Eliminate flake kick on themes with no flakes, more than 200 flakes (city) or explosions of 25 or smaller
--- a/hedgewars/uGears.pas Fri Mar 26 17:18:44 2010 +0000
+++ b/hedgewars/uGears.pas Fri Mar 26 17:22:52 2010 +0000
@@ -1759,6 +1759,8 @@
begin
TargetPoint.X:= NoPointX;
{$IFDEF DEBUGFILE}if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');{$ENDIF}
+if Radius > 25 then KickFlakes(Radius, X, Y);
+
if ((Mask and EXPLNoGfx) = 0) then
begin
if Radius > 50 then AddGear(X, Y, gtBigExplosion, 0, _0, _0, 0)
@@ -1771,8 +1773,6 @@
else
dmgRadius:= Radius;
-KickFlakes(dmgRadius, X, Y);
-
Gear:= GearsList;
while Gear <> nil do
begin
--- a/hedgewars/uLandObjects.pas Fri Mar 26 17:18:44 2010 +0000
+++ b/hedgewars/uLandObjects.pas Fri Mar 26 17:22:52 2010 +0000
@@ -353,7 +353,6 @@
var s: shortstring;
f: textfile;
i, ii: LongInt;
- vobcount: Longword;
c1, c2: TSDL_Color;
procedure CheckRect(Width, Height, x, y, w, h: LongWord);
--- a/hedgewars/uVisualGears.pas Fri Mar 26 17:18:44 2010 +0000
+++ b/hedgewars/uVisualGears.pas Fri Mar 26 17:22:52 2010 +0000
@@ -55,7 +55,7 @@
function AddVisualGear(X, Y: LongInt; Kind: TVisualGearType): PVisualGear;
procedure ProcessVisualGears(Steps: Longword);
-procedure KickFlakes(dmgRadius, X, Y: LongInt);
+procedure KickFlakes(Radius, X, Y: LongInt);
procedure DrawVisualGears(Layer: LongWord);
procedure DeleteVisualGear(Gear: PVisualGear);
procedure AddClouds;
@@ -63,7 +63,7 @@
procedure FreeVisualGears;
var VisualGearsList: PVisualGear;
- vobFrameTicks, vobFramesCount: Longword;
+ vobFrameTicks, vobFramesCount, vobCount: Longword;
vobVelocity, vobFallSpeed: LongInt;
implementation
@@ -657,12 +657,11 @@
end
end;
-procedure KickFlakes(dmgRadius, X, Y: LongInt);
+procedure KickFlakes(Radius, X, Y: LongInt);
var Gear, t: PVisualGear;
dmg: LongInt;
begin
-if dmgRadius = 0 then exit;
-
+if (vobCount = 0) or (vobCount > 200) then exit;
t:= VisualGearsList;
while t <> nil do
begin
@@ -670,7 +669,7 @@
if Gear^.Kind = vgtFlake then
begin
// Damage calc from doMakeExplosion
- dmg:= min(100,dmgRadius*2 + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y))));
+ dmg:= min(100,Radius*2 + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y))));
if dmg > 1 then
begin
Gear^.tdX:= Gear^.dX + SignAs(_0_01 * dmg + cHHKick, Gear^.X - int2hwFloat(X));