_GREEN +
+ (w shr GShift and $FF) * RGB_LUMINANCE_BLUE));
+ if w < 128 then w:= w+128;
+ if w > 255 then w:= 255;
+ w:= (w shl RShift) or (w shl BShift) or (w shl GShift) or (LandPixels[y,x] and AMask);
+ //LandPixels[y, x]:= w;
+ LandPixels[y, x]:= addBgColor(w, IceColor);
+ LandPixels[y, x]:= addBgColor(LandPixels[y, x], icePixels^[iceSurface^.w * (y mod iceSurface^.h) + (x mod iceSurface^.w)]);
+ Land[y, x] := land[y, x] or lfIce;
+ end
+ else if (isLandscapeEdge(weight)) then
+ begin
+ LandPixels[y, x] := $FFB2AF8A;
+ if Land[y, x] > 255 then Land[y, x] := Land[y, x] or lfIce;
+ end;
+
end;
function getIncrementInquarter(dx, dy, quarter: Longint): Longint;
const directionX : array [0..3] of Longint = (0, 0, 1, -1);
const directionY : array [0..3] of Longint = (1, -1, 0, 0);
-begin
+begin
getIncrementInquarter := directionX[quarter] * dx + directionY[quarter] * dy;
end;
function getIncrementInquarter2(dx, dy, quarter: Longint): Longint;
const directionY : array [0..3] of Longint = (0, 0, 1, 1);
const directionX : array [0..3] of Longint = (1, 1, 0, 0);
-begin
+begin
getIncrementInquarter2 := directionX[quarter] * dx + directionY[quarter] * dy;
end;
@@ -331,44 +339,34 @@
t:= y + getIncrementInquarter(dx, dy, q);
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - getIncrementInquarter2(dx, dy, q), 0) to Min(x + getIncrementInquarter2(dx, dy, q), LAND_WIDTH - 1) do
- if ((Land[t, i] and lfIndestructible) = 0) and (not disableLandBack or (Land[t, i] > 255)) then
- begin
+ if (Land[t, i] and (lfIndestructible or lfIce) = 0) and (not disableLandBack or (Land[t, i] > 255)) then
if (cReducedQuality and rqBlurryLand) = 0 then
drawIcePixel(t, i)
else
- drawIcePixel(t div 2, i div 2) ;
- if Land[y, x] > 255 then Land[y, x] := Land[y, x] or lfIce;
- end;
+ drawIcePixel(t div 2, i div 2) ;
end;
end;
procedure FillRoundInLandWithIce(X, Y, Radius: LongInt);
var dx, dy, d: LongInt;
- landRect : TSDL_RECT;
begin
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
-while (dx < dy) do
- begin
- FillLandCircleLinesIce(x, y, dx, dy);
- if (d < 0) then
- d:= d + 4 * dx + 6
- else
+ while (dx < dy) do
begin
- d:= d + 4 * (dx - dy) + 10;
- dec(dy)
+ FillLandCircleLinesIce(x, y, dx, dy);
+ if (d < 0) then
+ d:= d + 4 * dx + 6
+ else
+ begin
+ d:= d + 4 * (dx - dy) + 10;
+ dec(dy)
+ end;
+ inc(dx)
end;
- inc(dx)
- end;
-if (dx = dy) then
- FillLandCircleLinesIce(x, y, dx, dy);
-
-landRect.x := min(max(x - Radius, 0), LAND_WIDTH - 1);
-landRect.y := min(max(y - Radius, 0), LAND_HEIGHT - 1);
-landRect.w := min(2*Radius, LAND_WIDTH - landRect.x - 1);
-landRect.h := min(2*Radius, LAND_HEIGHT - landRect.y - 1);
-UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
+ if (dx = dy) then
+ FillLandCircleLinesIce(x, y, dx, dy);
end;