Should prevent desync hopefully. Thanks unc0rr
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2014 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);
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, uUtils, uDebug, SysUtils
, uPhysFSLayer;
const MaxRects = 512;
MAXOBJECTRECTS = 16;
MAXTHEMEOBJECTS = 32;
cThemeCFGFilename = 'theme.cfg';
type TRectsArray = array[0..MaxRects] of TSDL_Rect;
PRectArray = ^TRectsArray;
TThemeObject = record
Surf, Mask: PSDL_Surface;
inland: TSDL_Rect;
outland: array[0..Pred(MAXOBJECTRECTS)] of TSDL_Rect;
rectcnt: Longword;
Width, Height: Longword;
Maxcnt: Longword;
end;
TThemeObjects = record
Count: LongInt;
objs: array[0..Pred(MAXTHEMEOBJECTS)] of TThemeObject;
end;
TSprayObject = record
Surf: PSDL_Surface;
Width, Height: Longword;
Maxcnt: Longword;
end;
TSprayObjects = record
Count: LongInt;
objs: array[0..Pred(MAXTHEMEOBJECTS)] of TSprayObject
end;
var Rects: PRectArray;
RectCount: Longword;
ThemeObjects: TThemeObjects;
SprayObjects: TSprayObjects;
procedure SetLand(var LandWord: Word; Pixel: LongWord); inline;
begin
// this an if instead of masking colours to avoid confusing map creators
if ((AMask and Pixel) = 0) then
LandWord:= 0
else if Pixel = $FFFFFFFF then // white
LandWord:= lfObject
else if Pixel = AMask then // black
begin
LandWord:= lfBasic;
disableLandBack:= false
end
else if Pixel = (AMask or RMask) then // red
LandWord:= lfIndestructible
else if Pixel = (AMask or BMask) then // blue
LandWord:= lfObject or lfIce
else if Pixel = (AMask or GMask) then // green
LandWord:= lfObject or lfBouncy
end;
procedure BlitImageAndGenerateCollisionInfo(cpX, cpY, Width: Longword; Image: PSDL_Surface); inline;
begin
BlitImageAndGenerateCollisionInfo(cpX, cpY, Width, Image, 0);
end;
procedure BlitImageAndGenerateCollisionInfo(cpX, cpY, Width: Longword; Image: PSDL_Surface; LandFlags: Word);
var p: PLongwordArray;
x, y: Longword;
bpp: LongInt;
begin
WriteToConsole('Generating collision info... ');
if SDL_MustLock(Image) then
SDLTry(SDL_LockSurface(Image) >= 0, true);
bpp:= Image^.format^.BytesPerPixel;
TryDo(bpp = 4, 'Land object should be 32bit', true);
if Width = 0 then
Width:= Image^.w;
p:= Image^.pixels;
for y:= 0 to Pred(Image^.h) do
begin
for x:= 0 to Pred(Width) do
if (p^[x] and AMask) <> 0 then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
if (LandPixels[cpY + y, cpX + x] = 0)
or (((p^[x] and AMask) <> 0) and (((LandPixels[cpY + y, cpX + x] and AMask) shr AShift) < 255)) then
LandPixels[cpY + y, cpX + x]:= p^[x];
end
else
if LandPixels[(cpY + y) div 2, (cpX + x) div 2] = 0 then
LandPixels[(cpY + y) div 2, (cpX + x) div 2]:= p^[x];
if (Land[cpY + y, cpX + x] <= lfAllObjMask) and ((p^[x] and AMask) <> 0) then
Land[cpY + y, cpX + x]:= lfObject or LandFlags
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
SDLTry(SDL_LockSurface(Image) >= 0, true);
bpp:= Image^.format^.BytesPerPixel;
TryDo(bpp = 4, 'Land object should be 32bit', true);
p:= Image^.pixels;
mp:= Mask^.pixels;
for y:= 0 to Pred(Image^.h) do
begin
for x:= 0 to Pred(Image^.w) do
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
if (LandPixels[cpY + y, cpX + x] = 0)
or (((p^[x] and AMask) <> 0) and (((LandPixels[cpY + y, cpX + x] and AMask) shr AShift) < 255)) then
LandPixels[cpY + y, cpX + x]:= p^[x];
end
else
if LandPixels[(cpY + y) div 2, (cpX + x) div 2] = 0 then
LandPixels[(cpY + y) div 2, (cpX + x) div 2]:= p^[x];
if (Land[cpY + y, cpX + x] <= lfAllObjMask) or (Land[cpY + y, cpX + x] and lfObject <> 0) then
SetLand(Land[cpY + y, cpX + x], mp^[x]);
end;
p:= 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);
TryDo(RectCount < MaxRects, 'AddRect: overflow', true)
end;
procedure InitRects;
begin
RectCount:= 0;
New(Rects)
end;
procedure FreeRects;
begin
Dispose(rects)
end;
function CheckIntersect(x1, y1, w1, h1: LongInt): boolean;
var i: Longword;
res: boolean = false;
begin
i:= 0;
if RectCount > 0 then
repeat
with Rects^[i] do
res:= (x < x1 + w1) and (x1 < x + w) and (y < y1 + h1) and (y1 < y + h);
inc(i)
until (i = RectCount) or (res);
CheckIntersect:= res;
end;
function CountNonZeroz(x, y: LongInt): Longword;
var i: LongInt;
lRes: Longword;
begin
lRes:= 0;
for i:= y to y + 15 do
if Land[i, x] <> 0 then
inc(lRes);
CountNonZeroz:= lRes;
end;
function AddGirder(gX: LongInt; var girSurf: PSDL_Surface): boolean;
var x1, x2, y, k, i: LongInt;
rr: TSDL_Rect;
bRes: boolean;
begin
y:= topY+150;
repeat
inc(y, 24);
x1:= gX;
x2:= gX;
while (x1 > Longint(leftX)+150) and (CountNonZeroz(x1, y) = 0) do
dec(x1, 2);
i:= x1 - 12;
repeat
dec(x1, 2);
k:= CountNonZeroz(x1, y)
until (x1 < Longint(leftX)+150) or (k = 0) or (k = 16) or (x1 < i);
inc(x1, 2);
if k = 16 then
begin
while (x2 < (LongInt(rightX)-150)) and (CountNonZeroz(x2, y) = 0) do
inc(x2, 2);
i:= x2 + 12;
repeat
inc(x2, 2);
k:= CountNonZeroz(x2, y)
until (x2 >= (LongInt(rightX)-150)) or (k = 0) or (k = 16) or (x2 > i) or (x2 - x1 >= 768);
if (x2 < (LongInt(rightX) - 150)) and (k = 16) and (x2 - x1 > 250) and (x2 - x1 < 768)
and (not CheckIntersect(x1 - 32, y - 64, x2 - x1 + 64, 144)) then
break;
end;
x1:= 0;
until y > (LAND_HEIGHT-125);
if x1 > 0 then
begin
bRes:= true;
if girSurf = nil then
girSurf:= LoadDataImageAltPath(ptCurrTheme, ptGraphics, 'Girder', ifCritical or ifTransparent or ifIgnoreCaps);
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
if CheckLand(inland, x, y, lfBasic) then
begin
bRes:= true;
i:= 1;
while bRes and (i <= rectcnt) do
begin
bRes:= CheckLand(outland[i], x, y, 0);
inc(i)
end;
if bRes then
bRes:= not CheckIntersect(x, y, Width, Height)
end
else
bRes:= false;
CheckCanPlace:= bRes;
end;
function TryPut(var Obj: TThemeObject): boolean; overload;
const MaxPointsIndex = 2047;
var x, y: Longword;
ar: array[0..MaxPointsIndex] of TPoint;
cnt, i: Longword;
bRes: boolean;
begin
TryPut:= false;
cnt:= 0;
with Obj do
begin
if Maxcnt = 0 then
exit;
x:= 0;
repeat
y:= topY+32; // leave room for a hedgie to teleport in
repeat
if CheckCanPlace(x, y, Obj) then
begin
ar[cnt].x:= x;
ar[cnt].y:= y;
inc(cnt);
if cnt > MaxPointsIndex then // buffer is full, do not check the rest land
begin
y:= LAND_HEIGHT;
x:= LAND_WIDTH;
end
end;
inc(y, 3);
until y >= LAND_HEIGHT - Height;
inc(x, getrandom(6) + 3)
until x >= LAND_WIDTH - Width;
bRes:= cnt <> 0;
if bRes then
begin
i:= getrandom(cnt);
if Obj.Mask <> nil then
BlitImageUsingMask(ar[i].x, ar[i].y, Obj.Surf, Obj.Mask)
else BlitImageAndGenerateCollisionInfo(ar[i].x, ar[i].y, 0, Obj.Surf);
AddRect(ar[i].x, ar[i].y, Width, Height);
dec(Maxcnt)
end
else Maxcnt:= 0
end;
TryPut:= bRes;
end;
function TryPut(var Obj: TSprayObject; Surface: PSDL_Surface): boolean; overload;
const MaxPointsIndex = 8095;
var x, y: Longword;
ar: array[0..MaxPointsIndex] of TPoint;
cnt, i: Longword;
r: TSDL_Rect;
bRes: boolean;
begin
TryPut:= false;
cnt:= 0;
with Obj do
begin
if Maxcnt = 0 then
exit;
x:= 0;
r.x:= 0;
r.y:= 0;
r.w:= Width;
r.h:= Height + 16;
repeat
y:= 8;
repeat
if CheckLand(r, x, y - 8, lfBasic)
and (not CheckIntersect(x, y, Width, Height)) then
begin
ar[cnt].x:= x;
ar[cnt].y:= y;
inc(cnt);
if cnt > MaxPointsIndex then // buffer is full, do not check the rest land
begin
y:= 5000;
x:= 5000;
end
end;
inc(y, 12);
until y >= LAND_HEIGHT - Height - 8;
inc(x, getrandom(12) + 12)
until x >= LAND_WIDTH - Width;
bRes:= cnt <> 0;
if bRes then
begin
i:= getrandom(cnt);
r.x:= ar[i].X;
r.y:= ar[i].Y;
r.w:= Width;
r.h:= Height;
SDL_UpperBlit(Obj.Surf, nil, Surface, @r);
AddRect(ar[i].x - 32, ar[i].y - 32, Width + 64, Height + 64);
dec(Maxcnt)
end
else Maxcnt:= 0
end;
TryPut:= bRes;
end;
procedure CheckRect(Width, Height, x, y, w, h: LongWord);
begin
if (x + w > Width) then
OutError('Object''s rectangle exceeds image: x + w (' + inttostr(x) + ' + ' + inttostr(w) + ') > Width (' + inttostr(Width) + ')', true);
if (y + h > Height) then
OutError('Object''s rectangle exceeds image: y + h (' + inttostr(y) + ' + ' + inttostr(h) + ') > Height (' + inttostr(Height) + ')', true);
end;
procedure ReadThemeInfo(var ThemeObjects: TThemeObjects; var SprayObjects: TSprayObjects);
var s, key: shortstring;
f: PFSFile;
i: LongInt;
ii, t: Longword;
c2: TSDL_Color;
begin
AddProgress;
// Set default water greyscale values
if GrayScale then
begin
for i:= 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);
TryDo(f <> nil, 'Bad data or cannot access file ' + s, true);
ThemeObjects.Count:= 0;
SprayObjects.Count:= 0;
while not pfsEOF(f) do
begin
pfsReadLn(f, s);
if Length(s) = 0 then
continue;
if s[1] = ';' then
continue;
i:= Pos('=', s);
key:= Trim(Copy(s, 1, Pred(i)));
Delete(s, 1, i);
if key = 'sky' then
begin
i:= Pos(',', s);
SkyColor.r:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
SkyColor.g:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
SkyColor.b:= StrToInt(Trim(s));
if GrayScale
then
begin
t:= round(SkyColor.r * RGB_LUMINANCE_RED + SkyColor.g * RGB_LUMINANCE_GREEN + SkyColor.b * RGB_LUMINANCE_BLUE);
if t > 255 then
t:= 255;
SkyColor.r:= t;
SkyColor.g:= t;
SkyColor.b:= t
end;
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 = 'border' then
begin
i:= Pos(',', s);
c2.r:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
c2.g:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
c2.b:= StrToInt(Trim(s));
if GrayScale then
begin
t:= round(SkyColor.r * RGB_LUMINANCE_RED + SkyColor.g * RGB_LUMINANCE_GREEN + SkyColor.b * RGB_LUMINANCE_BLUE);
if t > 255 then
t:= 255;
c2.r:= t;
c2.g:= t;
c2.b:= t
end;
ExplosionBorderColor:= (c2.r shl RShift) or (c2.g shl GShift) or (c2.b shl BShift) or AMask;
end
else if key = 'water-top' then
begin
i:= Pos(',', s);
WaterColorArray[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);
with inland do
begin
i:= Pos(',', s);
x:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
y:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
w:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
h:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
CheckRect(Width, Height, x, y, w, h)
end;
i:= Pos(',', s);
rectcnt:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
for ii:= 1 to rectcnt do
with outland[ii] do
begin
i:= Pos(',', s);
x:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
y:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
w:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
if ii = rectcnt then
h:= StrToInt(Trim(s))
else
begin
i:= Pos(',', s);
h:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i)
end;
CheckRect(Width, Height, x, y, w, h)
end;
end;
end
else if key = 'spray' then
begin
inc(SprayObjects.Count);
with SprayObjects.objs[Pred(SprayObjects.Count)] do
begin
i:= Pos(',', s);
Surf:= LoadDataImage(ptCurrTheme, Trim(Copy(s, 1, Pred(i))), ifTransparent or ifIgnoreCaps);
Width:= Surf^.w;
Height:= Surf^.h;
Delete(s, 1, i);
Maxcnt:= StrToInt(Trim(s));
end;
end
else if key = 'flakes' then
begin
i:= Pos(',', s);
vobCount:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
if vobCount > 0 then
begin
i:= Pos(',', s);
vobFramesCount:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
vobFrameTicks:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
i:= Pos(',', s);
vobVelocity:= StrToInt(Trim(Copy(s, 1, Pred(i))));
Delete(s, 1, i);
vobFallSpeed:= StrToInt(Trim(s));
end;
end
else if key = 'flatten-flakes' then
cFlattenFlakes:= true
else if key = 'flatten-clouds' then
cFlattenClouds:= true
else if key = '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 ThemeObjects.Count do
ThemeObjects.objs[i].Maxcnt := max(1, (ThemeObjects.objs[i].Maxcnt * MaxHedgehogs) div 18); // Maxcnt is proportional to map size, but allow objects to span even if we're on a tiny map
repeat
t := getrandom(ThemeObjects.Count);
b := false;
for i:=0 to ThemeObjects.Count do
begin
ii := (i+t) mod ThemeObjects.Count;
if ThemeObjects.objs[ii].Maxcnt <> 0 then
b := b or TryPut(ThemeObjects.objs[ii])
end;
until not b;
end;
procedure AddSprayObjects(Surface: PSDL_Surface; var SprayObjects: TSprayObjects);
var i, ii, t: LongInt;
b: boolean;
begin
if SprayObjects.Count = 0 then
exit;
WriteLnToConsole('Adding spray objects...');
for i:=0 to SprayObjects.Count do
SprayObjects.objs[i].Maxcnt := max(1, (SprayObjects.objs[i].Maxcnt * MaxHedgehogs) div 18); // Maxcnt is proportional to map size, but allow objects to span even if we're on a tiny map
repeat
t := getrandom(SprayObjects.Count);
b := false;
for i:=0 to SprayObjects.Count do
begin
ii := (i+t) mod SprayObjects.Count;
if SprayObjects.objs[ii].Maxcnt <> 0 then
b := b or TryPut(SprayObjects.objs[ii], Surface)
end;
until not b;
end;
procedure AddObjects();
var 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, 12);
AddSprayObjects(Surface, SprayObjects);
FreeRects
end;
procedure LoadThemeConfig;
begin
ReadThemeInfo(ThemeObjects, SprayObjects)
end;
procedure FreeLandObjects();
var i: Longword;
begin
for i:= 0 to Pred(MAXTHEMEOBJECTS) do
begin
if ThemeObjects.objs[i].Surf <> nil then
SDL_FreeSurface(ThemeObjects.objs[i].Surf);
if SprayObjects.objs[i].Surf <> nil then
SDL_FreeSurface(SprayObjects.objs[i].Surf);
ThemeObjects.objs[i].Surf:= nil;
SprayObjects.objs[i].Surf:= nil;
end;
end;
end.