Tidy up flake land generation, to avoid ragged holes in landbacktex. Remove of one odd Land[] change forces a PROTO bump. Well, had to happen eventually.
--- a/CMakeLists.txt Thu Nov 24 19:15:29 2011 +0100
+++ b/CMakeLists.txt Thu Nov 24 16:40:17 2011 -0500
@@ -42,7 +42,7 @@
set(CPACK_PACKAGE_VERSION_MAJOR 0)
set(CPACK_PACKAGE_VERSION_MINOR 9)
set(CPACK_PACKAGE_VERSION_PATCH 17${version_suffix})
-set(HEDGEWARS_PROTO_VER 41)
+set(HEDGEWARS_PROTO_VER 42)
set(HEDGEWARS_VERSION "${CPACK_PACKAGE_VERSION_MAJOR}.${CPACK_PACKAGE_VERSION_MINOR}.${CPACK_PACKAGE_VERSION_PATCH}")
--- a/hedgewars/GSHandlers.inc Thu Nov 24 19:15:29 2011 +0100
+++ b/hedgewars/GSHandlers.inc Thu Nov 24 16:40:17 2011 -0500
@@ -655,7 +655,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepSnowflake(Gear: PGear);
-var xx, yy, px, py: LongInt;
+var xx, yy, px, py, rx, ry, lx, ly: LongInt;
move, draw, allpx, gun: Boolean;
s: PSDL_Surface;
p: PLongwordArray;
@@ -756,34 +756,35 @@
for py:= 0 to Pred(s^.h) do
begin
for px:= 0 to Pred(s^.w) do
- if ((((yy + py) and LAND_HEIGHT_MASK) = 0) and (((xx + px) and LAND_WIDTH_MASK) = 0)) and ((Land[yy + py, xx + px] and $FF) = 0) then
+ begin
+ lx:=xx + px; ly:=yy + py;
+ if (ly and LAND_HEIGHT_MASK = 0) and (lx and LAND_WIDTH_MASK = 0) and (Land[ly, lx] and $FF = 0) then
begin
- if gun then
+ rx:= lx;
+ ry:= ly;
+ if cReducedQuality and rqBlurryLand <> 0 then
begin
- // try to avoid speckles. might need disabling
- LandDirty[yy div 32, xx div 32]:= 1;
- Land[yy + py, xx + px]:= (Land[yy + py, xx + px] or lfDamaged or lfObject) and not lfBasic;
- end
- else if Land[yy + py, xx + px] and $FF00 = 0 then Land[yy + py, xx + px]:= lf;
- if (cReducedQuality and rqBlurryLand) = 0 then
- begin
+ rx:= rx div 2;ry:= ry div 2;
+ end;
+ if Land[yy + py, xx + px] and $FF00 = 0 then
if gun then
- LandPixels[yy + py, xx + px]:= (cExplosionBorderColor and not AMask) or (p^[px] and AMask)
- else LandPixels[yy + py, xx + px]:= addBgColor(LandPixels[yy + py, xx + px], p^[px]);
- end
- else
- begin
- if gun then
- LandPixels[(yy + py) div 2, (xx + px) div 2]:= (cExplosionBorderColor and not AMask) or (p^[px] and AMask)
- else LandPixels[(yy + py) div 2, (xx + px) div 2]:= addBgColor(LandPixels[(yy + py) div 2, (xx + px) div 2], p^[px]);
- end;
+ begin
+ LandDirty[yy div 32, xx div 32]:= 1;
+ if LandPixels[ry, rx] = 0 then Land[ly, lx]:= lfDamaged or lfObject
+ else Land[ly, lx]:= lfDamaged or lfBasic
+ end
+ else Land[ly, lx]:= lf;
+ if gun then
+ LandPixels[ry, rx]:= (cExplosionBorderColor and not AMask) or (p^[px] and AMask)
+ else LandPixels[ry, rx]:= addBgColor(LandPixels[ry, rx], p^[px]);
end
- else allpx:= false;
+ else allpx:= false
+ end;
p:= @(p^[s^.pitch shr 2])
end;
-
- Land[py, px+1]:= lfBasic;
+ // Why is this here. For one thing, there's no test on +1 being safe.
+ //Land[py, px+1]:= lfBasic;
if allpx then UpdateLandTexture(xx, Pred(s^.h), yy, Pred(s^.w))
else
--- a/misc/hats_js_anim.xhtml Thu Nov 24 19:15:29 2011 +0100
+++ b/misc/hats_js_anim.xhtml Thu Nov 24 16:40:17 2011 -0500
@@ -10,7 +10,7 @@
{
background: url('http://hedgewars.googlecode.com/hg/share/hedgewars/Data/Themes/Nature/Sky.png') fixed no-repeat bottom left;
-moz-background-size: 200%;
- background-size: 200%;
+ background-size: 100% 100%;
font-family: sans-serif;
}
h1 { text-shadow: 0 0 2px white; }