# HG changeset patch # User nemo # Date 1267838398 0 # Node ID e8a891bf66602605655ce28b3d9f7fff98b19637 # Parent d61bee34402c34eabcb09a608f4d7d65ff9dd65d Adjust fall damage again, zero out X/Y to avoid sinking/shivering barrels. diff -r d61bee34402c -r e8a891bf6660 hedgewars/GSHandlers.inc --- a/hedgewars/GSHandlers.inc Sat Mar 06 01:09:14 2010 +0000 +++ b/hedgewars/GSHandlers.inc Sat Mar 06 01:19:58 2010 +0000 @@ -1254,27 +1254,45 @@ begin DeleteCI(Gear); AllInactive:= false; - if Gear^.dY.isNegative and (Gear^.dY < -_0_02) and TestCollisionYwithGear(Gear, -1) then - inc(Gear^.Damage, hwRound(Gear^.dY * _70) * -1); - if not Gear^.dY.isNegative and (Gear^.dY > _0_02) and TestCollisionYwithGear(Gear, 1) then + if not Gear^.dY.isNegative and (Gear^.dY > _0_03) and TestCollisionYwithGear(Gear, 1) then begin - inc(Gear^.Damage, hwRound(Gear^.dY * _70)); + inc(Gear^.Damage, hwRound(Gear^.dY * _30)); for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do begin particle:= AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust); if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX / 5) end - end; - if Gear^.dX.isNegative and (Gear^.dX < -_0_02) and TestCollisionXwithGear(Gear, -1) then - inc(Gear^.Damage, hwRound(Gear^.dX * _70)*-1); - if not Gear^.dX.isNegative and (Gear^.dX > _0_02) and TestCollisionYwithGear(Gear, 1) then - inc(Gear^.Damage, hwRound(Gear^.dX * _70)); + end + else if not Gear^.dX.isNegative and (Gear^.dX > _0_03) and TestCollisionXwithGear(Gear, 1) then + inc(Gear^.Damage, hwRound(Gear^.dX * _30)) + else if Gear^.dY.isNegative and (Gear^.dY < -_0_03) and TestCollisionYwithGear(Gear, -1) then + inc(Gear^.Damage, hwRound(Gear^.dY * -_30)) + else if Gear^.dX.isNegative and (Gear^.dX < -_0_03) and TestCollisionXwithGear(Gear, -1) then + inc(Gear^.Damage, hwRound(Gear^.dX * -_30)); if Gear^.Damage <> 0 then PlaySound(sndGraveImpact); doStepFallingGear(Gear); CalcRotationDirAngle(Gear); CheckGearDrowning(Gear) end else AddGearCI(Gear); +(* +Attempt to make a barrel knock itself over an edge. Would need more checks to avoid issues like burn damage + begin + x:= hwRound(Gear^.X); + y:= hwRound(Gear^.Y); + if (((y+1) and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then + if (Land[y+1, x] = 0) then + begin + if (((y+1) and LAND_HEIGHT_MASK) = 0) and (((x+Gear^.Radius-2) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x+Gear^.Radius-2] = 0) then + Gear^.dX:= -_0_08 + else if (((y+1 and LAND_HEIGHT_MASK)) = 0) and (((x-(Gear^.Radius-2)) and LAND_WIDTH_MASK) = 0) and (Land[y+1, x-(Gear^.Radius-2)] = 0) then + Gear^.dX:= _0_08; + end; + if Gear^.dX.QWordValue = 0 then AddGearCI(Gear) + end; *) + +if not Gear^.dY.isNegative and (Gear^.dY < _0_001) and TestCollisionYwithGear(Gear, 1) then Gear^.dY:= _0; +if hwAbs(Gear^.dX) < _0_001 then Gear^.dX:= _0; if ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then if (cBarrelHealth div Gear^.Health) > 2 then @@ -1358,7 +1376,7 @@ if (not Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, 1) then begin if (Gear^.dY > _0_02) and (k = gtExplosives) then - inc(Gear^.Damage, hwRound(Gear^.dY * _70)); + inc(Gear^.Damage, hwRound(Gear^.dY * _30)); if Gear^.dY > _0_2 then for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do