hedgewars/uLandObjects.pas
author unc0rr
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One more consts adjusting to solve rope stucking problem
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2005-2008 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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unit uLandObjects;
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interface
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uses SDLh;
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{$include options.inc}
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procedure AddObjects();
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procedure LoadThemeConfig;
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procedure BlitImageAndGenerateCollisionInfo(cpX, cpY, Width: Longword; Image: PSDL_Surface);
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procedure AddOnLandObjects(Surface: PSDL_Surface);
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implementation
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uses uLand, uStore, uConsts, uMisc, uConsole, uRandom, uVisualGears, uFloat, GL, uSound;
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const MaxRects = 512;
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      MAXOBJECTRECTS = 16;
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      MAXTHEMEOBJECTS = 32;
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type PRectArray = ^TRectsArray;
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     TRectsArray = array[0..MaxRects] of TSDL_Rect;
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     TThemeObject = record
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                    Surf: PSDL_Surface;
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                    inland: TSDL_Rect;
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                    outland: array[0..Pred(MAXOBJECTRECTS)] of TSDL_Rect;
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                    rectcnt: Longword;
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                    Width, Height: Longword;
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                    Maxcnt: Longword;
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                    end;
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     TThemeObjects = record
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                     Count: LongInt;
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                     objs: array[0..Pred(MAXTHEMEOBJECTS)] of TThemeObject;
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                     end;
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     TSprayObject = record
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                    Surf: PSDL_Surface;
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                    Width, Height: Longword;
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                    Maxcnt: Longword;
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                    end;
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     TSprayObjects = record
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                     Count: LongInt;
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                     objs: array[0..Pred(MAXTHEMEOBJECTS)] of TSprayObject
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                     end;
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var Rects: PRectArray;
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    RectCount: Longword;
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    ThemeObjects: TThemeObjects;
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    SprayObjects: TSprayObjects;
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procedure BlitImageAndGenerateCollisionInfo(cpX, cpY, Width: Longword; Image: PSDL_Surface);
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var p: PLongwordArray;
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    x, y: Longword;
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    bpp: LongInt;
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begin
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WriteToConsole('Generating collision info... ');
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if SDL_MustLock(Image) then
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   SDLTry(SDL_LockSurface(Image) >= 0, true);
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bpp:= Image^.format^.BytesPerPixel;
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TryDo(bpp = 4, 'Land object should be 32bit', true);
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if Width = 0 then Width:= Image^.w;
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p:= Image^.pixels;
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for y:= 0 to Pred(Image^.h) do
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	begin
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	for x:= 0 to Pred(Width) do
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		if LandPixels[cpY + y, cpX + x] = 0 then
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			begin
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			LandPixels[cpY + y, cpX + x]:= p^[x];
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			if (p^[x] and $FF000000) <> 0 then Land[cpY + y, cpX + x]:= COLOR_LAND;
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			end;
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	p:= @(p^[Image^.pitch div 4]);
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	end;
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if SDL_MustLock(Image) then
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   SDL_UnlockSurface(Image);
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WriteLnToConsole(msgOK)
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end;
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procedure AddRect(x1, y1, w1, h1: LongInt);
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begin
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with Rects^[RectCount] do
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     begin
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     x:= x1;
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     y:= y1;
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     w:= w1;
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     h:= h1
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     end;
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inc(RectCount);
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TryDo(RectCount < MaxRects, 'AddRect: overflow', true)
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end;
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procedure InitRects;
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begin
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RectCount:= 0;
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New(Rects)
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end;
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procedure FreeRects;
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begin
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Dispose(rects)
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end;
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function CheckIntersect(x1, y1, w1, h1: LongInt): boolean;
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var i: Longword;
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    Result: boolean;
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begin
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Result:= false;
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i:= 0;
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if RectCount > 0 then
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   repeat
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   with Rects^[i] do
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        Result:= (x < x1 + w1) and (x1 < x + w) and
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                 (y < y1 + h1) and (y1 < y + h);
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   inc(i)
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   until (i = RectCount) or (Result);
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CheckIntersect:= Result
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end;
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function AddGirder(gX: LongInt): boolean;
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var tmpsurf: PSDL_Surface;
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    x1, x2, y, k, i: LongInt;
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    rr: TSDL_Rect;
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    Result: boolean;
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	function CountNonZeroz(x, y: LongInt): Longword;
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	var i: LongInt;
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		Result: Longword;
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	begin
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	Result:= 0;
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	for i:= y to y + 15 do
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		if Land[i, x] <> 0 then inc(Result);
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	CountNonZeroz:= Result
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	end;
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begin
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y:= 150;
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repeat
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	inc(y, 24);
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	x1:= gX;
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	x2:= gX;
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	while (x1 > 100) and (CountNonZeroz(x1, y) = 0) do dec(x1, 2);
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	i:= x1 - 12;
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	repeat
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		dec(x1, 2);
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		k:= CountNonZeroz(x1, y)
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	until (x1 < 100) or (k = 0) or (k = 16) or (x1 < i);
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	inc(x1, 2);
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	if k = 16 then
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		begin
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		while (x2 < 1900) and (CountNonZeroz(x2, y) = 0) do inc(x2, 2);
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		i:= x2 + 12;
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		repeat
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		inc(x2, 2);
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		k:= CountNonZeroz(x2, y)
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		until (x2 > 1900) or (k = 0) or (k = 16) or (x2 > i);
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		if (x2 < 1900) and (k = 16) and (x2 - x1 > 250)
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			and not CheckIntersect(x1 - 32, y - 64, x2 - x1 + 64, 144) then break;
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		end;
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x1:= 0;
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until y > 900;
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184
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if x1 > 0 then
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	begin
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	Result:= true;
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	tmpsurf:= LoadImage(Pathz[ptCurrTheme] + '/Girder', false, false, true);
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	if tmpsurf = nil then tmpsurf:= LoadImage(Pathz[ptGraphics] + '/Girder', false, true, true);
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	rr.x:= x1;
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	while rr.x < x2 do
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		begin
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		BlitImageAndGenerateCollisionInfo(rr.x, y, min(x2 - rr.x, tmpsurf^.w), tmpsurf);
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		inc(rr.x, tmpsurf^.w);
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		end;
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	SDL_FreeSurface(tmpsurf);
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	AddRect(x1 - 8, y - 32, x2 - x1 + 16, 80);
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	end else Result:= false;
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AddGirder:= Result
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end;
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function CheckLand(rect: TSDL_Rect; dX, dY, Color: Longword): boolean;
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var i: Longword;
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    Result: boolean;
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begin
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Result:= true;
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inc(rect.x, dX);
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inc(rect.y, dY);
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i:= 0;
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{$WARNINGS OFF}
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while (i <= rect.w) and Result do
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      begin
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      Result:= (Land[rect.y, rect.x + i] = Color) and (Land[rect.y + rect.h, rect.x + i] = Color);
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      inc(i)
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      end;
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i:= 0;
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while (i <= rect.h) and Result do
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      begin
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      Result:= (Land[rect.y + i, rect.x] = Color) and (Land[rect.y + i, rect.x + rect.w] = Color);
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      inc(i)
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      end;
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   223
{$WARNINGS ON}
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CheckLand:= Result
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end;
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function CheckCanPlace(x, y: Longword; var Obj: TThemeObject): boolean;
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var i: Longword;
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    Result: boolean;
184
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begin
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   231
with Obj do
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     if CheckLand(inland, x, y, $FFFFFF) then
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        begin
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   234
        Result:= true;
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        i:= 1;
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        while Result and (i <= rectcnt) do
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              begin
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   238
              Result:= CheckLand(outland[i], x, y, 0);
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              inc(i)
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              end;
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        if Result then
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           Result:= not CheckIntersect(x, y, Width, Height)
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        end else
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        Result:= false;
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CheckCanPlace:= Result
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   246
end;
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   247
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function TryPut(var Obj: TThemeObject): boolean; overload;
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const MaxPointsIndex = 2047;
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var x, y: Longword;
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    ar: array[0..MaxPointsIndex] of TPoint;
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    cnt, i: Longword;
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    Result: boolean;
184
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begin
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cnt:= 0;
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with Obj do
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     begin
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     if Maxcnt = 0 then
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        exit(false);
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     x:= 0;
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     repeat
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         y:= 0;
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         repeat
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   264
             if CheckCanPlace(x, y, Obj) then
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                begin
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                ar[cnt].x:= x;
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                ar[cnt].y:= y;
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                inc(cnt);
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                if cnt > MaxPointsIndex then // buffer is full, do not check the rest land
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                   begin
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                   y:= 5000;
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                   x:= 5000;
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                   end
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   274
                end;
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             inc(y, 3);
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         until y > 1023 - Height;
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         inc(x, getrandom(6) + 3)
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   278
     until x > 2047 - Width;
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   279
     Result:= cnt <> 0;
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     if Result then
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   281
        begin
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   282
        i:= getrandom(cnt);
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        BlitImageAndGenerateCollisionInfo(ar[i].x, ar[i].y, 0, Obj.Surf);
184
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   284
        AddRect(ar[i].x, ar[i].y, Width, Height);
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   285
        dec(Maxcnt)
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   286
        end else Maxcnt:= 0
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     end;
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TryPut:= Result
184
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   289
end;
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   290
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   291
function TryPut(var Obj: TSprayObject; Surface: PSDL_Surface): boolean; overload;
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   292
const MaxPointsIndex = 8095;
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   293
var x, y: Longword;
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   294
    ar: array[0..MaxPointsIndex] of TPoint;
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   295
    cnt, i: Longword;
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   296
    r: TSDL_Rect;
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    Result: boolean;
184
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   298
begin
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   299
cnt:= 0;
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   300
with Obj do
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	begin
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	if Maxcnt = 0 then
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		exit(false);
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	x:= 0;
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	r.x:= 0;
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	r.y:= 0;
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	r.w:= Width;
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	r.h:= Height + 16;
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	repeat
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		y:= 8;
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		repeat
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			if CheckLand(r, x, y - 8, $FFFFFF)
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   313
			and not CheckIntersect(x, y, Width, Height) then
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			begin
73ec31d8bb6f Enable back rendering objects that are put on top of land texture
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   315
			ar[cnt].x:= x;
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			ar[cnt].y:= y;
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   317
			inc(cnt);
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			if cnt > MaxPointsIndex then // buffer is full, do not check the rest land
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				begin
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				y:= 5000;
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   321
				x:= 5000;
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   322
				end
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   323
			end;
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			inc(y, 12);
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   325
		until y > 1023 - Height - 8;
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   326
		inc(x, getrandom(12) + 12)
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	until x > 2047 - Width;
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   328
	Result:= cnt <> 0;
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   329
	if Result then
73ec31d8bb6f Enable back rendering objects that are put on top of land texture
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   330
		begin
73ec31d8bb6f Enable back rendering objects that are put on top of land texture
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   331
		i:= getrandom(cnt);
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   332
		r.x:= ar[i].X;
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   333
		r.y:= ar[i].Y;
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		r.w:= Width;
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		r.h:= Height;
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		SDL_UpperBlit(Obj.Surf, nil, Surface, @r);
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		AddRect(ar[i].x - 32, ar[i].y - 32, Width + 64, Height + 64);
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		dec(Maxcnt)
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		end else Maxcnt:= 0
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	end;
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TryPut:= Result
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end;
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procedure ReadThemeInfo(var ThemeObjects: TThemeObjects; var SprayObjects: TSprayObjects);
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var s: string;
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    f: textfile;
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    i, ii: LongInt;
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    vobcount: Longword;
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    c1, c2: TSDL_Color;
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begin
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s:= Pathz[ptCurrTheme] + '/' + cThemeCFGFilename;
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WriteLnToConsole('Reading objects info...');
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Assign(f, s);
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{$I-}
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Reset(f);
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// read sky and explosion border colors
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Readln(f, c1.r, c1.g, c1. b);
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Readln(f, c2.r, c2.g, c2. b);
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glClearColor(c1.r / 255, c1.g / 255, c1.b / 255, 0.99); // sky color
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cExplosionBorderColor:= c2.value or $FF000000;
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ReadLn(f, s);
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if MusicFN = '' then MusicFN:= s;
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ReadLn(f, cCloudsNumber);
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   368
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Readln(f, ThemeObjects.Count);
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for i:= 0 to Pred(ThemeObjects.Count) do
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    begin
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    Readln(f, s); // filename
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    with ThemeObjects.objs[i] do
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         begin
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         Surf:= LoadImage(Pathz[ptCurrTheme] + '/' + s, false, true, true);
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         Width:= Surf^.w;
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         Height:= Surf^.h;
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         with inland do Read(f, x, y, w, h);
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         Read(f, rectcnt);
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         for ii:= 1 to rectcnt do
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             with outland[ii] do Read(f, x, y, w, h);
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         Maxcnt:= 3;
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         ReadLn(f)
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         end;
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   385
    end;
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   386
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ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
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// sprays
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Readln(f, SprayObjects.Count);
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for i:= 0 to Pred(SprayObjects.Count) do
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    begin
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    Readln(f, s); // filename
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   392
    with SprayObjects.objs[i] do
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         begin
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         Surf:= LoadImage(Pathz[ptCurrTheme] + '/' + s, false, true, true);
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         Width:= Surf^.w;
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         Height:= Surf^.h;
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   397
         ReadLn(f, Maxcnt)
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         end;
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   399
    end;
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   400
ed5450a89b96 Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
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// snowflakes
805
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Readln(f, vobCount);
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if vobCount > 0 then
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   Readln(f, vobFramesCount, vobFrameTicks, vobVelocity, vobFallSpeed);
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   405
4d75759b38bd Flakes concept, still need some development
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   406
for i:= 0 to Pred(vobCount) do
806
d397c502a5dd Finish flakes implementation
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    AddVisualGear( -cScreenWidth + random(cScreenWidth * 2 + 2048), random(1200) - 100, vgtFlake);
805
4d75759b38bd Flakes concept, still need some development
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   408
351
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Close(f);
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   410
{$I+}
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TryDo(IOResult = 0, 'Bad data or cannot access file ' + cThemeCFGFilename, true)
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end;
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   413
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bf5af791d234 Step 5: Finally... we have theme objects with alpha-channel!
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procedure AddThemeObjects(var ThemeObjects: TThemeObjects; MaxCount: LongInt);
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   415
var i, ii, t: LongInt;
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    b: boolean;
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   417
begin
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   418
if ThemeObjects.Count = 0 then exit;
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WriteLnToConsole('Adding theme objects...');
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i:= 1;
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   421
repeat
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    t:= getrandom(ThemeObjects.Count);
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    ii:= t;
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   424
    repeat
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   425
      inc(ii);
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   426
      if ii = ThemeObjects.Count then ii:= 0;
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e56317fdf78d Start implementing support for 32bit sprites concerned in map generation process.
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   427
      b:= TryPut(ThemeObjects.objs[ii])
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   428
    until b or (ii = t);
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   429
    inc(i)
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   430
until (i > MaxCount) or not b;
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   431
end;
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   432
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   433
procedure AddSprayObjects(Surface: PSDL_Surface; var SprayObjects: TSprayObjects; MaxCount: Longword);
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   434
var i: Longword;
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731ad6d27bd1 integer -> LongInt
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diff changeset
   435
    ii, t: LongInt;
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   436
    b: boolean;
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   437
begin
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   438
if SprayObjects.Count = 0 then exit;
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   439
WriteLnToConsole('Adding spray objects...');
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   440
i:= 1;
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   441
repeat
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   442
    t:= getrandom(SprayObjects.Count);
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   443
    ii:= t;
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   444
    repeat
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   445
      inc(ii);
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   446
      if ii = SprayObjects.Count then ii:= 0;
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   447
      b:= TryPut(SprayObjects.objs[ii], Surface)
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   448
    until b or (ii = t);
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   449
    inc(i)
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   450
until (i > MaxCount) or not b;
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   451
end;
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   452
1180
e56317fdf78d Start implementing support for 32bit sprites concerned in map generation process.
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   453
procedure AddObjects();
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   454
begin
1183
540cea859395 Step 4: repair girder rendering (girder is 32bit now)
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   455
InitRects;
540cea859395 Step 4: repair girder rendering (girder is 32bit now)
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   456
AddGirder(256);
540cea859395 Step 4: repair girder rendering (girder is 32bit now)
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   457
AddGirder(512);
540cea859395 Step 4: repair girder rendering (girder is 32bit now)
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   458
AddGirder(768);
540cea859395 Step 4: repair girder rendering (girder is 32bit now)
unc0rr
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   459
AddGirder(1024);
540cea859395 Step 4: repair girder rendering (girder is 32bit now)
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   460
AddGirder(1280);
540cea859395 Step 4: repair girder rendering (girder is 32bit now)
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   461
AddGirder(1536);
540cea859395 Step 4: repair girder rendering (girder is 32bit now)
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   462
AddGirder(1792);
1186
bf5af791d234 Step 5: Finally... we have theme objects with alpha-channel!
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   463
AddThemeObjects(ThemeObjects, 8);
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   464
AddProgress;
1190
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   465
FreeRects
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   466
end;
73ec31d8bb6f Enable back rendering objects that are put on top of land texture
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   467
73ec31d8bb6f Enable back rendering objects that are put on top of land texture
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   468
procedure AddOnLandObjects(Surface: PSDL_Surface);
73ec31d8bb6f Enable back rendering objects that are put on top of land texture
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   469
begin
73ec31d8bb6f Enable back rendering objects that are put on top of land texture
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   470
InitRects;
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   471
AddSprayObjects(Surface, SprayObjects, 12);
1186
bf5af791d234 Step 5: Finally... we have theme objects with alpha-channel!
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   472
FreeRects
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   473
end;
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   474
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   475
procedure LoadThemeConfig;
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   476
begin
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   477
ReadThemeInfo(ThemeObjects, SprayObjects)
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   478
end;
0b82870073b5 Load flakes information from theme.cfg when playing painted map
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   479
184
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   480
end.