author | Wuzzy <almikes@aol.com> |
Mon, 10 Apr 2017 20:56:01 +0200 | |
changeset 12221 | 5b525d041fb4 |
parent 12195 | 4d818abdc00f |
child 12597 | 00b539e6115d |
permissions | -rw-r--r-- |
(* * 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.