So. Some themes have objects that seem to be large natural extensions of the landscape. Masks allow maintaining that. Lemme know if it doesn't look good. If it doesn't, can still use for ice/bounce/indestructible. Indestructible bunker object for example.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uLandObjects;
interface
uses SDLh;
procedure AddObjects();
procedure FreeLandObjects();
procedure LoadThemeConfig;
procedure BlitImageAndGenerateCollisionInfo(cpX, cpY, Width: Longword; Image: PSDL_Surface); inline;
procedure BlitImageAndGenerateCollisionInfo(cpX, cpY, Width: Longword; Image: PSDL_Surface; extraFlags: Word);
procedure BlitImageUsingMask(cpX, cpY: Longword; Image, Mask: PSDL_Surface);
procedure AddOnLandObjects(Surface: PSDL_Surface);
procedure SetLand(var LandWord: Word; Pixel: LongWord); inline;
implementation
uses uStore, uConsts, uConsole, uRandom, uSound, GLunit
, uTypes, uVariables, uUtils, uDebug, SysUtils
, uPhysFSLayer;
const MaxRects = 512;
MAXOBJECTRECTS = 16;
MAXTHEMEOBJECTS = 32;
cThemeCFGFilename = 'theme.cfg';
type TRectsArray = array[0..MaxRects] of TSDL_Rect;
PRectArray = ^TRectsArray;
TThemeObject = record
Surf, Mask: PSDL_Surface;
inland: TSDL_Rect;
outland: array[0..Pred(MAXOBJECTRECTS)] of TSDL_Rect;
rectcnt: Longword;
Width, Height: Longword;
Maxcnt: Longword;
end;
TThemeObjects = record
Count: LongInt;
objs: array[0..Pred(MAXTHEMEOBJECTS)] of TThemeObject;
end;
TSprayObject = record
Surf: PSDL_Surface;
Width, Height: Longword;
Maxcnt: Longword;
end;
TSprayObjects = record
Count: LongInt;
objs: array[0..Pred(MAXTHEMEOBJECTS)] of TSprayObject
end;
var Rects: PRectArray;
RectCount: Longword;
ThemeObjects: TThemeObjects;
SprayObjects: TSprayObjects;
procedure SetLand(var LandWord: Word; Pixel: LongWord); inline;
begin
// this an if instead of masking colours to avoid confusing map creators
if ((AMask and Pixel) = 0) then
LandWord:= 0
else if Pixel = $FFFFFFFF then // white
LandWord:= lfObject
else if Pixel = AMask then // black
begin
LandWord:= lfBasic;
disableLandBack:= false
end
else if Pixel = (AMask or RMask) then // red
LandWord:= lfIndestructible
else if Pixel = (AMask or BMask) then // blue
LandWord:= lfObject or lfIce
else if Pixel = (AMask or GMask) then // green
LandWord:= lfObject or lfBouncy
end;
procedure BlitImageAndGenerateCollisionInfo(cpX, cpY, Width: Longword; Image: PSDL_Surface); inline;
begin
BlitImageAndGenerateCollisionInfo(cpX, cpY, Width, Image, 0);
end;
procedure BlitImageAndGenerateCollisionInfo(cpX, cpY, Width: Longword; Image: PSDL_Surface; extraFlags: Word);
var p: PLongwordArray;
x, y: Longword;
bpp: LongInt;
begin
WriteToConsole('Generating collision info... ');
if SDL_MustLock(Image) then
SDLTry(SDL_LockSurface(Image) >= 0, true);
bpp:= Image^.format^.BytesPerPixel;
TryDo(bpp = 4, 'Land object should be 32bit', true);
if Width = 0 then
Width:= Image^.w;
p:= Image^.pixels;
for y:= 0 to Pred(Image^.h) do
begin
for x:= 0 to Pred(Width) do
if (p^[x] and AMask) <> 0 then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
if (LandPixels[cpY + y, cpX + x] = 0)
or (((p^[x] and AMask) <> 0) and (((LandPixels[cpY + y, cpX + x] and AMask) shr AShift) < 255)) then
LandPixels[cpY + y, cpX + x]:= p^[x];
end
else
if LandPixels[(cpY + y) div 2, (cpX + x) div 2] = 0 then
LandPixels[(cpY + y) div 2, (cpX + x) div 2]:= p^[x];
if (Land[cpY + y, cpX + x] <= lfAllObjMask) and ((p^[x] and AMask) <> 0) then
begin
Land[cpY + y, cpX + x]:= lfObject;
Land[cpY + y, cpX + x]:= Land[cpY + y, cpX + x] or extraFlags
end;
end;
p:= @(p^[Image^.pitch shr 2])
end;
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
WriteLnToConsole(msgOK)
end;
procedure BlitImageUsingMask(cpX, cpY: Longword; Image, Mask: PSDL_Surface);
var p, mp: PLongwordArray;
x, y: Longword;
bpp: LongInt;
begin
WriteToConsole('Generating collision info... ');
if SDL_MustLock(Image) then
SDLTry(SDL_LockSurface(Image) >= 0, true);
bpp:= Image^.format^.BytesPerPixel;
TryDo(bpp = 4, 'Land object should be 32bit', true);
p:= Image^.pixels;
mp:= Mask^.pixels;
for y:= 0 to Pred(Image^.h) do
begin
for x:= 0 to Pred(Image^.w) do
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
if (LandPixels[cpY + y, cpX + x] = 0)
or (((p^[x] and AMask) <> 0) and (((LandPixels[cpY + y, cpX + x] and AMask) shr AShift) < 255)) then
LandPixels[cpY + y, cpX + x]:= p^[x];
end
else
if LandPixels[(cpY + y) div 2, (cpX + x) div 2] = 0 then
LandPixels[(cpY + y) div 2, (cpX + x) div 2]:= p^[x];
if (Land[cpY + y, cpX + x] <= lfAllObjMask) or (Land[cpY + y, cpX + x] and lfObject <> 0) then
SetLand(Land[cpY + y, cpX + x], mp^[x]);
end;
p:= @(p^[Image^.pitch shr 2]);
mp:= @(mp^[Mask^.pitch shr 2])
end;
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
WriteLnToConsole(msgOK)
end;
procedure AddRect(x1, y1, w1, h1: LongInt);
begin
with Rects^[RectCount] do
begin
x:= x1;
y:= y1;
w:= w1;
h:= h1
end;
inc(RectCount);
TryDo(RectCount < MaxRects, 'AddRect: overflow', true)
end;
procedure InitRects;
begin
RectCount:= 0;
New(Rects)
end;
procedure FreeRects;
begin
Dispose(rects)
end;
function CheckIntersect(x1, y1, w1, h1: LongInt): boolean;
var i: Longword;
res: boolean = false;
begin
i:= 0;
if RectCount > 0 then
repeat
with Rects^[i] do
res:= (x < x1 + w1) and (x1 < x + w) and (y < y1 + h1) and (y1 < y + h);
inc(i)
until (i = RectCount) or (res);
CheckIntersect:= res;
end;
function CountNonZeroz(x, y: LongInt): Longword;
var i: LongInt;
lRes: Longword;
begin
lRes:= 0;
for i:= y to y + 15 do
if Land[i, x] <> 0 then
inc(lRes);
CountNonZeroz:= lRes;
end;
function AddGirder(gX: LongInt): boolean;
var tmpsurf: PSDL_Surface;
x1, x2, y, k, i: LongInt;
rr: TSDL_Rect;
bRes: boolean;
begin
y:= topY+150;
repeat
inc(y, 24);
x1:= gX;
x2:= gX;
while (x1 > Longint(leftX)+150) and (CountNonZeroz(x1, y) = 0) do
dec(x1, 2);
i:= x1 - 12;
repeat
dec(x1, 2);
k:= CountNonZeroz(x1, y)
until (x1 < Longint(leftX)+150) or (k = 0) or (k = 16) or (x1 < i);
inc(x1, 2);
if k = 16 then
begin
while (x2 < (rightX-150)) and (CountNonZeroz(x2, y) = 0) do
inc(x2, 2);
i:= x2 + 12;
repeat
inc(x2, 2);
k:= CountNonZeroz(x2, y)
until (x2 >= (rightX-150)) or (k = 0) or (k = 16) or (x2 > i) or (x2 - x1 >= 768);
if (x2 < (rightX - 150)) and (k = 16) and (x2 - x1 > 250) and (x2 - x1 < 768)
and (not CheckIntersect(x1 - 32, y - 64, x2 - x1 + 64, 144)) then
break;
end;
x1:= 0;
until y > (LAND_HEIGHT-125);
if x1 > 0 then
begin
bRes:= true;
tmpsurf:= LoadDataImageAltPath(ptCurrTheme, ptGraphics, 'Girder', ifCritical or ifTransparent or ifIgnoreCaps);
rr.x:= x1;
while rr.x < x2 do
begin
// For testing only. Intent is to flag this on objects with masks, or use it for an ice ray gun
if (Theme = 'Snow') or (Theme = 'Christmas') then
BlitImageAndGenerateCollisionInfo(rr.x, y, min(x2 - rr.x, tmpsurf^.w), tmpsurf, lfIce)
else
BlitImageAndGenerateCollisionInfo(rr.x, y, min(x2 - rr.x, tmpsurf^.w), tmpsurf);
inc(rr.x, tmpsurf^.w);
end;
SDL_FreeSurface(tmpsurf);
AddRect(x1 - 8, y - 32, x2 - x1 + 16, 80);
end
else bRes:= false;
AddGirder:= bRes;
end;
function CheckLand(rect: TSDL_Rect; dX, dY, Color: Longword): boolean;
var tmpx, tmpx2, tmpy, tmpy2, bx, by: LongInt;
bRes: boolean = true;
begin
inc(rect.x, dX);
inc(rect.y, dY);
bx:= rect.x + rect.w;
by:= rect.y + rect.h;
{$WARNINGS OFF}
tmpx:= rect.x;
tmpx2:= bx;
while (tmpx <= bx - rect.w div 2 - 1) and bRes do
begin
bRes:= ((rect.y and LAND_HEIGHT_MASK) = 0) and ((by and LAND_HEIGHT_MASK) = 0)
and ((tmpx and LAND_WIDTH_MASK) = 0) and ((tmpx2 and LAND_WIDTH_MASK) = 0)
and (Land[rect.y, tmpx] = Color) and (Land[by, tmpx] = Color)
and (Land[rect.y, tmpx2] = Color) and (Land[by, tmpx2] = Color);
inc(tmpx);
dec(tmpx2)
end;
tmpy:= rect.y+1;
tmpy2:= by-1;
while (tmpy <= by - rect.h div 2 - 1) and bRes do
begin
bRes:= ((tmpy and LAND_HEIGHT_MASK) = 0) and ((tmpy2 and LAND_HEIGHT_MASK) = 0)
and ((rect.x and LAND_WIDTH_MASK) = 0) and ((bx and LAND_WIDTH_MASK) = 0)
and (Land[tmpy, rect.x] = Color) and (Land[tmpy, bx] = Color)
and (Land[tmpy2, rect.x] = Color) and (Land[tmpy2, bx] = Color);
inc(tmpy);
dec(tmpy2)
end;
{$WARNINGS ON}
CheckLand:= bRes;
end;
function CheckCanPlace(x, y: Longword; var Obj: TThemeObject): boolean;
var i: Longword;
bRes: boolean;
begin
with Obj do
if CheckLand(inland, x, y, lfBasic) then
begin
bRes:= true;
i:= 1;
while bRes and (i <= rectcnt) do
begin
bRes:= CheckLand(outland[i], x, y, 0);
inc(i)
end;
if bRes then
bRes:= not CheckIntersect(x, y, Width, Height)
end
else
bRes:= false;
CheckCanPlace:= bRes;
end;
function TryPut(var Obj: TThemeObject): boolean; overload;
const MaxPointsIndex = 2047;
var x, y: Longword;
ar: array[0..MaxPointsIndex] of TPoint;
cnt, i: Longword;
bRes: boolean;
begin
TryPut:= false;
cnt:= 0;
with Obj do
begin
if Maxcnt = 0 then
exit;
x:= 0;
repeat
y:= topY+32; // leave room for a hedgie to teleport in
repeat
if CheckCanPlace(x, y, Obj) then
begin
ar[cnt].x:= x;
ar[cnt].y:= y;
inc(cnt);
if cnt > MaxPointsIndex then // buffer is full, do not check the rest land
begin
y:= 5000;
x:= 5000;
end
end;
inc(y, 3);
until y >= LAND_HEIGHT - Height;
inc(x, getrandom(6) + 3)
until x >= LAND_WIDTH - Width;
bRes:= cnt <> 0;
if bRes then
begin
i:= getrandom(cnt);
if Obj.Mask <> nil then
BlitImageUsingMask(ar[i].x, ar[i].y, Obj.Surf, Obj.Mask)
else BlitImageAndGenerateCollisionInfo(ar[i].x, ar[i].y, 0, Obj.Surf);
AddRect(ar[i].x, ar[i].y, Width, Height);
dec(Maxcnt)
end
else Maxcnt:= 0
end;
TryPut:= bRes;
end;
function TryPut(var Obj: TSprayObject; Surface: PSDL_Surface): boolean; overload;
const MaxPointsIndex = 8095;
var x, y: Longword;
ar: array[0..MaxPointsIndex] of TPoint;
cnt, i: Longword;
r: TSDL_Rect;
bRes: boolean;
begin
TryPut:= false;
cnt:= 0;
with Obj do
begin
if Maxcnt = 0 then
exit;
x:= 0;
r.x:= 0;
r.y:= 0;
r.w:= Width;
r.h:= Height + 16;
repeat
y:= 8;
repeat
if CheckLand(r, x, y - 8, lfBasic)
and (not CheckIntersect(x, y, Width, Height)) then
begin
ar[cnt].x:= x;
ar[cnt].y:= y;
inc(cnt);
if cnt > MaxPointsIndex then // buffer is full, do not check the rest land
begin
y:= 5000;
x:= 5000;
end
end;
inc(y, 12);
until y >= LAND_HEIGHT - Height - 8;
inc(x, getrandom(12) + 12)
until x >= LAND_WIDTH - Width;
bRes:= cnt <> 0;
if bRes then
begin
i:= getrandom(cnt);
r.x:= ar[i].X;
r.y:= ar[i].Y;
r.w:= Width;
r.h:= Height;
SDL_UpperBlit(Obj.Surf, nil, Surface, @r);
AddRect(ar[i].x - 32, ar[i].y - 32, Width + 64, Height + 64);
dec(Maxcnt)
end
else Maxcnt:= 0
end;
TryPut:= bRes;
end;
procedure CheckRect(Width, Height, x, y, w, h: LongWord);
begin
if (x + w > Width) then
OutError('Object''s rectangle exceeds image: x + w (' + inttostr(x) + ' + ' + inttostr(w) + ') > Width (' + inttostr(Width) + ')', true);
if (y + h > Height) then
OutError('Object''s rectangle exceeds image: y + h (' + inttostr(y) + ' + ' + inttostr(h) + ') > Height (' + inttostr(Height) + ')', true);
end;
procedure ReadThemeInfo(var ThemeObjects: TThemeObjects; var SprayObjects: TSprayObjects);
var s, key: shortstring;
f: PFSFile;
i: LongInt;
ii, t: Longword;
c2: TSDL_Color;
begin
AddProgress;
// Set default water greyscale values
if GrayScale then
begin
for i:= 0 to 3 do
begin
t:= round(SDWaterColorArray[i].r * RGB_LUMINANCE_RED + SDWaterColorArray[i].g * RGB_LUMINANCE_GREEN + SDWaterColorArray[i].b * RGB_LUMINANCE_BLUE);
if t > 255 then
t:= 255;
SDWaterColorArray[i].r:= t;
SDWaterColorArray[i].g:= t;
SDWaterColorArray[i].b:= t
end;
for i:= 0 to 1 do
begin
t:= round(WaterColorArray[i].r * RGB_LUMINANCE_RED + WaterColorArray[i].g * RGB_LUMINANCE_GREEN + WaterColorArray[i].b * RGB_LUMINANCE_BLUE);
if t > 255 then
t:= 255;
WaterColorArray[i].r:= t;
WaterColorArray[i].g:= t;
WaterColorArray[i].b:= t
end
end;
s:= cPathz[ptCurrTheme] + '/' + cThemeCFGFilename;
WriteLnToConsole('Reading objects info...');
f:= pfsOpenRead(s);
TryDo(f <> nil, 'Bad data or cannot access file ' + cThemeCFGFilename, true);
ThemeObjects.Count:= 0;
SprayObjects.Count:= 0;
while not pfsEOF(f) do
begin
pfsReadLn(f, s);
if Length(s) = 0 then
continue;
if s[1] = ';' then
continue;
i:= Pos('=', s);
key:= Trim(Copy(s, 1, Pred(i)));
Delete(s, 1, i);
if key = 'sky' then
begin
i:= Pos(',', s);
SkyColor.r:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
SkyColor.g:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
SkyColor.b:= StrToInt(Trim(s));
if GrayScale
then
begin
t:= round(SkyColor.r * RGB_LUMINANCE_RED + SkyColor.g * RGB_LUMINANCE_GREEN + SkyColor.b * RGB_LUMINANCE_BLUE);
if t > 255 then
t:= 255;
SkyColor.r:= t;
SkyColor.g:= t;
SkyColor.b:= t
end;
glClearColor(SkyColor.r / 255, SkyColor.g / 255, SkyColor.b / 255, 0.99);
SDSkyColor.r:= SkyColor.r;
SDSkyColor.g:= SkyColor.g;
SDSkyColor.b:= SkyColor.b;
end
else if key = 'border' then
begin
i:= Pos(',', s);
c2.r:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
c2.g:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
c2.b:= StrToInt(Trim(s));
if GrayScale then
begin
t:= round(SkyColor.r * RGB_LUMINANCE_RED + SkyColor.g * RGB_LUMINANCE_GREEN + SkyColor.b * RGB_LUMINANCE_BLUE);
if t > 255 then
t:= 255;
c2.r:= t;
c2.g:= t;
c2.b:= t
end;
ExplosionBorderColor:= (c2.r shl RShift) or (c2.g shl GShift) or (c2.b shl BShift) or AMask;
end
else if key = 'water-top' then
begin
i:= Pos(',', s);
WaterColorArray[0].r:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
WaterColorArray[0].g:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
WaterColorArray[0].b:= StrToInt(Trim(s));
WaterColorArray[0].a := 255;
if GrayScale then
begin
t:= round(WaterColorArray[0].r * RGB_LUMINANCE_RED + WaterColorArray[0].g * RGB_LUMINANCE_GREEN + WaterColorArray[0].b * RGB_LUMINANCE_BLUE);
if t > 255 then
t:= 255;
WaterColorArray[0].r:= t;
WaterColorArray[0].g:= t;
WaterColorArray[0].b:= t
end;
WaterColorArray[1]:= WaterColorArray[0];
end
else if key = 'water-bottom' then
begin
i:= Pos(',', s);
WaterColorArray[2].r:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
WaterColorArray[2].g:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
WaterColorArray[2].b:= StrToInt(Trim(s));
WaterColorArray[2].a := 255;
if GrayScale then
begin
t:= round(WaterColorArray[2].r * RGB_LUMINANCE_RED + WaterColorArray[2].g * RGB_LUMINANCE_GREEN + WaterColorArray[2].b * RGB_LUMINANCE_BLUE);
if t > 255 then
t:= 255;
WaterColorArray[2].r:= t;
WaterColorArray[2].g:= t;
WaterColorArray[2].b:= t
end;
WaterColorArray[3]:= WaterColorArray[2];
end
else if key = 'water-opacity' then
begin
WaterOpacity:= StrToInt(Trim(s));
SDWaterOpacity:= WaterOpacity
end
else if key = 'music' then
SetMusicName(Trim(s))
else if key = 'clouds' then
begin
cCloudsNumber:= Word(StrToInt(Trim(s))) * cScreenSpace div 4096;
cSDCloudsNumber:= cCloudsNumber
end
else if key = 'object' then
begin
inc(ThemeObjects.Count);
with ThemeObjects.objs[Pred(ThemeObjects.Count)] do
begin
i:= Pos(',', s);
Surf:= LoadDataImage(ptCurrTheme, Trim(Copy(s, 1, Pred(i))), ifTransparent or ifIgnoreCaps or ifCritical);
Width:= Surf^.w;
Height:= Surf^.h;
Mask:= LoadDataImage(ptCurrTheme, Trim(Copy(s, 1, Pred(i)))+'_mask', ifTransparent or ifIgnoreCaps);
Delete(s, 1, i);
i:= Pos(',', s);
Maxcnt:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
if (Maxcnt < 1) or (Maxcnt > MAXTHEMEOBJECTS) then
OutError('Object''s max count should be between 1 and '+ inttostr(MAXTHEMEOBJECTS) +' (it was '+ inttostr(Maxcnt) +').', true);
with inland do
begin
i:= Pos(',', s);
x:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
y:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
w:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
h:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
CheckRect(Width, Height, x, y, w, h)
end;
i:= Pos(',', s);
rectcnt:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
for ii:= 1 to rectcnt do
with outland[ii] do
begin
i:= Pos(',', s);
x:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
y:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
w:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
if ii = rectcnt then
h:= StrToInt(Trim(s))
else
begin
i:= Pos(',', s);
h:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i)
end;
CheckRect(Width, Height, x, y, w, h)
end;
end;
end
else if key = 'spray' then
begin
inc(SprayObjects.Count);
with SprayObjects.objs[Pred(SprayObjects.Count)] do
begin
i:= Pos(',', s);
Surf:= LoadDataImage(ptCurrTheme, Trim(Copy(s, 1, Pred(i))), ifTransparent or ifIgnoreCaps);
Width:= Surf^.w;
Height:= Surf^.h;
Delete(s, 1, i);
Maxcnt:= StrToInt(Trim(s));
end;
end
else if key = 'flakes' then
begin
i:= Pos(',', s);
vobCount:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
if vobCount > 0 then
begin
i:= Pos(',', s);
vobFramesCount:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
vobFrameTicks:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
vobVelocity:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
vobFallSpeed:= StrToInt(Trim(s));
end;
end
else if key = 'flatten-flakes' then
cFlattenFlakes:= true
else if key = 'flatten-clouds' then
cFlattenClouds:= true
else if key = 'sd-water-top' then
begin
i:= Pos(',', s);
SDWaterColorArray[0].r:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
SDWaterColorArray[0].g:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
SDWaterColorArray[0].b:= StrToInt(Trim(s));
SDWaterColorArray[0].a := 255;
if GrayScale then
begin
t:= round(SDWaterColorArray[0].r * RGB_LUMINANCE_RED + SDWaterColorArray[0].g * RGB_LUMINANCE_GREEN + SDWaterColorArray[0].b * RGB_LUMINANCE_BLUE);
if t > 255 then
t:= 255;
SDWaterColorArray[0].r:= t;
SDWaterColorArray[0].g:= t;
SDWaterColorArray[0].b:= t
end;
SDWaterColorArray[1]:= SDWaterColorArray[0];
end
else if key = 'sd-water-bottom' then
begin
i:= Pos(',', s);
SDWaterColorArray[2].r:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
SDWaterColorArray[2].g:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
SDWaterColorArray[2].b:= StrToInt(Trim(s));
SDWaterColorArray[2].a := 255;
if GrayScale then
begin
t:= round(SDWaterColorArray[2].r * RGB_LUMINANCE_RED + SDWaterColorArray[2].g * RGB_LUMINANCE_GREEN + SDWaterColorArray[2].b * RGB_LUMINANCE_BLUE);
if t > 255 then
t:= 255;
SDWaterColorArray[2].r:= t;
SDWaterColorArray[2].g:= t;
SDWaterColorArray[2].b:= t
end;
SDWaterColorArray[3]:= SDWaterColorArray[2];
end
else if key = 'sd-water-opacity' then
SDWaterOpacity:= StrToInt(Trim(s))
else if key = 'sd-clouds' then
cSDCloudsNumber:= Word(StrToInt(Trim(s))) * cScreenSpace div 4096
else if key = 'sd-flakes' then
begin
i:= Pos(',', s);
vobSDCount:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
if vobSDCount > 0 then
begin
i:= Pos(',', s);
vobSDFramesCount:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
vobSDFrameTicks:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
vobSDVelocity:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
vobSDFallSpeed:= StrToInt(Trim(s));
end;
end
else if key = 'rq-sky' then
begin
if ((cReducedQuality and rqNoBackground) <> 0) then
begin
i:= Pos(',', s);
RQSkyColor.r:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
RQSkyColor.g:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
RQSkyColor.b:= StrToInt(Trim(s));
if GrayScale then
begin
t:= round(RQSkyColor.r * RGB_LUMINANCE_RED + RQSkyColor.g * RGB_LUMINANCE_GREEN + RQSkyColor.b * RGB_LUMINANCE_BLUE);
if t > 255 then
t:= 255;
RQSkyColor.r:= t;
RQSkyColor.g:= t;
RQSkyColor.b:= t
end;
glClearColor(RQSkyColor.r / 255, RQSkyColor.g / 255, RQSkyColor.b / 255, 0.99);
SDSkyColor.r:= RQSkyColor.r;
SDSkyColor.g:= RQSkyColor.g;
SDSkyColor.b:= RQSkyColor.b;
end
end
end;
pfsClose(f);
AddProgress;
end;
procedure AddThemeObjects(var ThemeObjects: TThemeObjects);
var i, ii, t: LongInt;
b: boolean;
begin
if ThemeObjects.Count = 0 then
exit;
WriteLnToConsole('Adding theme objects...');
for i:=0 to ThemeObjects.Count do
ThemeObjects.objs[i].Maxcnt := max(1, (ThemeObjects.objs[i].Maxcnt * MaxHedgehogs) div 18); // Maxcnt is proportional to map size, but allow objects to span even if we're on a tiny map
repeat
t := getrandom(ThemeObjects.Count);
b := false;
for i:=0 to ThemeObjects.Count do
begin
ii := (i+t) mod ThemeObjects.Count;
if ThemeObjects.objs[ii].Maxcnt <> 0 then
b := b or TryPut(ThemeObjects.objs[ii])
end;
until not b;
end;
procedure AddSprayObjects(Surface: PSDL_Surface; var SprayObjects: TSprayObjects);
var i, ii, t: LongInt;
b: boolean;
begin
if SprayObjects.Count = 0 then
exit;
WriteLnToConsole('Adding spray objects...');
for i:=0 to SprayObjects.Count do
SprayObjects.objs[i].Maxcnt := max(1, (SprayObjects.objs[i].Maxcnt * MaxHedgehogs) div 18); // Maxcnt is proportional to map size, but allow objects to span even if we're on a tiny map
repeat
t := getrandom(SprayObjects.Count);
b := false;
for i:=0 to SprayObjects.Count do
begin
ii := (i+t) mod SprayObjects.Count;
if SprayObjects.objs[ii].Maxcnt <> 0 then
b := b or TryPut(SprayObjects.objs[ii], Surface)
end;
until not b;
end;
procedure AddObjects();
var i, g: Longword;
begin
InitRects;
if hasGirders then
begin
g:= max(playWidth div 8, 256);
i:= leftX + g;
repeat
AddGirder(i);
i:=i + g;
until (i > rightX - g);
end;
if (GameFlags and gfDisableLandObjects) = 0 then
AddThemeObjects(ThemeObjects);
AddProgress();
FreeRects();
end;
procedure AddOnLandObjects(Surface: PSDL_Surface);
begin
InitRects;
//AddSprayObjects(Surface, SprayObjects, 12);
AddSprayObjects(Surface, SprayObjects);
FreeRects
end;
procedure LoadThemeConfig;
begin
ReadThemeInfo(ThemeObjects, SprayObjects)
end;
procedure FreeLandObjects();
var i: Longword;
begin
for i:= 0 to Pred(MAXTHEMEOBJECTS) do
begin
if ThemeObjects.objs[i].Surf <> nil then
SDL_FreeSurface(ThemeObjects.objs[i].Surf);
if SprayObjects.objs[i].Surf <> nil then
SDL_FreeSurface(SprayObjects.objs[i].Surf);
ThemeObjects.objs[i].Surf:= nil;
SprayObjects.objs[i].Surf:= nil;
end;
end;
end.