diff -r 9643d75baf1e -r 3101306251e5 hedgewars/uLand.pas --- a/hedgewars/uLand.pas Tue Jun 20 21:18:49 2006 +0000 +++ b/hedgewars/uLand.pas Tue Jun 20 21:20:06 2006 +0000 @@ -427,6 +427,54 @@ end; end; +procedure NormalizePoints(var pa: TPixAr); +const brd = 32; +var isUP: boolean; // HACK: transform for Y should be exact as one for X + Left, Right, Top, Bottom, + OWidth, Width, OHeight, Height, + OLeft: integer; + i: integer; +begin +TryDo((pa.ar[0].y < 0) or (pa.ar[0].y > 1023), 'Bad land generated', true); +isUP:= pa.ar[0].y > 0; +Left:= 1023; +Right:= Left; +Top:= pa.ar[0].y; +Bottom:= Top; + +for i:= 1 to Pred(pa.Count) do + with pa.ar[i] do + begin + if (y and $FFFFFC00) = 0 then + if x < Left then Left:= x else + if x > Right then Right:= x; + if y < Top then Top:= y else + if y > Bottom then Bottom:= y + end; + +if (Left < brd) or (Right > 2047 - brd) then + begin + OLeft:= Left; + OWidth:= Right - OLeft; + if Left < brd then Left:= brd; + if Right > 2047 - brd then Right:= 2047 - brd; + Width:= Right - Left; + for i:= 0 to Pred(pa.Count) do + with pa.ar[i] do + x:= round((x - OLeft) * Width div OWidth + Left) + end; + +if isUp then // FIXME: remove hack + if Top < brd then + begin + OHeight:= 1023 - Top; + Height:= 1023 - brd; + for i:= 0 to Pred(pa.Count) do + with pa.ar[i] do + y:= round((y - 1023) * Height div OHeight + 1023) + end; +end; + procedure GenBlank(var Template: TEdgeTemplate); var pa: TPixAr; i: Longword; @@ -459,6 +507,7 @@ BezierizeEdge(pa, 0.33333334); PointWave(Template, pa); + NormalizePoints(pa); DrawBezierEdge(pa); for i:= 0 to pred(FillPointsCount) do @@ -479,11 +528,13 @@ AddProgress; with PixelFormat^ do tmpsurf:= SDL_CreateRGBSurface(SDL_HWSURFACE, 2048, 1024, BitsPerPixel, RMask, GMask, BMask, 0); +TryDo(tmpsurf <> nil, 'Error creating pre-land surface', true); ColorizeLand(tmpsurf); AddProgress; AddBorder(tmpsurf); with PixelFormat^ do LandSurface:= SDL_CreateRGBSurface(SDL_HWSURFACE, 2048, 1024, BitsPerPixel, RMask, GMask, BMask, 0); +TryDo(LandSurface <> nil, 'Error creating land surface', true); SDL_FillRect(LandSurface, nil, 0); AddProgress;