--- a/hedgewars/GSHandlers.inc Tue Feb 26 16:04:35 2013 +0200
+++ b/hedgewars/GSHandlers.inc Tue Feb 26 16:46:58 2013 +0200
@@ -5125,59 +5125,13 @@
end;
end;
-
-procedure drawIcePixel(x, y:Longint);
-var
- iceSurface: PSDL_Surface;
- icePixels: PLongwordArray;
- pictureX, pictureY: LongInt;
- w, c: LongWord;
-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)]);
-
- 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;
@@ -5239,7 +5193,8 @@
if (IceState = iceCollideWithGround) and ((GameTicks - IceTime) > groundFreezingTime) then
begin
- DrawIce(Target.X, Target.Y);
+ FillRoundInLandWithIce(Target.X, Target.Y, iceRadius);
+ SetAllHHToActive;
IceState := iceWaitNextTarget;
end;