Remove Distance from flake kick, reduce calls to Random() in flame replacing w/ checks on game tick and a little randomness.
--- a/hedgewars/GSHandlers.inc Sat Mar 27 03:39:35 2010 +0000
+++ b/hedgewars/GSHandlers.inc Sat Mar 27 03:55:12 2010 +0000
@@ -1612,8 +1612,8 @@
AmmoShove(Gear, 4, 100);
Gear^.Radius:= 1;
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 4, EXPLNoDamage);
- if Random(100) > 90 then
- for i:= 0 to Random(3) do
+ if ((GameTicks and $7) = 0) and (Random(2) = 0) then
+ for i:= 1 to Random(2)+1 do
AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), hwRound(Gear^.Y) - 2, vgtSmoke);
if Gear^.Health > 0 then dec(Gear^.Health);
Gear^.Timer:= 450 - Gear^.Tag * 8
@@ -1634,8 +1634,8 @@
end;
if Gear^.Health = 0 then begin
if (Gear^.State and gsttmpFlag) = 0 then begin
- if Random(100) > 80 then begin
- for i:= 0 to Random(3) do begin
+ if ((GameTicks and $3) = 0) and (Random(1) = 0) then begin
+ for i:= 1 to Random(2)+1 do begin
AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), hwRound(Gear^.Y) - 2, vgtSmoke);
end;
end;
--- a/hedgewars/uVisualGears.pas Sat Mar 27 03:39:35 2010 +0000
+++ b/hedgewars/uVisualGears.pas Sat Mar 27 03:55:12 2010 +0000
@@ -89,7 +89,9 @@
// ==================================================================
procedure doStepFlake(Gear: PVisualGear; Steps: Longword);
+var sign: hwFloat;
begin
+sign:= _1;
with Gear^ do
begin
inc(FrameTicks, Steps);
@@ -108,10 +110,12 @@
(hwRound(Y) <= (LAND_HEIGHT + 75)) and
(Timer > 0) and (Timer-Steps > 0) then
begin
- tdX:= tdX - _0_005*Steps;
- tdY:= tdY - _0_005*Steps;
- if tdX < _0 then tdX:= _0;
- if tdY < _0 then tdY:= _0;
+ sign.isNegative:=tdX.isNegative;
+ tdX:= tdX - _0_005*Steps*sign;
+ if (sign.isNegative and (tdX > _0)) or (not sign.isNegative and (tdX < _0)) then tdX:= _0;
+ sign.isNegative:=tdY.isNegative;
+ tdY:= tdY - _0_005*Steps*sign;
+ if (sign.isNegative and (tdY > _0)) or (not sign.isNegative and (tdY < _0)) then tdY:= _0;
dec(Timer, Steps)
end
else
@@ -669,11 +673,11 @@
if Gear^.Kind = vgtFlake then
begin
// Damage calc from doMakeExplosion
- dmg:= min(100,Radius*2 + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y))));
+ dmg:= min(100,Radius + cHHRadius div 2 - (hwRound(hwAbs(Gear^.X - int2hwFloat(X))+hwAbs(Gear^.Y - int2hwFloat(Y))) div 5));
if dmg > 1 then
begin
- Gear^.tdX:= Gear^.dX + SignAs(_0_01 * dmg + cHHKick, Gear^.X - int2hwFloat(X));
- Gear^.tdY:= Gear^.dY + SignAs(_0_01 * dmg + cHHKick, Gear^.Y - int2hwFloat(Y));
+ Gear^.tdX:= SignAs(_0_02 * dmg + cHHKick, Gear^.X - int2hwFloat(X));
+ Gear^.tdY:= SignAs(_0_02 * dmg + cHHKick, Gear^.Y - int2hwFloat(Y));
Gear^.Timer:= 200
end
end;