(*
* 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.