hedgewars/uLandObjects.pas
author Wuzzy <Wuzzy2@mail.ru>
Wed, 11 Jul 2018 15:44:33 +0200
changeset 13472 1515e643cd91
parent 13406 40235ccf8d6d
child 13489 480ea997036b
permissions -rw-r--r--
ACF3: Move princess to her own team, fix clan color

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  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; LandFlags: Word); inline;
procedure BlitImageAndGenerateCollisionInfo(cpX, cpY, Width: Longword; Image: PSDL_Surface; LandFlags: Word; Flip: boolean);
procedure BlitOverlayAndGenerateCollisionInfo(cpX, cpY: Longword; Image: PSDL_Surface);
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
     , uTypes, uVariables, uDebug, uUtils
     , uPhysFSLayer, adler32, uRenderUtils;

const MaxRects = 512;
      MAXOBJECTRECTS = 16;
      MAXTHEMEOBJECTS = 32;
      cThemeCFGFilename = 'theme.cfg';

type PLongWord = ^LongWord;
     TRectsArray = array[0..MaxRects] of TSDL_Rect;
     PRectArray = ^TRectsArray;
     TThemeObjectOverlay = record
                           Position: TPoint;
                           Surf: PSDL_Surface;
                           Width, Height: LongWord;
                           end;
     TThemeObject = record
                     Name: ShortString;
                     Surf, Mask: PSDL_Surface;
                     inland: array[0..Pred(MAXOBJECTRECTS)] of TSDL_Rect;
                     outland: array[0..Pred(MAXOBJECTRECTS)] of TSDL_Rect;
                     anchors: array[0..Pred(MAXOBJECTRECTS)] of TSDL_Rect;
                     overlays: array[0..Pred(MAXOBJECTRECTS)] of TThemeObjectOverlay;
                     inrectcnt: LongInt;
                     outrectcnt: LongInt;
                     anchorcnt: LongInt;
                     overlaycnt: LongInt;
                     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, false);
end;

procedure BlitImageAndGenerateCollisionInfo(cpX, cpY, Width: Longword; Image: PSDL_Surface; LandFlags: Word); inline;
begin
    BlitImageAndGenerateCollisionInfo(cpX, cpY, Width, Image, LandFlags, false);
end;

procedure BlitImageAndGenerateCollisionInfo(cpX, cpY, Width: Longword; Image: PSDL_Surface; LandFlags: Word; Flip: boolean);
var p: PLongwordArray;
    px, x, y: Longword;
    bpp: LongInt;
begin
WriteToConsole('Generating collision info... ');

if SDL_MustLock(Image) then
    if SDLCheck(SDL_LockSurface(Image) >= 0, 'SDL_LockSurface', true) then exit;

bpp:= Image^.format^.BytesPerPixel;
if checkFails(bpp = 4, 'Land object should be 32bit', true) then
begin
if SDL_MustLock(Image) then
    SDL_UnlockSurface(Image);
end;

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
        begin
        // map image pixels per line backwards if in flip mode
        if Flip then
            px:= Pred(Image^.w) - x
        else
            px:= x;

        if (p^[px] and AMask) <> 0 then
            begin
            if (cReducedQuality and rqBlurryLand) = 0 then
                begin
                if (LandPixels[cpY + y, cpX + x] = 0)
                or (((LandPixels[cpY + y, cpX + x] and AMask) shr AShift) < 255) then
                    LandPixels[cpY + y, cpX + x]:= p^[px];
                end
            else
                if LandPixels[(cpY + y) div 2, (cpX + x) div 2] = 0 then
                    LandPixels[(cpY + y) div 2, (cpX + x) div 2]:= p^[px];

            if Land[cpY + y, cpX + x] <= lfAllObjMask then
                Land[cpY + y, cpX + x]:= lfObject or LandFlags
            end;
        end;
    p:= PLongwordArray(@(p^[Image^.pitch shr 2]))
    end;

if SDL_MustLock(Image) then
    SDL_UnlockSurface(Image);
WriteLnToConsole(msgOK)
end;

function LerpByte(src, dst: Byte; l: LongWord): LongWord; inline;
begin
    LerpByte:= ((255 - l) * src + l * dst) div 255;
end;

procedure BlitOverlayAndGenerateCollisionInfo(cpX, cpY: Longword; Image: PSDL_Surface);
var p: PLongwordArray;
    pLandColor: PLongWord;
    x, y, alpha, color, landColor: LongWord;
begin
WriteToConsole('Generating overlay collision info... ');

if SDL_MustLock(Image) then
    if SDLCheck(SDL_LockSurface(Image) >= 0, 'SDL_LockSurface', true) then exit;

if checkFails(Image^.format^.BytesPerPixel = 4, 'Land object overlay should be 32bit', true)
   and SDL_MustLock(Image) then
    SDL_UnlockSurface(Image);

p:= Image^.pixels;

for y:= 0 to Pred(Image^.h) do
    begin
    for x:= 0 to Pred(Image^.w) do
        begin
        color:= p^[x];
        if (color and AMask) <> 0 then
            begin
            if (cReducedQuality and rqBlurryLand) = 0 then
                pLandColor:= @LandPixels[cpY + y, cpX + x]
            else
                pLandColor:= @LandPixels[(cpY + y) div 2, (cpX + x) div 2];

            alpha:= (color and AMask) shr AShift;
            if (alpha <> $FF) and (pLandColor^ <> 0) then
                begin
                landColor:= pLandColor^;
                color:=
                    (LerpByte((landColor and RMask) shr RShift, (color and RMask) shr RShift, alpha) shl RShift)
                 or (LerpByte((landColor and GMask) shr GShift, (color and GMask) shr GShift, alpha) shl GShift)
                 or (LerpByte((landColor and BMask) shr BShift, (color and BMask) shr BShift, alpha) shl BShift)
                 or (LerpByte(alpha, 255, (landColor and AMask) shr AShift) shl AShift)
                end;
            pLandColor^:= color;

            if Land[cpY + y, cpX + x] <= lfAllObjMask then
                Land[cpY + y, cpX + x]:= lfObject
            end;
        end;
    p:= PLongwordArray(@(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
    if SDLCheck(SDL_LockSurface(Image) >= 0, 'SDL_LockSurface', true) then exit;

bpp:= Image^.format^.BytesPerPixel;
if checkFails(bpp = 4, 'Land object should be 32bit', true) then
begin
if SDL_MustLock(Image) then
    SDL_UnlockSurface(Image);
end;

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:= PLongwordArray(@(p^[Image^.pitch shr 2]));
    mp:= PLongwordArray(@(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);
checkFails(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, h: LongInt): Longword;
var i: LongInt;
    lRes: Longword;
begin
    lRes:= 0;
    for i:= y to Pred(y + h) do
        if Land[i, x] <> 0 then
            inc(lRes);
    CountNonZeroz:= lRes;
end;

procedure ChecksumLandObjectImage(Image: PSDL_Surface);
var y: LongInt;
begin
    if Image = nil then exit;

    if SDL_MustLock(Image) then
        SDL_LockSurface(Image);

    if checkFails(Image^.format^.BytesPerPixel = 4, 'Land object image should be 32bit', true) then
    begin
        if SDL_MustLock(Image) then
            SDL_UnlockSurface(Image);
        exit
    end;

    for y := 0 to Image^.h-1 do
        syncedPixelDigest:= Adler32Update(syncedPixelDigest, @PByteArray(Image^.pixels)^[y*Image^.pitch], Image^.w*4);

    if SDL_MustLock(Image) then
        SDL_UnlockSurface(Image);
end;

function AddGirder(gX: LongInt; var girSurf: PSDL_Surface): boolean;
var x1, x2, y, k, i, girderHeight: LongInt;
    rr: TSDL_Rect;
    bRes: boolean;
begin
if girSurf = nil then
    girSurf:= LoadDataImageAltPath(ptCurrTheme, ptGraphics, 'Girder', ifCritical or ifColorKey or ifIgnoreCaps);

ChecksumLandObjectImage(girsurf);

girderHeight:= girSurf^.h;

y:= topY+150;
repeat
    inc(y, 24);
    x1:= gX;
    x2:= gX;

    while (x1 > Longint(leftX)+150) and (CountNonZeroz(x1, y, girderHeight) = 0) do
        dec(x1, 2);

    i:= x1 - 12;
    repeat
        k:= CountNonZeroz(x1, y, girderHeight);
        dec(x1, 2)
    until (x1 < Longint(leftX) + 100) or (k = 0) or (k = girderHeight) or (x1 < i);

    inc(x1, 2);
    if k = girderHeight then
        begin
        while (x2 < (LongInt(rightX) - 100)) and (CountNonZeroz(x2, y, girderHeight) = 0) do
            inc(x2, 2);
        i:= x2 + 12;
        repeat
        inc(x2, 2);
        k:= CountNonZeroz(x2, y, girderHeight)
        until (x2 >= (LongInt(rightX)-150)) or (k = 0) or (k = girderHeight) or (x2 > i) or (x2 - x1 >= 900);

        if (x2 < (LongInt(rightX) - 100)) and (k = girderHeight) and (x2 - x1 > 200) and (x2 - x1 < 900)
        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;

    rr.x:= x1;
    while rr.x < x2 do
        begin
        if cIce then
            BlitImageAndGenerateCollisionInfo(rr.x, y, min(x2 - rr.x, girSurf^.w), girSurf, lfIce)
        else
            BlitImageAndGenerateCollisionInfo(rr.x, y, min(x2 - rr.x, girSurf^.w), girSurf);
        inc(rr.x, girSurf^.w);
        end;

    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 CheckLandAny(rect: TSDL_Rect; dX, dY, LandType: Longword): boolean;
var tmpx, tmpy, bx, by: LongInt;
begin
    inc(rect.x, dX);
    inc(rect.y, dY);
    bx:= rect.x + rect.w - 1;
    by:= rect.y + rect.h - 1;
    CheckLandAny:= false;

    if (((rect.x and LAND_WIDTH_MASK) or (bx and LAND_WIDTH_MASK) or
         (rect.y and LAND_HEIGHT_MASK) or (by and LAND_HEIGHT_MASK)) = 0) then
    begin
        for tmpx := rect.x to bx do
        begin
            if (((Land[rect.y, tmpx] and LandType) or (Land[by, tmpx] and LandType)) <> 0) then
            begin
                CheckLandAny := true;
                exit;
            end
        end;
        for tmpy := rect.y to by do
        begin
            if (((Land[tmpy, rect.x] and LandType) or (Land[tmpy, bx] and LandType)) <> 0) then
            begin
                CheckLandAny := true;
                exit;
            end
        end;
    end;
end;

function CheckCanPlace(x, y: Longword; var Obj: TThemeObject): boolean;
var i: Longword;
    bRes, anchored: boolean;
    overlayP1, overlayP2: TPoint;
begin
    with Obj do begin
        bRes:= true;
        i:= 0;
        while bRes and (i < overlaycnt) do
            begin
            overlayP1.x:= overlays[i].Position.x + x;
            overlayP1.y:= overlays[i].Position.y + y;
            overlayP2.x:= overlayP1.x + overlays[i].Width - 1;
            overlayP2.y:= overlayP1.y + overlays[i].Height - 1;
            bRes:= (((LAND_WIDTH_MASK and overlayP1.x) or (LAND_HEIGHT_MASK and overlayP1.y) or
                     (LAND_WIDTH_MASK and overlayP2.x) or (LAND_HEIGHT_MASK and overlayP2.y)) = 0)
                   and (not CheckIntersect(overlayP1.x, overlayP1.y, overlays[i].Width, overlays[i].Height));
            inc(i)
            end;

        i:= 0;
        while bRes and (i < inrectcnt) do
            begin
            bRes:= CheckLand(inland[i], x, y, lfBasic);
            inc(i)
            end;

        i:= 0;
        while bRes and (i < outrectcnt) do
            begin
            bRes:= CheckLand(outland[i], x, y, 0);
            inc(i)
            end;

        if bRes then
            begin
            anchored:= anchorcnt = 0;
            for i:= 1 to anchorcnt do
                begin
                    anchored := CheckLandAny(anchors[i], x, y, lfLandMask);
                    if anchored then break;
                end;
            bRes:= anchored;
            end;

        if bRes then
            bRes:= not CheckIntersect(x, y, Width, Height);

        CheckCanPlace:= bRes;
    end
end;

function TryPut(var Obj: TThemeObject): boolean;
const MaxPointsIndex = 2047;
var x, y: Longword;
    ar: array[0..MaxPointsIndex] of TPoint;
    cnt, i, ii: 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 (inrectcnt > 0) and (inland[0].x = 0) and (inland[0].y = 0) and (inland[0].w = 0) and (inland[0].h = 0) then
                y := LAND_HEIGHT - Height;

            if CheckCanPlace(x, y, Obj) then
                begin
                ar[cnt].x:= x;
                ar[cnt].y:= y;
                if cnt >= MaxPointsIndex then // buffer is full, do not check the rest land
                    begin
                    y:= LAND_HEIGHT;
                    x:= LAND_WIDTH;
                    end
                    else inc(cnt);
                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);

        ii:= 0;
        while ii < overlaycnt do
            begin
            BlitOverlayAndGenerateCollisionInfo(
                ar[i].x + overlays[ii].Position.X,
                ar[i].y + overlays[ii].Position.Y, overlays[ii].Surf);
            AddRect(ar[i].x + overlays[ii].Position.X,
                    ar[i].y + overlays[ii].Position.Y,
                    Width, Height);
            inc(ii);
            end;
        dec(Maxcnt)
        end
    else Maxcnt:= 0
    end;
TryPut:= bRes;
end;

function TryPut2(var Obj: TSprayObject; Surface: PSDL_Surface): boolean;
const MaxPointsIndex = 8095;
var x, y: Longword;
    ar: array[0..MaxPointsIndex] of TPoint;
    cnt, i: Longword;
    r: TSDL_Rect;
    bRes: boolean;
begin
TryPut2:= 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;
                if cnt >= MaxPointsIndex then // buffer is full, do not check the rest land
                    begin
                    y:= $FF000000;
                    x:= $FF000000;
                    end
                    else inc(cnt);
                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);
        copyToXY(Obj.Surf, Surface, ar[i].X, ar[i].Y);
        AddRect(ar[i].x - 32, ar[i].y - 32, Width + 64, Height + 64);
        dec(Maxcnt)
        end
    else Maxcnt:= 0
    end;
TryPut2:= 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 ReadRect(var rect: TSDL_Rect; var s: ShortString);
var i: LongInt;
begin
with rect 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);
    if i = 0 then i:= Succ(Length(S));
    h:= StrToInt(Trim(Copy(s, 1, Pred(i))));
    Delete(s, 1, i);
    end;
end;



procedure ReadOverlay(var overlay: TThemeObjectOverlay; var s: ShortString);
var i: LongInt;
begin
with overlay do
    begin
    i:= Pos(',', s);
    Position.X:= StrToInt(Trim(Copy(s, 1, Pred(i))));
    Delete(s, 1, i);
    i:= Pos(',', s);
    Position.Y:= StrToInt(Trim(Copy(s, 1, Pred(i))));
    Delete(s, 1, i);
    i:= Pos(',', s);
    if i = 0 then i:= Succ(Length(S));
    Surf:= LoadDataImage(ptCurrTheme, Trim(Copy(s, 1, Pred(i))), ifColorKey or ifIgnoreCaps or ifCritical);
    Width:= Surf^.w;
    Height:= Surf^.h;
    Delete(s, 1, i);
    ChecksumLandObjectImage(Surf);
    end;
end;

procedure ReadThemeInfo(var ThemeObjects: TThemeObjects; var SprayObjects: TSprayObjects);
var s, key, nameRef: shortstring;
    f: PFSFile;
    i: LongInt;
    ii, t: Longword;
    c2: TSDL_Color;
begin

AddProgress;
// Set default water greyscale values
if GrayScale then
    begin
    for i:= Low(SDWaterColorArray) to High(SDWaterColorArray) 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:= Low(WaterColorArray) to High(WaterColorArray) 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);
if checkFails(f <> nil, 'Bad data or cannot access file ' + s, true) then exit;

ThemeObjects.Count:= 0;
SprayObjects.Count:= 0;

while (not pfsEOF(f)) and allOK 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;
        SetSkyColor(SkyColor.r / 255, SkyColor.g / 255, SkyColor.b / 255);
        SDSkyColor.r:= SkyColor.r;
        SDSkyColor.g:= SkyColor.g;
        SDSkyColor.b:= SkyColor.b;
        end
    else if key = 'sd-tint' then
        begin
        i:= Pos(',', s);
        SDTint.r:= StrToInt(Trim(Copy(s, 1, Pred(i))));
        Delete(s, 1, i);
        i:= Pos(',', s);
        SDTint.g:= StrToInt(Trim(Copy(s, 1, Pred(i))));
        Delete(s, 1, i);
        i:= Pos(',', s);
        SDTint.b:= StrToInt(Trim(Copy(s, 1, Pred(i))));
        Delete(s, 1, i);
        SDTint.a:= StrToInt(Trim(s));
        if GrayScale
            then
            begin
            t:= round(SDTint.r * RGB_LUMINANCE_RED + SDTint.g * RGB_LUMINANCE_GREEN + SDTint.b * RGB_LUMINANCE_BLUE);
            if t > 255 then
                t:= 255;
            SDTint.r:= t;
            SDTint.g:= t;
            SDTint.b:= t
            end;
        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;
        ExplosionBorderColorR:= c2.r;
        ExplosionBorderColorG:= c2.g;
        ExplosionBorderColorB:= c2.b;
        ExplosionBorderColorNoA:=
            (c2.r shl RShift) or (c2.g shl GShift) or (c2.b shl BShift);
        ExplosionBorderColor:= ExplosionBorderColorNoA or AMask;
        end
    else if key = 'water-top' then
        begin
        i:= Pos(',', s);
        WaterColorArray[1].r:= StrToInt(Trim(Copy(s, 1, Pred(i))));
        Delete(s, 1, i);
        i:= Pos(',', s);
        WaterColorArray[1].g:= StrToInt(Trim(Copy(s, 1, Pred(i))));
        Delete(s, 1, i);
        WaterColorArray[1].b:= StrToInt(Trim(s));
        WaterColorArray[1].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[1].r:= t;
            WaterColorArray[1].g:= t;
            WaterColorArray[1].b:= t
            end;
        WaterColorArray[3]:= WaterColorArray[1];
        WaterColorArray[5]:= WaterColorArray[1];
        WaterColorArray[7]:= WaterColorArray[1];
        end
    else if key = 'water-bottom' 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[2].r * RGB_LUMINANCE_RED + WaterColorArray[2].g * RGB_LUMINANCE_GREEN + WaterColorArray[2].b * RGB_LUMINANCE_BLUE);
            if t > 255 then
                t:= 255;
            WaterColorArray[0].r:= t;
            WaterColorArray[0].g:= t;
            WaterColorArray[0].b:= t
            end;
        WaterColorArray[2]:= WaterColorArray[0];
        WaterColorArray[4]:= WaterColorArray[0];
        WaterColorArray[6]:= WaterColorArray[0];
        end
    else if key = 'water-opacity' then
        begin
        WaterOpacity:= StrToInt(Trim(s));
        SDWaterOpacity:= WaterOpacity
        end
    else if key = 'music' then
        MusicFN:= Trim(s)
    else if key = 'sd-music' then
        SDMusicFN:= Trim(s)
    else if key = 'fallback-music' then
        FallbackMusicFN:= Trim(s)
    else if key = 'fallback-sd-music' then
        FallbackSDMusicFN:= 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);
            Name:= Trim(Copy(s, 1, Pred(i)));
            Surf:= LoadDataImage(ptCurrTheme, Name, ifColorKey or ifIgnoreCaps or ifCritical);
            Width:= Surf^.w;
            Height:= Surf^.h;
            Mask:= LoadDataImage(ptCurrTheme, Trim(Copy(s, 1, Pred(i)))+'_mask', ifColorKey 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);
            ChecksumLandObjectImage(Surf);
            ChecksumLandObjectImage(Mask);

            inrectcnt := 0;

            for ii := 1 to Length(S) do
              if S[ii] = ',' then
                inc(inrectcnt);

            if inrectcnt mod 2 = 0 then
              inrectcnt := 1
            else begin
              i:= Pos(',', s);
              inrectcnt:= StrToInt(Trim(Copy(s, 1, Pred(i))));
              Delete(s, 1, i);
            end;

            if inrectcnt > MAXOBJECTRECTS then
                OutError('Object''s inland rectangle count should be no more than '+ inttostr(MAXOBJECTRECTS) +' (it was '+ inttostr(inrectcnt) +').', true);

            for ii:= 0 to Pred(inrectcnt) do
                ReadRect(inland[ii], s);

            i:= Pos(',', s);
            outrectcnt:= StrToInt(Trim(Copy(s, 1, Pred(i))));
            Delete(s, 1, i);

            if outrectcnt > MAXOBJECTRECTS then
                OutError('Object''s outland rectangle count should be no more than '+ inttostr(MAXOBJECTRECTS) +' (it was '+ inttostr(outrectcnt) +').', true);

            for ii:= 0 to Pred(outrectcnt) do
                ReadRect(outland[ii], s);
            end;
        end
    else if key = 'anchors' then
        begin
        i:= Pos(',', s);
        nameRef:= Trim(Copy(s, 1, Pred(i)));
        for ii:= 0 to Pred(ThemeObjects.Count) do
            if ThemeObjects.objs[ii].Name = nameRef then with ThemeObjects.objs[ii] do
                begin
                if anchorcnt <> 0 then
                    OutError('Duplicate anchors declaration for ' + nameRef, true);
                Delete(s, 1, i);
                i:= Pos(',', s);
                anchorcnt:= StrToInt(Trim(Copy(s, 1, Pred(i))));
                Delete(s, 1, i);
                if anchorcnt > MAXOBJECTRECTS then
                    OutError('Object''s anchor rectangle count should be no more than '+ inttostr(MAXOBJECTRECTS) +' (it was '+ inttostr(anchorcnt) +').', true);
                for t:= 0 to Pred(anchorcnt) do
                    ReadRect(anchors[t], s);
                break
                end;
        end
    else if key = 'overlays' then
        begin
        i:= Pos(',', s);
        nameRef:= Trim(Copy(s, 1, Pred(i)));
        for ii:= 0 to Pred(ThemeObjects.Count) do
            if ThemeObjects.objs[ii].Name = nameRef then with ThemeObjects.objs[ii] do
            begin
                if overlaycnt <> 0 then
                    OutError('Duplicate overlays declaration for ' + nameRef, true);
                Delete(s, 1, i);
                i:= Pos(',', s);
                overlaycnt:= StrToInt(Trim(Copy(s, 1, Pred(i))));
                Delete(s, 1, i);
                if overlaycnt > MAXOBJECTRECTS then
                    OutError('Object''s overlay count should be no more than '+ inttostr(MAXOBJECTRECTS) +' (it was '+ inttostr(overlaycnt) +').', true);
                for t:= 0 to Pred(overlaycnt) do
                    ReadOverlay(overlays[t], s);
                break
            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))), ifAlpha or ifIgnoreCaps);
            Width:= Surf^.w;
            Height:= Surf^.h;
            Delete(s, 1, i);
            Maxcnt:= StrToInt(Trim(s));
            end;
        end
    else if key = 'water-animation' then
        begin
        i:= Pos(',', s);
        watFrames:= StrToInt(Trim(Copy(s, 1, Pred(i))));
        Delete(s, 1, i);
        i:= Pos(',', s);
        watFrameTicks:= StrToInt(Trim(Copy(s, 1, Pred(i))));
        Delete(s, 1, i);
        watMove:= StrToInt(Trim(s));
        end
    else if key = 'sd-water-animation' then
        begin
        i:= Pos(',', s);
        watSDFrames:= StrToInt(Trim(Copy(s, 1, Pred(i))));
        Delete(s, 1, i);
        i:= Pos(',', s);
        watSDFrameTicks:= StrToInt(Trim(Copy(s, 1, Pred(i))));
        Delete(s, 1, i);
        watSDMove:= StrToInt(Trim(s));
        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 = 'ice' then
        cIce:= true
    else if key = 'snow' then
        cSnow:= true
    else if key = 'sd-water-top' then
        begin
        i:= Pos(',', s);
        SDWaterColorArray[1].r:= StrToInt(Trim(Copy(s, 1, Pred(i))));
        Delete(s, 1, i);
        i:= Pos(',', s);
        SDWaterColorArray[1].g:= StrToInt(Trim(Copy(s, 1, Pred(i))));
        Delete(s, 1, i);
        SDWaterColorArray[1].b:= StrToInt(Trim(s));
        SDWaterColorArray[1].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[1].r:= t;
            SDWaterColorArray[1].g:= t;
            SDWaterColorArray[1].b:= t
            end;
        SDWaterColorArray[3]:= SDWaterColorArray[1];
        SDWaterColorArray[5]:= SDWaterColorArray[1];
        SDWaterColorArray[7]:= SDWaterColorArray[1];
        end
    else if key = 'sd-water-bottom' 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[2].r * RGB_LUMINANCE_RED + SDWaterColorArray[2].g * RGB_LUMINANCE_GREEN + SDWaterColorArray[2].b * RGB_LUMINANCE_BLUE);
            if t > 255 then
                t:= 255;
            SDWaterColorArray[0].r:= t;
            SDWaterColorArray[0].g:= t;
            SDWaterColorArray[0].b:= t
            end;
        SDWaterColorArray[2]:= SDWaterColorArray[0];
        SDWaterColorArray[4]:= SDWaterColorArray[0];
        SDWaterColorArray[6]:= SDWaterColorArray[0];
        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;
            SetSkyColor(RQSkyColor.r / 255, RQSkyColor.g / 255, RQSkyColor.b / 255);
            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 Pred(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 Pred(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 Pred(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 Pred(SprayObjects.Count) do
            begin
            ii := (i+t) mod SprayObjects.Count;

            if SprayObjects.objs[ii].Maxcnt <> 0 then
                b := b or TryPut2(SprayObjects.objs[ii], Surface)
            end;
    until not b;
end;

procedure AddObjects();
var girSurf: PSDL_Surface;
    i, g: Longword;
begin
InitRects;
if hasGirders then
    begin
    g:= max(playWidth div 8, 256);
    i:= leftX + g;
    girSurf:= nil;
    repeat
        AddGirder(i, girSurf);
        i:=i + g;
    until (i > rightX - g);
    // free girder surface
    if girSurf <> nil then
        begin
        SDL_FreeSurface(girSurf);
        girSurf:= nil;
        end;
    end;
if (GameFlags and gfDisableLandObjects) = 0 then
    AddThemeObjects(ThemeObjects);
AddProgress();
FreeRects();
end;

procedure AddOnLandObjects(Surface: PSDL_Surface);
begin
InitRects;
AddSprayObjects(Surface, SprayObjects);
FreeRects
end;

procedure LoadThemeConfig;
begin
    ReadThemeInfo(ThemeObjects, SprayObjects)
end;

procedure FreeLandObjects();
var i, ii: 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;

        ii:= 0;
        while ii < ThemeObjects.objs[i].overlaycnt do
            begin
            if ThemeObjects.objs[i].overlays[ii].Surf <> nil then
                begin
                    SDL_FreeSurface(ThemeObjects.objs[i].overlays[ii].Surf);
                    ThemeObjects.objs[i].overlays[ii].Surf:= nil;
                end;
            inc(ii);
            end;
    end;
end;

end.