Draw ice on water
authorUrbertar@gmail.com
Thu, 28 Feb 2013 23:24:50 +0200 (2013-02-28)
changeset 8602 f510cca2b988
parent 8601 7668f92734b8
child 8603 1b58da1fd9bf
Draw ice on water
hedgewars/GSHandlers.inc
hedgewars/uLandGraphics.pas
--- a/hedgewars/GSHandlers.inc	Thu Feb 28 20:11:16 2013 +0200
+++ b/hedgewars/GSHandlers.inc	Thu Feb 28 23:24:50 2013 +0200
@@ -616,6 +616,7 @@
         else if ((yy and LAND_HEIGHT_MASK) = 0) and ((xx and LAND_WIDTH_MASK) = 0) and (Land[yy, xx] <> 0) then
             begin
             lf:= Land[yy, xx] and (lfObject or lfBasic or lfIndestructible);
+            if lf = 0 then lf:= lfObject;
             // If there's room below keep falling
             if (((yy-1) and LAND_HEIGHT_MASK) = 0) and (Land[yy-1, xx] = 0) then
                 begin
@@ -5097,8 +5098,11 @@
 const iceCollideWithGround:Longint = 1;
 const iceWaitNextTarget:Longint = 2;
 const iceCollideWithHog:Longint = 4;
+const iceCollideWithWater:Longint = 5;
+const waterFreezingTime:Longint = 500;
 const groundFreezingTime:Longint = 1000;
 const iceRadius = 32;
+const iceHeight = 40;
 var
     HHGear: PGear;
     ndX, ndY: hwFloat;
@@ -5145,25 +5149,40 @@
                 CheckCollisionWithLand(Gear);
                 if (State and gstCollision) <> 0 then
                 begin        
-                    if IceState = iceWaitCollision then
+                if IceState = iceWaitCollision then
                     begin
-                        IceState := iceCollideWithGround;
-                        IceTime := GameTicks;                    
+                    IceState := iceCollideWithGround;
+                    IceTime := GameTicks;                    
+                    end                    
+                end
+                else if (target.y >= cWaterLine) then
+                    begin
+                    if IceState = iceWaitCollision then
+                        begin
+                        IceState := iceCollideWithWater;
+                        IceTime := GameTicks;  
+                        end;
                     end;
-                end;
 
                 if (abs(gX-Target.X) < 2) and (abs(gY-Target.Y) < 2) then
-                begin
+                    begin
                     X:= HHGear^.X;
                     Y:= HHGear^.Y
-                end;
+                    end;
 
                 if (IceState = iceCollideWithGround) and ((GameTicks - IceTime) > groundFreezingTime) then
-                begin 
+                    begin 
                     FillRoundInLandWithIce(Target.X, Target.Y, iceRadius);
                     SetAllHHToActive;                                     
                     IceState := iceWaitNextTarget;
-                end;
+                    end;
+
+                if (IceState = iceCollideWithWater) and ((GameTicks - IceTime) > groundFreezingTime) then
+                    begin                    
+                    DrawIceBreak(Target.X, cWaterLine - iceHeight, iceRadius, iceHeight);
+                    SetAllHHToActive; 
+                    IceState := iceWaitNextTarget;
+                    end;
 
 // freeze nearby hogs
                 hogs := GearsNear(int2hwFloat(Target.X), int2hwFloat(Target.Y), gtHedgehog, Gear^.Radius*2);
--- a/hedgewars/uLandGraphics.pas	Thu Feb 28 20:11:16 2013 +0200
+++ b/hedgewars/uLandGraphics.pas	Thu Feb 28 23:24:50 2013 +0200
@@ -42,7 +42,7 @@
 procedure DrawLine(X1, Y1, X2, Y2: LongInt; Color: Longword);
 procedure DrawThickLine(X1, Y1, X2, Y2, radius: LongInt; color: Longword);
 procedure DumpLandToLog(x, y, r: LongInt);
-
+procedure DrawIceBreak(x, y, iceRadius, iceHeight: Longint);
 function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean; indestructible: boolean): boolean;
 
 implementation
@@ -263,8 +263,13 @@
         if (i < 0) or
            (i > LAND_WIDTH - 1) or
            (j < 0) or
-           (j > LAND_HEIGHT -1) or
-           ((Land[j, i] and $FF00) = 0) then
+           (j > LAND_HEIGHT -1) then
+               begin               
+                result := 0;
+                exit;
+               end;
+
+        if ((Land[j, i] and $FF00) = 0) and ((Land[j, i] and lfIce) = 0) then
            begin
            result := result + 1;
            end;
@@ -336,9 +341,9 @@
                 else if Land[t, i] > 255 then
                     begin
                     drawIcePixel(py, px)
-                    end
+                    end;
+                if Land[t, i] > 255 then Land[t, i] := Land[t, i] or lfIce and not lfDamaged;
                 end;
-                if Land[t, i] > 255 then Land[t, i] := Land[t, i] or lfIce and not lfDamaged;
     end
 end;
 
@@ -371,6 +376,31 @@
 end;
 
 
+procedure DrawIceBreak(x, y, iceRadius, iceHeight: Longint);
+var
+    i, j: integer;
+    landRect: TSDL_Rect;
+begin
+for i := min(max(x - iceRadius, 0), LAND_WIDTH - 1) to min(max(x + iceRadius, 0), LAND_WIDTH - 1) do
+    begin
+    for j := min(max(y, 0), LAND_HEIGHT - 1) to min(max(y + iceHeight, 0), LAND_HEIGHT - 1) do
+        begin
+        if land[j, i] = 0 then
+            begin
+                land[j, i] := lfIce;                
+                drawIcePixel(j, i);
+            end;
+        end;        
+    end;
+landRect.x := min(max(x - iceRadius, 0), LAND_WIDTH - 1);
+landRect.y := min(max(y, 0), LAND_HEIGHT - 1);
+landRect.w := min(2*iceRadius, LAND_WIDTH - landRect.x - 1);
+landRect.h := min(iceHeight, LAND_HEIGHT - landRect.y - 1);
+UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);        
+end;
+
+
+
 function FillLandCircleLinesBG(x, y, dx, dy: LongInt): Longword;
 var i, t, by, bx: LongInt;
     cnt: Longword;