hedgewars/uLandObjects.pas
author Wuzzy <almikes@aol.com>
Fri, 29 Sep 2017 02:35:27 +0200
changeset 12590 b28f09d70e73
parent 12195 4d818abdc00f
child 12597 00b539e6115d
permissions -rw-r--r--
ACF1: Fix graphical deagle shot glitch after shooting final target

(*
 * 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 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;

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: array[0..Pred(MAXOBJECTRECTS)] of TSDL_Rect;
                     outland: array[0..Pred(MAXOBJECTRECTS)] of TSDL_Rect;
                     inrectcnt: Longword;
                     outrectcnt: 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, 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 (((p^[px] and AMask) <> 0) and (((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) and ((p^[px] and AMask) <> 0) 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;

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;

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 ifTransparent or ifIgnoreCaps);

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 CheckCanPlace(x, y: Longword; var Obj: TThemeObject): boolean;
var i: Longword;
    bRes: boolean;
begin
    with Obj do begin
        bRes:= true;
        i:= 1;
        while bRes and (i <= inrectcnt) do
            begin
            bRes:= CheckLand(inland[i], x, y, lfBasic);
            inc(i)
            end;

        i:= 1;
        while bRes and (i <= outrectcnt) do
            begin
            bRes:= CheckLand(outland[i], x, y, 0);
            inc(i)
            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: 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 (inland[1].x = 0) and (inland[1].y = 0) and (inland[1].w = 0) and (inland[1].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);
        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;
AddFileLog('CHECKPOINT 004');
    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;
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 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:= 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 = '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);

            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;

            for ii:= 1 to inrectcnt do
                with inland[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);
                    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);
            outrectcnt:= StrToInt(Trim(Copy(s, 1, Pred(i))));
            Delete(s, 1, i);
            for ii:= 1 to outrectcnt 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 = outrectcnt 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 = '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: 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.