Fix teleport allowing you to teleport in land if you clicked beyond the wrap-around border
--- a/ChangeLog.txt Thu Oct 05 18:26:08 2017 +0200
+++ b/ChangeLog.txt Fri Oct 06 14:03:13 2017 +0200
@@ -49,6 +49,7 @@
* Fixed incorrect time box tooltip when in Sudden Death
* Fixed cake taking over 200 seconds to explode when its stuck and can't move
* Fixed Birdy descending into water when hog took damage or died before it got picked up
+ * Fixed teleportation being able to teleport in land if you clicked in the "dark" area of the wrap world edge
* Remove buggy /finish chat command
* Various other fixes
--- a/hedgewars/uGearsHandlersMess.pas Thu Oct 05 18:26:08 2017 +0200
+++ b/hedgewars/uGearsHandlersMess.pas Fri Oct 06 14:03:13 2017 +0200
@@ -2865,6 +2865,7 @@
valid:= false;
lx:= Gear^.Target.X - SpritesData[sprHHTelepMask].Width div 2; // left
+ lx:= CalcWorldWrap(lx, SpritesData[sprHHTelepMask].Width); // Take world edge into account
ty:= Gear^.Target.Y - SpritesData[sprHHTelepMask].Height div 2; // top
// remember original target location
--- a/hedgewars/uGearsUtils.pas Thu Oct 05 18:26:08 2017 +0200
+++ b/hedgewars/uGearsUtils.pas Fri Oct 06 14:03:13 2017 +0200
@@ -56,6 +56,7 @@
function GetUtility(Hedgehog: PHedgehog): TAmmoType;
function WorldWrap(var Gear: PGear): boolean;
+function CalcWorldWrap(X, radius: LongInt): LongInt;
function IsHogLocal(HH: PHedgehog): boolean;
@@ -1598,6 +1599,27 @@
end;
end;
+// Takes an X coordinate and corrects if according to the world edge rules
+// Wrap-around: X will be wrapped
+// Bouncy: X will be kept inside the legal land (taking radius into account)
+// Other world edges: Just returns X
+// radius is a radius (gear radius) tolerance for an appropriate distance from bouncy world edges.
+// Set radius to 0 if you don't care.
+function CalcWorldWrap(X, radius: LongInt): LongInt;
+begin
+ if WorldEdge = weWrap then
+ if X < LongInt(leftX) then
+ X:= X + (LongInt(rightX) - LongInt(leftX))
+ else if X > LongInt(rightX) then
+ X:= X - (LongInt(rightX) - LongInt(leftX))
+ else if WorldEdge = weBounce then
+ if X - radius < LongInt(leftX) then
+ X:= LongInt(leftX) + radius
+ else if X + radius > LongInt(rightX) then
+ X:= LongInt(rightX) - radius;
+ CalcWorldWrap:= X;
+end;
+
procedure AddBounceEffectForGear(Gear: PGear);
var boing: PVisualGear;
begin