hedgewars/uLandObjects.pas
author unc0rr
Wed, 25 Jul 2012 16:24:30 +0400
changeset 7433 c7fff3e61d49
parent 7069 bcf9d8e64e92
child 7543 a0dc770538e1
permissions -rw-r--r--
- Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases) - More branching in walk algorythm which allows for better coverage of reachable places. Sometimes makes AI perform ridiculous jumping just to make a tiny step. - Small fixes/adjustments

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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; extraFlags: Word);
procedure AddOnLandObjects(Surface: PSDL_Surface);

implementation
uses uStore, uConsts, uConsole, uRandom, uSound, GLunit,
     uTypes, uVariables, uUtils, uDebug, SysUtils;

const MaxRects = 512;
      MAXOBJECTRECTS = 16;
      MAXTHEMEOBJECTS = 32;

type TRectsArray = array[0..MaxRects] of TSDL_Rect;
     PRectArray = ^TRectsArray;
     TThemeObject = record
                     Surf: 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 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; extraFlags: 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] and $FF00) = 0) and ((p^[x] and AMask) <> 0) then
                begin
                Land[cpY + y, cpX + x]:= lfObject;
                Land[cpY + y, cpX + x]:= Land[cpY + y, cpX + x] or extraFlags
                end;
            end;
    p:= @(p^[Image^.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): boolean;
var tmpsurf: PSDL_Surface;
    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 < (rightX-150)) and (CountNonZeroz(x2, y) = 0) do
            inc(x2, 2);
        i:= x2 + 12;
        repeat
        inc(x2, 2);
        k:= CountNonZeroz(x2, y)
        until (x2 >= (rightX-150)) or (k = 0) or (k = 16) or (x2 > i) or (x2 - x1 >= 768);
        
        if (x2 < (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;
    tmpsurf:= LoadImage(UserPathz[ptCurrTheme] + '/Girder', ifTransparent or ifIgnoreCaps);
    if tmpsurf = nil then
        tmpsurf:= LoadImage(Pathz[ptCurrTheme] + '/Girder', ifTransparent or ifIgnoreCaps);
    if tmpsurf = nil then
        tmpsurf:= LoadImage(UserPathz[ptGraphics] + '/Girder', ifTransparent or ifIgnoreCaps);
    if tmpsurf = nil then
        tmpsurf:= LoadImage(Pathz[ptGraphics] + '/Girder', ifCritical or ifTransparent or ifIgnoreCaps);

    rr.x:= x1;
    while rr.x < x2 do
        begin
        // For testing only. Intent is to flag this on objects with masks, or use it for an ice ray gun
        if (Theme = 'Snow') or (Theme = 'Christmas') then 
            BlitImageAndGenerateCollisionInfo(rr.x, y, min(x2 - rr.x, tmpsurf^.w), tmpsurf, lfIce)
        else
            BlitImageAndGenerateCollisionInfo(rr.x, y, min(x2 - rr.x, tmpsurf^.w), tmpsurf);
        inc(rr.x, tmpsurf^.w);
        end;
    SDL_FreeSurface(tmpsurf);

    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:= 5000;
                    x:= 5000;
                    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);
        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: textfile;
    i: LongInt;
    ii, t: Longword;
    c2: TSDL_Color;
begin

AddProgress;
// Set default water greyscale values
if GrayScale then
    begin
    for i:= 0 to 3 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:= 0 to 1 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:= UserPathz[ptCurrTheme] + '/' + cThemeCFGFilename;
if not FileExists(s) then
    s:= Pathz[ptCurrTheme] + '/' + cThemeCFGFilename;
WriteLnToConsole('Reading objects info...');
Assign(f, s);
{$I-}
filemode:= 0; // readonly
Reset(f);

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

while not eof(f) do
    begin
    Readln(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;
        glClearColor(SkyColor.r / 255, SkyColor.g / 255, SkyColor.b / 255, 0.99);
        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.value or AMask;
        end
    else if key = 'water-top' 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[0].r * RGB_LUMINANCE_RED + WaterColorArray[0].g * RGB_LUMINANCE_GREEN + WaterColorArray[0].b * RGB_LUMINANCE_BLUE);
            if t > 255 then
                t:= 255;
            WaterColorArray[0].r:= t;
            WaterColorArray[0].g:= t;
            WaterColorArray[0].b:= t
            end;
        WaterColorArray[1]:= WaterColorArray[0];
        end
    else if key = 'water-bottom' then
        begin
        i:= Pos(',', s);
        WaterColorArray[2].r:= StrToInt(Trim(Copy(s, 1, Pred(i))));
        Delete(s, 1, i);
        i:= Pos(',', s);
        WaterColorArray[2].g:= StrToInt(Trim(Copy(s, 1, Pred(i))));
        Delete(s, 1, i);
        WaterColorArray[2].b:= StrToInt(Trim(s));
        WaterColorArray[2].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[2].r:= t;
            WaterColorArray[2].g:= t;
            WaterColorArray[2].b:= t
            end;
        WaterColorArray[3]:= WaterColorArray[2];
        end
    else if key = 'water-opacity' then
        begin
        WaterOpacity:= StrToInt(Trim(s));
        SDWaterOpacity:= WaterOpacity
        end
    else if key = 'music' then
        SetMusicName(Trim(s))
    else if key = 'clouds' then
        begin
        cCloudsNumber:= Word(StrToInt(Trim(s))) * cScreenSpace div LAND_WIDTH;
        cSDCloudsNumber:= cCloudsNumber
        end
    else if key = 'object' then
        begin
        inc(ThemeObjects.Count);
        with ThemeObjects.objs[Pred(ThemeObjects.Count)] do
            begin
            i:= Pos(',', s);
            Surf:= LoadImage(UserPathz[ptCurrTheme] + '/' + Trim(Copy(s, 1, Pred(i))), ifTransparent or ifIgnoreCaps);
            if Surf = nil then
                Surf:= LoadImage(Pathz[ptCurrTheme] + '/' + Trim(Copy(s, 1, Pred(i))), ifCritical or ifTransparent or ifIgnoreCaps);
            Width:= Surf^.w;
            Height:= Surf^.h;
            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:= LoadImage(UserPathz[ptCurrTheme] + '/' + Trim(Copy(s, 1, Pred(i))), ifTransparent or ifIgnoreCaps);
            if Surf = nil then
                Surf:= LoadImage(Pathz[ptCurrTheme] + '/' + Trim(Copy(s, 1, Pred(i))), ifCritical or 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 = 'sd-water-top' 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[0].r * RGB_LUMINANCE_RED + SDWaterColorArray[0].g * RGB_LUMINANCE_GREEN + SDWaterColorArray[0].b * RGB_LUMINANCE_BLUE);
            if t > 255 then
                t:= 255;
            SDWaterColorArray[0].r:= t;
            SDWaterColorArray[0].g:= t;
            SDWaterColorArray[0].b:= t
            end;
        SDWaterColorArray[1]:= SDWaterColorArray[0];
        end
    else if key = 'sd-water-bottom' then
        begin
        i:= Pos(',', s);
        SDWaterColorArray[2].r:= StrToInt(Trim(Copy(s, 1, Pred(i))));
        Delete(s, 1, i);
        i:= Pos(',', s);
        SDWaterColorArray[2].g:= StrToInt(Trim(Copy(s, 1, Pred(i))));
        Delete(s, 1, i);
        SDWaterColorArray[2].b:= StrToInt(Trim(s));
        SDWaterColorArray[2].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[2].r:= t;
            SDWaterColorArray[2].g:= t;
            SDWaterColorArray[2].b:= t
            end;
        SDWaterColorArray[3]:= SDWaterColorArray[2];
        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 LAND_WIDTH
    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;
            glClearColor(RQSkyColor.r / 255, RQSkyColor.g / 255, RQSkyColor.b / 255, 0.99);
            SDSkyColor.r:= RQSkyColor.r;
            SDSkyColor.g:= RQSkyColor.g;
            SDSkyColor.b:= RQSkyColor.b;
            end
        end
    end;

Close(f);
{$I+}
TryDo(IOResult = 0, 'Bad data or cannot access file ' + cThemeCFGFilename, true);
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 i, g: Longword;
begin
InitRects;
if hasGirders then
    begin
    g:= max(playWidth div 8, 256);
    i:= leftX + g;
    repeat
        AddGirder(i);
        i:=i + g;
    until (i > rightX - g);
    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.