hedgewars/uGears.pas
author nemo
Wed, 03 Mar 2010 02:36:52 +0000
changeset 2914 7db64c269a5b
parent 2911 cd355befa683
child 2915 a02f276035e8
permissions -rw-r--r--
Ensure explosives are spawned somewhere w/ plenty of ground under them

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2009 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 uGears;
interface
uses SDLh, uConsts, uFloat;

    
type
	PGear = ^TGear;
	TGearStepProcedure = procedure (Gear: PGear);
	TGear = record
			NextGear, PrevGear: PGear;
			Active: Boolean;
			Invulnerable: Boolean;
			RenderTimer: Boolean;
			Ammo : PAmmo;
			State : Longword;
			X : hwFloat;
			Y : hwFloat;
			dX: hwFloat;
			dY: hwFloat;
			Kind: TGearType;
			Pos: Longword;
			doStep: TGearStepProcedure;
			Radius: LongInt;
			Angle, Power : Longword;
			DirAngle: real;
			Timer : LongWord;
			Elasticity: hwFloat;
			Friction  : hwFloat;
			Message, MsgParam : Longword;
			Hedgehog: pointer;
			Health, Damage, Karma: LongInt;
			CollisionIndex: LongInt;
			Tag: LongInt;
			Tex: PTexture;
			Z: Longword;
			IntersectGear: PGear;
			TriggerId: Longword;
			FlightTime: Longword;
			uid: Longword;
			SoundChannel: LongInt
		end;

var AllInactive: boolean;
    PrvInactive: boolean;
    CurAmmoGear: PGear;
    GearsList: PGear;
    KilledHHs: Longword;
    SuddenDeathDmg: Boolean;
    SpeechType: Longword;
    SpeechText: shortstring;
    TrainingTargetGear: PGear;
    skipFlag: boolean;
    PlacingHogs: boolean; // a convenience flag to indicate placement of hogs is still in progress
    
procedure init_uGears;
procedure free_uGears;
function  AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
procedure ProcessGears;
procedure ResetUtilities;
procedure ApplyDamage(Gear: PGear; Damage: Longword);
procedure SetAllToActive;
procedure SetAllHHToActive;
procedure DrawGears;
procedure FreeGearsList;
procedure AddMiscGears;
procedure AssignHHCoords;
function GearByUID(uid : Longword) : PGear;
procedure InsertGearToList(Gear: PGear);
procedure RemoveGearFromList(Gear: PGear);
function ModifyDamage(dmg: Longword; Gear: PGear): Longword;
procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt);

implementation
uses uWorld, uMisc, uStore, uConsole, uSound, uTeams, uRandom, uCollisions, uLand, uIO, uLandGraphics,
	uAIMisc, uLocale, uAI, uAmmos, uTriggers, uStats, uVisualGears, uScript, 
{$IFDEF GLES11}
	gles11;
{$ELSE}
	GL;
{$ENDIF}

const MAXROPEPOINTS = 384;
var RopePoints: record
                Count: Longword;
                HookAngle: GLfloat;
                ar: array[0..MAXROPEPOINTS] of record
                                  X, Y: hwFloat;
                                  dLen: hwFloat;
                                  b: boolean;
                                  end;
                rounded: array[0..MAXROPEPOINTS + 2] of TVertex2f;
                end;
 
procedure DeleteGear(Gear: PGear); forward;
procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord); forward;
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); forward;
//procedure AmmoFlameWork(Ammo: PGear); forward;
function  CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear; forward;
procedure SpawnBoxOfSmth; forward;
procedure AfterAttack; forward;
procedure HedgehogStep(Gear: PGear); forward;
procedure doStepHedgehogMoving(Gear: PGear); forward;
procedure HedgehogChAngle(Gear: PGear); forward;
procedure ShotgunShot(Gear: PGear); forward;
procedure PickUp(HH, Gear: PGear); forward;
procedure HHSetWeapon(Gear: PGear); forward;


{$INCLUDE "GSHandlers.inc"}
{$INCLUDE "HHHandlers.inc"}

const doStepHandlers: array[TGearType] of TGearStepProcedure = (
			@doStepBomb,
			@doStepHedgehog,
			@doStepGrenade,
			@doStepHealthTag,
			@doStepGrave,
			@doStepUFO,
			@doStepShotgunShot,
			@doStepPickHammer,
			@doStepRope,
			@doStepSmokeTrace,
			@doStepExplosion,
			@doStepMine,
			@doStepCase,
			@doStepDEagleShot,
			@doStepDynamite,
			@doStepBomb,
			@doStepCluster,
			@doStepShover,
			@doStepFlame,
			@doStepFirePunch,
			@doStepActionTimer,
			@doStepActionTimer,
			@doStepActionTimer,
			@doStepParachute,
			@doStepAirAttack,
			@doStepAirBomb,
			@doStepBlowTorch,
			@doStepGirder,
			@doStepTeleport,
			@doStepSwitcher,
			@doStepTarget,
			@doStepMortar,
			@doStepWhip,
			@doStepKamikaze,
			@doStepCake,
			@doStepSeduction,
			@doStepWatermelon,
			@doStepCluster,
			@doStepBomb,
			@doStepSmokeTrace,
			@doStepWaterUp,
			@doStepDrill,
			@doStepBallgun,
			@doStepBomb,
			@doStepRCPlane,
			@doStepSniperRifleShot,
			@doStepJetpack,
			@doStepMolotov,
			@doStepCase
			);

procedure InsertGearToList(Gear: PGear);
var tmp, ptmp: PGear;
begin
if GearsList = nil then
	GearsList:= Gear
	else begin
	tmp:= GearsList;
	ptmp:= GearsList;
	while (tmp <> nil) and (tmp^.Z <= Gear^.Z) do
		begin
		ptmp:= tmp;
		tmp:= tmp^.NextGear
		end;

	if ptmp <> nil then
		begin
		Gear^.NextGear:= ptmp^.NextGear;
		Gear^.PrevGear:= ptmp;
		if ptmp^.NextGear <> nil then ptmp^.NextGear^.PrevGear:= Gear;
		ptmp^.NextGear:= Gear
		end
	else GearsList:= Gear
	end
end;

procedure RemoveGearFromList(Gear: PGear);
begin
if Gear^.NextGear <> nil then Gear^.NextGear^.PrevGear:= Gear^.PrevGear;
if Gear^.PrevGear <> nil then
	Gear^.PrevGear^.NextGear:= Gear^.NextGear
else
	GearsList:= Gear^.NextGear
end;

function AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
const Counter: Longword = 0;
var gear: PGear;
begin
inc(Counter);
{$IFDEF DEBUGFILE}
AddFileLog('AddGear: #' + inttostr(Counter) + ' (' + inttostr(x) + ',' + inttostr(y) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + inttostr(ord(Kind)));
{$ENDIF}

New(gear);
FillChar(gear^, sizeof(TGear), 0);
gear^.X:= int2hwFloat(X);
gear^.Y:= int2hwFloat(Y);
gear^.Kind := Kind;
gear^.State:= State;
gear^.Active:= true;
gear^.dX:= dX;
gear^.dY:= dY;
gear^.doStep:= doStepHandlers[Kind];
gear^.CollisionIndex:= -1;
gear^.Timer:= Timer;
gear^.Z:= cUsualZ;
gear^.FlightTime:= 0;
gear^.uid:= Counter;
gear^.SoundChannel:= -1;

if CurrentTeam <> nil then
	begin
	gear^.Hedgehog:= CurrentHedgehog;
	gear^.IntersectGear:= CurrentHedgehog^.Gear
	end;

case Kind of
   gtAmmo_Bomb,
 gtClusterBomb: begin
                gear^.Radius:= 4;
                gear^.Elasticity:= _0_6;
                gear^.Friction:= _0_96;
                gear^.RenderTimer:= true;
                if gear^.Timer = 0 then gear^.Timer:= 3000
                end;
  gtWatermelon: begin
                gear^.Radius:= 4;
                gear^.Elasticity:= _0_8;
                gear^.Friction:= _0_995;
                gear^.RenderTimer:= true;
                if gear^.Timer = 0 then gear^.Timer:= 3000
                end;
    gtHedgehog: begin
                gear^.Radius:= cHHRadius;
                gear^.Elasticity:= _0_35;
                gear^.Friction:= _0_999;
                gear^.Angle:= cMaxAngle div 2;
                gear^.Z:= cHHZ;
                end;
gtAmmo_Grenade: begin // bazooka
                gear^.Radius:= 4;
                end;
   gtHealthTag: begin
                gear^.Timer:= 1500;
                gear^.Z:= 2002;
                end;
       gtGrave: begin
                gear^.Radius:= 10;
                gear^.Elasticity:= _0_6;
                end;
         gtUFO: begin
                gear^.Radius:= 5;
                gear^.Timer:= 500;
                gear^.RenderTimer:= true;
                gear^.Elasticity:= _0_9
                end;
 gtShotgunShot: begin
                gear^.Timer:= 900;
                gear^.Radius:= 2
                end;
  gtPickHammer: begin
                gear^.Radius:= 10;
                gear^.Timer:= 4000
                end;
  gtSmokeTrace,
   gtEvilTrace: begin
                gear^.X:= gear^.X - _16;
                gear^.Y:= gear^.Y - _16;
                gear^.State:= 8;
                gear^.Z:= cSmokeZ
                end;
        gtRope: begin
                gear^.Radius:= 3;
                gear^.Friction:= _450;
                RopePoints.Count:= 0;
                end;
   gtExplosion: begin
                gear^.X:= gear^.X;
                gear^.Y:= gear^.Y;
                end;
        gtMine: begin
                gear^.Health:= 10;
                gear^.State:= gear^.State or gstMoving;
                gear^.Radius:= 2;
                gear^.Elasticity:= _0_55;
                gear^.Friction:= _0_995;
                if cMinesTime < 0 then
                    gear^.Timer:= getrandom(4)*1000
                else
                    gear^.Timer:= cMinesTime*1;
                end;
        gtCase: begin
                gear^.Radius:= 16;
                gear^.Elasticity:= _0_3
                end;
  gtExplosives: begin
                gear^.Radius:= 16;
                gear^.Elasticity:= _0_3;
                gear^.Health:= cBarrelHealth
                end;
  gtDEagleShot: begin
                gear^.Radius:= 1;
                gear^.Health:= 50
                end;
  gtSniperRifleShot: begin
                gear^.Radius:= 1;
                gear^.Health:= 50
                end;
    gtDynamite: begin
                gear^.Radius:= 3;
                gear^.Elasticity:= _0_55;
                gear^.Friction:= _0_03;
                gear^.Timer:= 5000;
                end;
     gtCluster: begin
                gear^.Radius:= 2;
                gear^.RenderTimer:= true
                end;
      gtShover: gear^.Radius:= 20;
       gtFlame: begin
                gear^.Tag:= GetRandom(32);
                gear^.Radius:= 1;
                gear^.Health:= 5;
                if (gear^.dY.QWordValue = 0) and (gear^.dX.QWordValue = 0) then
                	begin
                	gear^.dY:= (getrandom - _0_8) * _0_03;
                	gear^.dX:= (getrandom - _0_5) * _0_4
                	end
                end;
   gtFirePunch: begin
                gear^.Radius:= 15;
                gear^.Tag:= Y
                end;
     gtAirBomb: begin
                gear^.Radius:= 5;
                end;
   gtBlowTorch: begin
                gear^.Radius:= cHHRadius + cBlowTorchC;
                gear^.Timer:= 7500
                end;
    gtSwitcher: begin
                gear^.Z:= cCurrHHZ
                end;
      gtTarget: begin
                gear^.Radius:= 10;
                gear^.Elasticity:= _0_3;
				gear^.Timer:= 0
                end;
      gtMortar: begin
                gear^.Radius:= 4;
                gear^.Elasticity:= _0_2;
                gear^.Friction:= _0_08
                end;
        gtWhip: gear^.Radius:= 20;
    gtKamikaze: begin
                gear^.Health:= 2048;
                gear^.Radius:= 20
                end;
        gtCake: begin
                gear^.Health:= 2048;
                gear^.Radius:= 7;
                gear^.Z:= cOnHHZ;
                gear^.RenderTimer:= true;
                if not dX.isNegative then gear^.Angle:= 1 else gear^.Angle:= 3
                end;
 gtHellishBomb: begin
                gear^.Radius:= 4;
                gear^.Elasticity:= _0_5;
                gear^.Friction:= _0_96;
                gear^.RenderTimer:= true;
                gear^.Timer:= 5000
                end;
       gtDrill: begin
                gear^.Timer:= 5000;
                gear^.Radius:= 4
                end;
        gtBall: begin
                gear^.Radius:= 5;
                gear^.Tag:= random(8);
                gear^.Timer:= 5000;
                gear^.Elasticity:= _0_7;
                gear^.Friction:= _0_995;
                end;
     gtBallgun: begin
                gear^.Timer:= 5001;
                end;
     gtRCPlane: begin
                gear^.Timer:= 15000;
                gear^.Health:= 3;
                gear^.Radius:= 8
                end;
     gtJetpack: begin
                gear^.Health:= 2000;
                end;
     gtMolotov: begin 
                gear^.Radius:= 8;
                end;
     end;
InsertGearToList(gear);
AddGear:= gear;

ScriptCall('onGearAdd', gear^.uid);
end;

procedure DeleteGear(Gear: PGear);
var team: PTeam;
	t,i: Longword;
    k: boolean;
begin

ScriptCall('onGearDelete', gear^.uid);

DeleteCI(Gear);

if Gear^.Tex <> nil then
	begin
	FreeTexture(Gear^.Tex);
	Gear^.Tex:= nil
	end;

if Gear^.Kind = gtHedgehog then
	if (CurAmmoGear <> nil) and (CurrentHedgehog^.Gear = Gear) then
		begin
		Gear^.Message:= gm_Destroy;
		CurAmmoGear^.Message:= gm_Destroy;
		exit
		end
	else
		begin
		if (hwRound(Gear^.Y) >= cWaterLine) then
			begin
			t:= max(Gear^.Damage, Gear^.Health);
			Gear^.Damage:= t;
            if cWaterOpacity < $FF then
			    AddGear(hwRound(Gear^.X), min(hwRound(Gear^.Y),cWaterLine+cVisibleWater+32), gtHealthTag, t, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
			uStats.HedgehogDamaged(Gear)
			end;

		team:= PHedgehog(Gear^.Hedgehog)^.Team;
		if CurrentHedgehog^.Gear = Gear then
			FreeActionsList; // to avoid ThinkThread on drawned gear

		PHedgehog(Gear^.Hedgehog)^.Gear:= nil;
        if PHedgehog(Gear^.Hedgehog)^.King then
            begin
            // are there any other kings left? Just doing nil check.  Presumably a mortally wounded king will get reaped soon enough
            k:= false;
            for i:= 0 to Pred(team^.Clan^.TeamsNumber) do
                if (team^.Clan^.Teams[i]^.Hedgehogs[0].Gear <> nil) then k:= true;
            if not k then
                for i:= 0 to Pred(team^.Clan^.TeamsNumber) do
                    TeamGoneEffect(team^.Clan^.Teams[i]^)
            end;
		inc(KilledHHs);
		RecountTeamHealth(team)
		end;
{$IFDEF DEBUGFILE}
with Gear^ do AddFileLog('Delete: #' + inttostr(uid) + ' (' + inttostr(hwRound(x)) + ',' + inttostr(hwRound(y)) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + inttostr(ord(Kind)));
{$ENDIF}

if Gear^.TriggerId <> 0 then TickTrigger(Gear^.TriggerId);
if CurAmmoGear = Gear then CurAmmoGear:= nil;
if FollowGear = Gear then FollowGear:= nil;
RemoveGearFromList(Gear);
Dispose(Gear)
end;

function CheckNoDamage: boolean; // returns TRUE in case of no damaged hhs
var Gear: PGear;
    dmg: LongInt;
begin
CheckNoDamage:= true;
Gear:= GearsList;
while Gear <> nil do
	begin
	if Gear^.Kind = gtHedgehog then
		begin
		if (not isInMultiShoot) then inc(Gear^.Damage, Gear^.Karma);
		if (Gear^.Damage <> 0) and
		(not Gear^.Invulnerable) then
			begin
			CheckNoDamage:= false;
			uStats.HedgehogDamaged(Gear);
			dmg:= Gear^.Damage;
			if Gear^.Health < dmg then
				Gear^.Health:= 0
			else
				dec(Gear^.Health, dmg);

            if (PHedgehog(Gear^.Hedgehog)^.Team = CurrentTeam) and
               (Gear^.Damage <> Gear^.Karma) and
                not PHedgehog(Gear^.Hedgehog)^.King and
                not SuddenDeathDmg then
                Gear^.State:= Gear^.State or gstLoser;

			AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) - cHHRadius - 12,
					gtHealthTag, dmg, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;

			RenderHealth(PHedgehog(Gear^.Hedgehog)^);
			RecountTeamHealth(PHedgehog(Gear^.Hedgehog)^.Team);

			end;
		if (not isInMultiShoot) then Gear^.Karma:= 0;
		Gear^.Damage:= 0
		end;
	Gear:= Gear^.NextGear
	end;
SuddenDeathDmg:= false;
end;

procedure HealthMachine;
var Gear: PGear;
    team: PTeam;
       i: LongWord;
    flag: Boolean;
begin
Gear:= GearsList;

while Gear <> nil do
	begin
	if Gear^.Kind = gtHedgehog then
        begin
		inc(Gear^.Damage, min(cHealthDecrease, max(0,Gear^.Health - 1 - Gear^.Damage)));
        if PHedgehog(Gear^.Hedgehog)^.King then
            begin
            flag:= false;
		    team:= PHedgehog(Gear^.Hedgehog)^.Team;
            for i:= 0 to Pred(team^.HedgehogsNumber) do
                if (team^.Hedgehogs[i].Gear <> nil) and 
                   (not team^.Hedgehogs[i].King) and 
                   (team^.Hedgehogs[i].Gear^.Health > team^.Hedgehogs[i].Gear^.Damage) then flag:= true;
            if not flag then inc(Gear^.Damage, min(5, max(0,Gear^.Health - 1 - Gear^.Damage)))
            end
        end;

	Gear:= Gear^.NextGear
	end;
end;

procedure ProcessGears;
const delay: LongWord = 0;
	step: (stDelay, stChDmg, stSweep, stTurnReact,
			stAfterDelay, stChWin, stWater, stChWin2, stHealth,
			stSpawn, stNTurn) = stDelay;

var Gear, t: PGear;
begin
PrvInactive:= AllInactive;
AllInactive:= true;

t:= GearsList;
while t <> nil do
	begin
	Gear:= t;
	t:= Gear^.NextGear;
	if Gear^.Active then
        begin
        if Gear^.RenderTimer and (Gear^.Timer > 500) and ((Gear^.Timer mod 1000) = 0) then
            begin
            if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
            Gear^.Tex:= RenderStringTex(inttostr(Gear^.Timer div 1000), cWhiteColor, fntSmall);
            end;
        Gear^.doStep(Gear);
        end
	end;

if AllInactive then
case step of
	stDelay: begin
		if delay = 0 then
			delay:= cInactDelay
		else
			dec(delay);

		if delay = 0 then
			inc(step)
		end;
	stChDmg: if CheckNoDamage then inc(step) else step:= stDelay;
	stSweep: if SweepDirty then
				begin
				SetAllToActive;
				step:= stChDmg
				end else inc(step);
	stTurnReact: begin
		if (not bBetweenTurns) and (not isInMultiShoot) then
			begin
			uStats.TurnReaction;
			inc(step)
		end else
			inc(step, 2);
		end;
	stAfterDelay: begin
		if delay = 0 then
			delay:= cInactDelay
		else
			dec(delay);

		if delay = 0 then
		inc(step)
		end;
	stChWin: begin
			CheckForWin;
			inc(step)
			end;
	stWater: if (not bBetweenTurns) and (not isInMultiShoot) then
				begin
				if TotalRounds = cSuddenDTurns + 2 then bWaterRising:= true;

				if bWaterRising then
				AddGear(0, 0, gtWaterUp, 0, _0, _0, 0);

				inc(step)
				end else inc(step);
	stChWin2: begin
			CheckForWin;
			inc(step)
			end;
	stHealth: begin
			if (TotalRounds = cSuddenDTurns) and (cHealthDecrease = 0) then
				begin
				cHealthDecrease:= 5;
				AddCaption(trmsg[sidSuddenDeath], cWhiteColor, capgrpGameState);
				playSound(sndSuddenDeath)
				end;

			if bBetweenTurns
				or isInMultiShoot
				or (TotalRounds = 0) then inc(step)
			else begin
				bBetweenTurns:= true;
				HealthMachine;
                if cHealthDecrease > 0 then SuddenDeathDmg:= true;
				step:= stChDmg
				end
			end;
	stSpawn: begin
			if not isInMultiShoot then SpawnBoxOfSmth;
			inc(step)
			end;
	stNTurn: begin
			if isInMultiShoot then
				isInMultiShoot:= false
			else begin
				// delayed till after 0.9.12
				// reset to default zoom
				//ZoomValue:= ZoomDefault;
				with CurrentHedgehog^ do
					if (Gear <> nil) 
                        and ((Gear^.State and gstAttacked) = 0)
						and (MultiShootAttacks > 0) then OnUsedAmmo(CurrentHedgehog^);
				
				ResetUtilities;

				FreeActionsList; // could send -left, -right and similar commands, so should be called before /nextturn

				ParseCommand('/nextturn', true);
				SwitchHedgehog;

				AfterSwitchHedgehog;
				bBetweenTurns:= false
				end;
			step:= Low(step)
			end;
	end;

if TurnTimeLeft > 0 then
		if CurrentHedgehog^.Gear <> nil then
			if ((CurrentHedgehog^.Gear^.State and gstAttacking) = 0)
				and not isInMultiShoot then
				begin
				if (TurnTimeLeft = 5000)
                    and (not PlacingHogs)
					and (CurrentHedgehog^.Gear <> nil)
					and ((CurrentHedgehog^.Gear^.State and gstAttacked) = 0) then
						PlaySound(sndHurry, CurrentTeam^.voicepack);
				dec(TurnTimeLeft)
				end;

if skipFlag then
	begin
	TurnTimeLeft:= 0;
	skipFlag:= false
	end;

if ((GameTicks and $FFFF) = $FFFF) then
	begin
	if (not CurrentTeam^.ExtDriven) then
		SendIPCTimeInc;

	if (not CurrentTeam^.ExtDriven) or CurrentTeam^.hasGone then
		inc(hiTicks) // we do not recieve a message for this
	end;

inc(GameTicks)
end;

//Purpose, to reset all transient attributes toggled by a utility.
//If any of these are set as permanent toggles in the frontend, that needs to be checked and skipped here.
procedure ResetUtilities;
var  i: LongInt;
begin
    SpeechText:= ''; // in case it has not been consumed

    if (GameFlags and gfLowGravity) = 0 then
        cGravity:= cMaxWindSpeed;

    if (GameFlags and gfVampiric) = 0 then
        cVampiric:= false;

    cDamageModifier:= _1;

    if (GameFlags and gfLaserSight) = 0 then
        cLaserSighting:= false;

    if (GameFlags and gfArtillery) = 0 then
        cArtillery:= false;

    // have to sweep *all* current team hedgehogs since it is theoretically possible if you have enough invulnerabilities and switch turns to make your entire team invulnerable
    if (CurrentTeam <> nil) then
       with CurrentTeam^ do
          for i:= 0 to cMaxHHIndex do
              with Hedgehogs[i] do
                  begin
                  if (SpeechGear <> nil) then
                     begin
                     DeleteVisualGear(SpeechGear);  // remove to restore persisting beyond end of turn. Tiy says was too much of a gameplay issue
                     SpeechGear:= nil
                     end;

                  if (Gear <> nil) then
                     if (GameFlags and gfInvulnerable) = 0 then
                        Gear^.Invulnerable:= false;
                  end;
end;

procedure ApplyDamage(Gear: PGear; Damage: Longword);
var s: shortstring;
    vampDmg, tmpDmg, i: Longword;
	vg: PVisualGear;
begin
	if (Gear^.Kind = gtHedgehog) and (Damage>=1) then
    begin
	AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), Damage, PHedgehog(Gear^.Hedgehog)^.Team^.Clan^.Color);
    tmpDmg:= min(Damage, max(0,Gear^.Health-Gear^.Damage));
    if (Gear <> CurrentHedgehog^.Gear) and (CurrentHedgehog^.Gear <> nil) and (tmpDmg >= 1) then
        begin
        if cVampiric then
            begin
            vampDmg:= hwRound(int2hwFloat(tmpDmg)*_0_8);
            if vampDmg >= 1 then
                begin
                // was considering pulsing on attack, Tiy thinks it should be permanent while in play
                //CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstVampiric;
                inc(CurrentHedgehog^.Gear^.Health,vampDmg);
                str(vampDmg, s);
                s:= '+' + s;
                AddCaption(s, CurrentHedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
                RenderHealth(CurrentHedgehog^);
                RecountTeamHealth(CurrentHedgehog^.Team);
				i:= 0;
				while i < vampDmg do
					begin
					vg:= AddVisualGear(hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y), vgtHealth);
					if vg <> nil then vg^.Frame:= 10;
					inc(i, 5);
					end;
                end
            end;
        if ((GameFlags and gfKarma) <> 0) and
           ((GameFlags and gfInvulnerable) = 0) and
           not CurrentHedgehog^.Gear^.Invulnerable then
           begin // this cannot just use Damage or it interrupts shotgun and gets you called stupid
           inc(CurrentHedgehog^.Gear^.Karma, tmpDmg);
           AddGear(hwRound(CurrentHedgehog^.Gear^.X),
                   hwRound(CurrentHedgehog^.Gear^.Y),
                   gtHealthTag, tmpDmg, _0, _0, 0)^.Hedgehog:= CurrentHedgehog;
           end;
        end;
    end;
	inc(Gear^.Damage, Damage);
end;

procedure SetAllToActive;
var t: PGear;
begin
AllInactive:= false;
t:= GearsList;
while t <> nil do
	begin
	t^.Active:= true;
	t:= t^.NextGear
	end
end;

procedure SetAllHHToActive;
var t: PGear;
begin
AllInactive:= false;
t:= GearsList;
while t <> nil do
	begin
	if t^.Kind = gtHedgehog then t^.Active:= true;
	t:= t^.NextGear
	end
end;

procedure DrawAltWeapon(Gear: PGear; sx, sy: LongInt);
begin
with PHedgehog(Gear^.Hedgehog)^ do
	begin
	if not (((Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then
		exit;
	DrawTexture(round(sx + 16), round(sy + 16), ropeIconTex);
	DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, round(sx + 30), round(sy + 30), ord(Ammo^[CurSlot, CurAmmo].AmmoType) - 1, 1, 32, 32);
	end;
end;

procedure DrawHH(Gear: PGear);
var i, t: LongInt;
	amt: TAmmoType;
	hx, hy, cx, cy, tx, ty, sx, sy, m: LongInt;  // hedgehog, crosshair, temp, sprite, direction
	lx, ly, dx, dy, ax, ay, aAngle, dAngle, hAngle: real;  // laser, change
	defaultPos, HatVisible: boolean;
	VertexBuffer: array [0..1] of TVertex2f;
	stepSounds: boolean;
begin

if PHedgehog(Gear^.Hedgehog)^.Unplaced then exit;
m:= 1;
if ((Gear^.State and gstHHHJump) <> 0) and not cArtillery then m:= -1;
if (Gear^.State and gstHHDeath) <> 0 then
	begin
	DrawSprite(sprHHDeath, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 26 + WorldDy, Gear^.Pos);
	exit
	end;

defaultPos:= true;
HatVisible:= false;
stepSounds:= false;

sx:= hwRound(Gear^.X) + 1 + WorldDx;
sy:= hwRound(Gear^.Y) - 3 + WorldDy;
if ((Gear^.State and gstWinner) <> 0) and
   ((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then
	begin
	DrawHedgehog(sx, sy,
			hwSign(Gear^.dX),
			2,
			0,
			0);
	defaultPos:= false
	end;
if (Gear^.State and gstDrowning) <> 0 then
	begin
	DrawHedgehog(sx, sy,
			hwSign(Gear^.dX),
			1,
			7,
			0);
	defaultPos:= false
	end else
if (Gear^.State and gstLoser) <> 0 then // for now using the jackhammer for its kind of bemused "oops" look
	begin
	DrawHedgehog(sx, sy,
			hwSign(Gear^.dX),
			2,
			3,
			0);
	defaultPos:= false
	end else

if (Gear^.State and gstHHDriven) <> 0 then
	begin
	if ((Gear^.State and gstHHThinking) = 0) and
       ShowCrosshair and
       ((Gear^.State and (gstAttacked or gstAnimation)) = 0) then
		begin
(* These calculations are a little complex for a few reasons:
   1: I need to draw the laser from weapon origin to nearest land
   2: I need to start the beam outside the hedgie for attractiveness.
   3: I need to extend the beam beyond land.
   This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function.
*)
		dx:= hwSign(Gear^.dX) * m * Sin(Gear^.Angle * pi / cMaxAngle);
		dy:= - Cos(Gear^.Angle * pi / cMaxAngle);
		if cLaserSighting then
			begin
			lx:= hwRound(Gear^.X);
			ly:= hwRound(Gear^.Y);
			lx:= lx + dx * 16;
			ly:= ly + dy * 16;

			ax:= dx * 4;
			ay:= dy * 4;

			tx:= round(lx);
			ty:= round(ly);
			hx:= tx;
			hy:= ty;
			while ((ty and LAND_HEIGHT_MASK) = 0) and
				((tx and LAND_WIDTH_MASK) = 0) and
				(Land[ty, tx] = 0) do
				begin
				lx:= lx + ax;
				ly:= ly + ay;
				tx:= round(lx);
				ty:= round(ly)
				end;
			// reached edge of land. assume infinite beam. Extend it way out past camera
			if ((ty and LAND_HEIGHT_MASK) <> 0) or ((tx and LAND_WIDTH_MASK) <> 0) then
				begin
				tx:= round(lx + ax * (LAND_WIDTH div 4));
				ty:= round(ly + ay * (LAND_WIDTH div 4));
				end;

			//if (abs(lx-tx)>8) or (abs(ly-ty)>8) then
				begin
				glDisable(GL_TEXTURE_2D);
				glEnable(GL_LINE_SMOOTH);

				glLineWidth(1.0);

				glColor4ub($FF, $00, $00, $C0);
				VertexBuffer[0].X:= hx + WorldDx;
				VertexBuffer[0].Y:= hy + WorldDy;
				VertexBuffer[1].X:= tx + WorldDx;
				VertexBuffer[1].Y:= ty + WorldDy;

				glEnableClientState(GL_VERTEX_ARRAY);
				glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
				glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
				glColor4f(1, 1, 1, 1);
				glEnable(GL_TEXTURE_2D);
				glDisable(GL_LINE_SMOOTH);
				end;
			end;
		// draw crosshair
		cx:= Round(hwRound(Gear^.X) + dx * 80);
		cy:= Round(hwRound(Gear^.Y) + dy * 80);
		DrawRotatedTex(PHedgehog(Gear^.Hedgehog)^.Team^.CrosshairTex,
				12, 12, cx + WorldDx, cy + WorldDy, 0,
				hwSign(Gear^.dX) * (Gear^.Angle * 180.0) / cMaxAngle);
		end;
	hx:= hwRound(Gear^.X) + 1 + 8 * hwSign(Gear^.dX) + WorldDx;
	hy:= hwRound(Gear^.Y) - 2 + WorldDy;
	aangle:= Gear^.Angle * 180 / cMaxAngle - 90;

	if CurAmmoGear <> nil then
	begin
		case CurAmmoGear^.Kind of
			gtShotgunShot: begin
					if (CurAmmoGear^.State and gstAnimation <> 0) then
						DrawRotated(sprShotgun, hx, hy, hwSign(Gear^.dX), aangle)
					else
						DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle);
				end;
			gtDEagleShot: DrawRotated(sprDEagle, hx, hy, hwSign(Gear^.dX), aangle);
			gtSniperRifleShot: begin
					if (CurAmmoGear^.State and gstAnimation <> 0) then
			            DrawRotatedF(sprSniperRifle, hx, hy, 1, hwSign(Gear^.dX), aangle)
					else
			            DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle)
				end;
			gtBallgun: DrawRotated(sprHandBallgun, hx, hy, hwSign(Gear^.dX), aangle);
			gtRCPlane: begin
				DrawRotated(sprHandPlane, hx, hy, hwSign(Gear^.dX), 0);
				defaultPos:= false
				end;
			gtRope: begin
				if Gear^.X < CurAmmoGear^.X then
					begin
					dAngle:= 0;
					hAngle:= 180;
					i:= 1
					end else
					begin
					dAngle:= 180;
					hAngle:= 0;
					i:= -1
					end;
                sx:= hwRound(Gear^.X) + WorldDx;
                sy:= hwRound(Gear^.Y) + WorldDy;
               if ((Gear^.State and gstWinner) = 0) then
                   begin
                   DrawHedgehog(sx, sy,
                           i,
                           1,
                           0,
                           DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle);
                   with PHedgehog(Gear^.Hedgehog)^ do
                       if (HatTex <> nil) then
                           DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, sx, sy, 0, i, 32, 32,
                               i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
                   end;
				DrawAltWeapon(Gear, sx, sy);
				defaultPos:= false
				end;
			gtBlowTorch: begin
				DrawRotated(sprBlowTorch, hx, hy, hwSign(Gear^.dX), aangle);
				DrawHedgehog(sx, sy,
						hwSign(Gear^.dX),
						3,
						PHedgehog(Gear^.Hedgehog)^.visStepPos div 2,
						0);
                with PHedgehog(Gear^.Hedgehog)^ do
                    if (HatTex <> nil) then
                       DrawTextureF(HatTex,
                           1,
                           sx,
                           hwRound(Gear^.Y) - 8 + WorldDy,
                           0,
                           hwSign(Gear^.dX),
                           32,
                           32);
				stepSounds:= true;
				defaultPos:= false
				end;
			gtShover: DrawRotated(sprHandBaseball, hx, hy, hwSign(Gear^.dX), aangle + 180);
			gtFirePunch: begin
				DrawHedgehog(sx, sy,
						hwSign(Gear^.dX),
						1,
						4,
						0);
				defaultPos:= false
				end;
			gtPickHammer: begin
                defaultPos:= false;
                dec(sy,20);
                end;
			gtTeleport: defaultPos:= false;
			gtWhip: begin
				DrawRotatedF(sprWhip,
						sx,
						sy,
						1,
						hwSign(Gear^.dX),
						0);
				defaultPos:= false
				end;
			gtKamikaze: begin
				if CurAmmoGear^.Pos = 0 then
					DrawHedgehog(sx, sy,
							hwSign(Gear^.dX),
							1,
							6,
							0)
				else
					DrawRotatedF(sprKamikaze,
							hwRound(Gear^.X) + WorldDx,
							hwRound(Gear^.Y) + WorldDy,
							CurAmmoGear^.Pos - 1,
							hwSign(Gear^.dX),
							aangle);
				defaultPos:= false
				end;
			gtSeduction: begin
				if CurAmmoGear^.Pos >= 6 then
					DrawHedgehog(sx, sy,
							hwSign(Gear^.dX),
							2,
							2,
							0)
				else
					begin
					DrawRotatedF(sprDress,
							hwRound(Gear^.X) + WorldDx,
							hwRound(Gear^.Y) + WorldDy,
							CurAmmoGear^.Pos,
							hwSign(Gear^.dX),
							0);
					DrawSprite(sprCensored, hwRound(Gear^.X) - 32 + WorldDx, hwRound(Gear^.Y) - 20 + WorldDy, 0)
					end;
				defaultPos:= false
				end;
		end;

		case CurAmmoGear^.Kind of
			gtShotgunShot,
			gtDEagleShot,
			gtSniperRifleShot,
			gtShover: begin
				DrawHedgehog(sx, sy,
						hwSign(Gear^.dX),
						0,
						4,
						0);
				defaultPos:= false;
				HatVisible:= true
			end
		end
	end else

	if ((Gear^.State and gstHHJumping) <> 0) then
	begin
    DrawHedgehog(sx, sy,
        hwSign(Gear^.dX)*m,
        1,
        1,
        0);
	HatVisible:= true;
	defaultPos:= false
	end else

	if (Gear^.Message and (gm_Left or gm_Right) <> 0) and (not isCursorVisible) then
		begin
		DrawHedgehog(sx, sy,
			hwSign(Gear^.dX),
			0,
			PHedgehog(Gear^.Hedgehog)^.visStepPos div 2,
			0);
		stepSounds:= true;
		defaultPos:= false;
		HatVisible:= true
		end
	else

	if ((Gear^.State and gstAnimation) <> 0) then
		begin
		DrawRotatedF(Wavez[TWave(Gear^.Tag)].Sprite,
				sx,
				sy,
				Gear^.Pos,
				hwSign(Gear^.dX),
				0.0);
		defaultPos:= false
		end
	else
	if ((Gear^.State and gstAttacked) = 0) then
	begin
		amt:= CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].AmmoType;
		case amt of
			amBazooka,
			amMortar: DrawRotated(sprHandBazooka, hx, hy, hwSign(Gear^.dX), aangle);
			amMolotov: DrawRotated(sprHandMolotov, hx, hy, hwSign(Gear^.dX), aangle);
			amBallgun: DrawRotated(sprHandBallgun, hx, hy, hwSign(Gear^.dX), aangle);
			amDrill: DrawRotated(sprHandDrill, hx, hy, hwSign(Gear^.dX), aangle);
			amRope: DrawRotated(sprHandRope, hx, hy, hwSign(Gear^.dX), aangle);
			amShotgun: DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle);
			amDEagle: DrawRotated(sprHandDEagle, hx, hy, hwSign(Gear^.dX), aangle);
			amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, hwSign(Gear^.dX), aangle);
			amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, hwSign(Gear^.dX), aangle);
			amRCPlane: begin
				DrawRotated(sprHandPlane, hx, hy, hwSign(Gear^.dX), 0);
				defaultPos:= false
				end;
			amGirder: begin
                DrawSpriteClipped(sprGirder,
                                  sx-256,
                                  sy-256,
                                  LongInt(topY)+WorldDy,
                                  LongInt(rightX)+WorldDx,
                                  cWaterLine+WorldDy,
                                  LongInt(leftX)+WorldDx);
                end;
		end;

		case amt of
			amAirAttack,
			amMineStrike: DrawRotated(sprHandAirAttack, sx, hwRound(Gear^.Y) + WorldDy, hwSign(Gear^.dX), 0);
			amPickHammer: DrawHedgehog(sx, sy,
						hwSign(Gear^.dX),
						1,
						2,
						0);
			amTeleport: DrawRotatedF(sprTeleport, sx, sy, 0, hwSign(Gear^.dX), 0);
			amKamikaze: DrawHedgehog(sx, sy,
						hwSign(Gear^.dX),
						1,
						5,
						0);
			amWhip: DrawRotatedF(sprWhip,
						sx,
						sy,
						0,
						hwSign(Gear^.dX),
						0);
		else
			DrawHedgehog(sx, sy,
				hwSign(Gear^.dX),
				0,
				4,
				0);

			HatVisible:= true;
			with PHedgehog(Gear^.Hedgehog)^ do
				if (HatTex <> nil)
				and (HatVisibility > 0) then
					DrawTextureF(HatTex,
						HatVisibility,
						sx,
						hwRound(Gear^.Y) - 8 + WorldDy,
						0,
						hwSign(Gear^.dX),
						32,
						32);
		end;

		case amt of
			amBaseballBat: DrawRotated(sprHandBaseball,
					hwRound(Gear^.X) + 1 - 4 * hwSign(Gear^.dX) + WorldDx,
					hwRound(Gear^.Y) + 6 + WorldDy, hwSign(Gear^.dX), aangle);
		end;

		defaultPos:= false
	end;

end else // not gstHHDriven
	begin
	if (Gear^.Damage > 0)
	and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
		begin
		DrawHedgehog(sx, sy,
			hwSign(Gear^.dX),
			2,
			1,
			Gear^.DirAngle);
		defaultPos:= false
		end else

	if ((Gear^.State and gstHHJumping) <> 0) then
		begin
		DrawHedgehog(sx, sy,
			hwSign(Gear^.dX)*m,
			1,
			1,
			0);
		defaultPos:= false
		end;
	end;

with PHedgehog(Gear^.Hedgehog)^ do
	begin
	if defaultPos then
		begin
		DrawRotatedF(sprHHIdle,
			sx,
			sy,
			(RealTicks div 128 + Gear^.Pos) mod 19,
			hwSign(Gear^.dX),
			0);
		HatVisible:= true;
		end;

	if HatVisible then
		if HatVisibility < 1.0 then
			HatVisibility:= HatVisibility + 0.2
		else
	else
		if HatVisibility > 0.0 then
			HatVisibility:= HatVisibility - 0.2;

	if (HatTex <> nil)
	and (HatVisibility > 0) then
		if DefaultPos then
			DrawTextureF(HatTex,
				HatVisibility,
				sx,
				hwRound(Gear^.Y) - 8 + WorldDy,
				(RealTicks div 128 + Gear^.Pos) mod 19,
				hwSign(Gear^.dX),
				32,
				32)
		else
			DrawTextureF(HatTex,
				HatVisibility,
				sx,
				hwRound(Gear^.Y) - 8 + WorldDy,
				0,
				hwSign(Gear^.dX)*m,
				32,
				32);
	end;
if (Gear^.State and gstHHDriven) <> 0 then
    begin
(*    if (CurAmmoGear = nil) then
        begin
        amt:= CurrentHedgehog^.Ammo^[CurrentHedgehog^.CurSlot, CurrentHedgehog^.CurAmmo].AmmoType;
        case amt of
            amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0);
            end
        end; *)
    if CurAmmoGear <> nil then
        begin
        case CurAmmoGear^.Kind of
            gtJetpack: begin
	                   DrawSprite(sprJetpack, sx-32, sy-32, 0);
	                   if (CurAmmoGear^.MsgParam and gm_Up) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 1);
	                   if (CurAmmoGear^.MsgParam and gm_Left) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 2);
	                   if (CurAmmoGear^.MsgParam and gm_Right) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 3);
                       if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex);
					   DrawAltWeapon(Gear, sx, sy)
                       end;
            end;
        end
    end;

with PHedgehog(Gear^.Hedgehog)^ do
	begin
	if ((Gear^.State and not gstWinner) = 0)
		or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then
		begin
		t:= hwRound(Gear^.Y) - cHHRadius - 12 + WorldDy;
		if (cTagsMasks[cTagsMaskIndex] and htTransparent) <> 0 then
			glColor4f(1, 1, 1, 0.5);
		if ((cTagsMasks[cTagsMaskIndex] and htHealth) <> 0) and ((GameFlags and gfInvulnerable) = 0) then
			begin
			dec(t, HealthTagTex^.h + 2);
			DrawCentered(hwRound(Gear^.X) + WorldDx, t, HealthTagTex)
			end;
		if (cTagsMasks[cTagsMaskIndex] and htName) <> 0 then
			begin
			dec(t, NameTagTex^.h + 2);
			DrawCentered(hwRound(Gear^.X) + WorldDx, t, NameTagTex)
			end;
		if (cTagsMasks[cTagsMaskIndex] and htTeamName) <> 0 then
			begin
			dec(t, Team^.NameTagTex^.h + 2);
			DrawCentered(hwRound(Gear^.X) + WorldDx, t, Team^.NameTagTex)
			end;
		if (cTagsMasks[cTagsMaskIndex] and htTransparent) <> 0 then
			glColor4f(1, 1, 1, 1)
		end;
	if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
		begin
		if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then
			DrawSprite(sprFinger, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 64 + WorldDy,
						GameTicks div 32 mod 16);

		if (Gear^.State and gstDrowning) = 0 then
			if (Gear^.State and gstHHThinking) <> 0 then
				DrawSprite(sprQuestion, hwRound(Gear^.X) - 10 + WorldDx, hwRound(Gear^.Y) - cHHRadius - 34 + WorldDy, 0)
		end
	end;

if Gear^.Invulnerable then
    begin
    glColor4f(1, 1, 1, 0.25 + abs(1 - ((RealTicks div 2) mod 1500) / 750));
	DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0);
	glColor4f(1, 1, 1, 1);
    end;
if cVampiric and
   (CurrentHedgehog^.Gear <> nil) and
   (CurrentHedgehog^.Gear = Gear) then
    begin
    glColor4f(1, 1, 1, 0.25 + abs(1 - (RealTicks mod 1500) / 750));
    DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
	glColor4f(1, 1, 1, 1);
    end;
	
	if stepSounds and (Gear^.SoundChannel < 0) then
		Gear^.SoundChannel:= LoopSound(sndSteps)
	else if not stepSounds and (Gear^.SoundChannel > -1) then
		begin
		StopSound(Gear^.SoundChannel);
		Gear^.SoundChannel:= -1;
		end;
end;

procedure DrawRopeLinesRQ(Gear: PGear);
begin
with RopePoints do
	begin
	rounded[Count].X:= hwRound(Gear^.X);
	rounded[Count].Y:= hwRound(Gear^.Y);
	rounded[Count + 1].X:= hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.X);
	rounded[Count + 1].Y:= hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.Y);
	end;

if (RopePoints.Count > 0) or (Gear^.Elasticity.QWordValue > 0) then
	begin
	glDisable(GL_TEXTURE_2D);
	//glEnable(GL_LINE_SMOOTH);

	glPushMatrix;

	glTranslatef(WorldDx, WorldDy, 0);

	glLineWidth(4.0);

	glColor4f(0.8, 0.8, 0.8, 1);

	glEnableClientState(GL_VERTEX_ARRAY);
	glVertexPointer(2, GL_FLOAT, 0, @RopePoints.rounded[0]);
	glDrawArrays(GL_LINE_STRIP, 0, RopePoints.Count + 2);
	glColor4f(1, 1, 1, 1);

	glPopMatrix;

	glEnable(GL_TEXTURE_2D);
	//glDisable(GL_LINE_SMOOTH)
	end
end;

procedure DrawRope(Gear: PGear);
var roplen: LongInt;
	i: Longword;

	procedure DrawRopeLine(X1, Y1, X2, Y2: LongInt);
	var  eX, eY, dX, dY: LongInt;
		i, sX, sY, x, y, d: LongInt;
		b: boolean;
	begin
	if (X1 = X2) and (Y1 = Y2) then
	begin
	//OutError('WARNING: zero length rope line!', false);
	exit
	end;
	eX:= 0;
	eY:= 0;
	dX:= X2 - X1;
	dY:= Y2 - Y1;

	if (dX > 0) then sX:= 1
	else
	if (dX < 0) then
		begin
		sX:= -1;
		dX:= -dX
		end else sX:= dX;

	if (dY > 0) then sY:= 1
	else
	if (dY < 0) then
		begin
		sY:= -1;
		dY:= -dY
		end else sY:= dY;

		if (dX > dY) then d:= dX
					else d:= dY;

		x:= X1;
		y:= Y1;

		for i:= 0 to d do
			begin
			inc(eX, dX);
			inc(eY, dY);
			b:= false;
			if (eX > d) then
				begin
				dec(eX, d);
				inc(x, sX);
				b:= true
				end;
			if (eY > d) then
				begin
				dec(eY, d);
				inc(y, sY);
				b:= true
				end;
			if b then
				begin
				inc(roplen);
				if (roplen mod 4) = 0 then DrawSprite(sprRopeNode, x - 2, y - 2, 0)
				end
		end
	end;
begin
	if cReducedQuality then
		DrawRopeLinesRQ(Gear)
	else
		begin
		roplen:= 0;
		if RopePoints.Count > 0 then
			begin
			i:= 0;
			while i < Pred(RopePoints.Count) do
					begin
					DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
								hwRound(RopePoints.ar[Succ(i)].X) + WorldDx, hwRound(RopePoints.ar[Succ(i)].Y) + WorldDy);
					inc(i)
					end;
			DrawRopeLine(hwRound(RopePoints.ar[i].X) + WorldDx, hwRound(RopePoints.ar[i].Y) + WorldDy,
						hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy);
			DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
						hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.X) + WorldDx, hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.Y) + WorldDy);
			end else
			if Gear^.Elasticity.QWordValue > 0 then
			DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
						hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.X) + WorldDx, hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.Y) + WorldDy);
		end;


if RopePoints.Count > 0 then
	DrawRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle)
	else
	if Gear^.Elasticity.QWordValue > 0 then
		DrawRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
end;

procedure DrawGears;
var Gear, HHGear: PGear;
    i: Longword;
begin
Gear:= GearsList;
while Gear<>nil do
	begin
	case Gear^.Kind of
       gtAmmo_Bomb: DrawRotated(sprBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
	gtMolotov: DrawRotated(sprMolotov, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);

       gtRCPlane: begin
                  if (Gear^.Tag = -1) then
                     DrawRotated(sprPlane, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, -1,  DxDy2Angle(Gear^.dX, Gear^.dY) + 90)
                  else
                     DrawRotated(sprPlane, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,0,DxDy2Angle(Gear^.dY, Gear^.dX));
                  if ((TrainingFlags and tfRCPlane) <> 0) and (TrainingTargetGear <> nil) and ((Gear^.State and gstDrowning) = 0) then
					 DrawRotatedf(sprFinger, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, GameTicks div 32 mod 16, 0, DxDy2Angle(Gear^.X - TrainingTargetGear^.X, TrainingTargetGear^.Y - Gear^.Y));
                  end;
       gtBall: DrawRotatedf(sprBalls, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tag,0, DxDy2Angle(Gear^.dY, Gear^.dX));

       gtDrill: DrawRotated(sprDrill, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));

        gtHedgehog: DrawHH(Gear);

    gtAmmo_Grenade: DrawRotated(sprGrenade, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));

       gtHealthTag: if Gear^.Tex <> nil then DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tex);

           gtGrave: DrawTextureF(PHedgehog(Gear^.Hedgehog)^.Team^.GraveTex, 1, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks shr 7) and 7, 1, 32, 32);

             gtUFO: DrawSprite(sprUFO, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, (GameTicks shr 7) mod 4);

      gtPickHammer: DrawSprite(sprPHammer, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 50 + LongInt(((GameTicks shr 5) and 1) * 2) + WorldDy, 0);
            gtRope: DrawRope(Gear);
      gtSmokeTrace: if Gear^.State < 8 then DrawSprite(sprSmokeTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State);
       gtExplosion: DrawSprite(sprExplosion50, hwRound(Gear^.X) - 32 + WorldDx, hwRound(Gear^.Y) - 32 + WorldDy, Gear^.State);
            gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
                           DrawRotated(sprMineOff, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle)
                       else if Gear^.Health <> 0 then DrawRotated(sprMineOn, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle)
                       else DrawRotated(sprMineDead, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
            gtCase: case Gear^.Pos of
                         posCaseAmmo  : begin
                                        i:= (GameTicks shr 6) mod 64;
                                        if i > 18 then i:= 0;
                                        DrawSprite(sprCase, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
                                        end;
                         posCaseHealth: begin
                                        i:= ((GameTicks shr 6) + 38) mod 64;
                                        if i > 13 then i:= 0;
                                        DrawSprite(sprFAid, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
                                        end;
                         posCaseUtility: begin
                                        i:= (GameTicks shr 6) mod 70;
                                        if i > 23 then i:= 0;
                                        i:= i mod 12;
                                        DrawSprite(sprUtility, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
                                        end;
                         end;
      gtExplosives: begin
                    i:= (GameTicks shr 6) mod 64;
                    if i > 18 then i:= 0;
                    DrawSprite(sprExplosives, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
                    end;
        gtDynamite: DrawSprite2(sprDynamite, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 25 + WorldDy, Gear^.Tag and 1, Gear^.Tag shr 1);
     gtClusterBomb: DrawRotated(sprClusterBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
         gtCluster: DrawSprite(sprClusterParticle, hwRound(Gear^.X) - 8 + WorldDx, hwRound(Gear^.Y) - 8 + WorldDy, 0);
           gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks div 128 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16);
       gtParachute: begin
					DrawSprite(sprParachute, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 48 + WorldDy, 0);
					DrawAltWeapon(Gear, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy)
					end;
       gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 0)
                                     else DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 1);
         gtAirBomb: DrawRotated(sprAirBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
        gtTeleport: begin
                    HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
                    if not PHedgehog(Gear^.Hedgehog)^.Unplaced then DrawRotatedF(sprTeleport, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy, Gear^.Pos, hwSign(HHGear^.dX), 0);
                    DrawRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0);
                    end;
        gtSwitcher: DrawSprite(sprSwitch, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 56 + WorldDy, (GameTicks shr 6) mod 12);
          gtTarget: begin
					glColor4f(1, 1, 1, Gear^.Timer / 1000);
					DrawSprite(sprTarget, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0);
					glColor4f(1, 1, 1, 1);
					end;
          gtMortar: DrawRotated(sprMortar, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
          gtCake: if Gear^.Pos = 6 then
                     DrawRotatedf(sprCakeWalk, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90)
                  else
                     DrawRotatedf(sprCakeDown, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 5 - Gear^.Pos, hwSign(Gear^.dX), 0);
       gtSeduction: if Gear^.Pos >= 14 then DrawSprite(sprSeduction, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0);
      gtWatermelon: DrawRotatedf(sprWatermelon, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 0, Gear^.DirAngle);
      gtMelonPiece: DrawRotatedf(sprWatermelon, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 1, 0, Gear^.DirAngle);
     gtHellishBomb: DrawRotated(sprHellishBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
      gtEvilTrace: if Gear^.State < 8 then DrawSprite(sprEvilTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.State);
         end;
      if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(hwRound(Gear^.X) + 8 + WorldDx, hwRound(Gear^.Y) + 8 + WorldDy, Gear^.Tex);
      Gear:= Gear^.NextGear
      end;
end;

procedure FreeGearsList;
var t, tt: PGear;
begin
	tt:= GearsList;
	GearsList:= nil;
	while tt <> nil do
	begin
		t:= tt;
		tt:= tt^.NextGear;
		Dispose(t)
	end;
end;

procedure AddMiscGears;
var i: LongInt;
	Gear: PGear;
begin
AddGear(0, 0, gtATStartGame, 0, _0, _0, 2000);

// HACK: just for testing explosives!
if (GameFlags and gfMines) <> 0 then
	GameFlags:= (GameFlags or gfExplosives) and not gfMines;

if (TrainingFlags and tfSpawnTargets) <> 0 then
	begin
	TrainingTargetGear:= AddGear(0, 0, gtTarget, 0, _0, _0, 0);
	FindPlace(TrainingTargetGear, false, 0, LAND_WIDTH);
	end;

if ((GameFlags and gfForts) = 0) then
	begin
	// TODO: exclude each other or allow both, mines and explosives, on same map?
	if ((GameFlags and gfMines) <> 0) then
		for i:= 0 to Pred(cLandAdditions) do
			begin
			Gear:= AddGear(0, 0, gtMine, 0, _0, _0, 0);
			Gear^.TriggerId:= i + 1;
			FindPlace(Gear, false, 0, LAND_WIDTH);
			end;
	if ((GameFlags and gfExplosives) <> 0) then
		for i:= 0 to Pred(cLandAdditions) do
			begin
			Gear:= AddGear(0, 0, gtExplosives, 0, _0, _0, 0);
			Gear^.TriggerId:= i + 1;
			FindPlace(Gear, false, 0, LAND_WIDTH);
			end;
	end;

if (GameFlags and gfLowGravity) <> 0 then
    cGravity:= cMaxWindSpeed / 2;

if (GameFlags and gfVampiric) <> 0 then
    cVampiric:= true;

Gear:= GearsList;
if (GameFlags and gfInvulnerable) <> 0 then
   while Gear <> nil do
       begin
       Gear^.Invulnerable:= true;  // this is only checked on hogs right now, so no need for gear type check
       Gear:= Gear^.NextGear
       end;

if (GameFlags and gfLaserSight) <> 0 then
    cLaserSighting:= true;

if (GameFlags and gfArtillery) <> 0 then
    cArtillery:= true
end;

procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord);
var Gear: PGear;
    dmg, dmgRadius: LongInt;
begin
TargetPoint.X:= NoPointX;
{$IFDEF DEBUGFILE}if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');{$ENDIF}
if (Radius > 10) then AddGear(X, Y, gtExplosion, 0, _0, _0, 0);
if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);

if (Mask and EXPLAllDamageInRadius) = 0 then
	dmgRadius:= Radius shl 1
else
	dmgRadius:= Radius;

Gear:= GearsList;
while Gear <> nil do
	begin
	dmg:= dmgRadius  + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
	if (dmg > 1) and
		((Gear^.State and gstNoDamage) = 0) then
		begin
		dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
		case Gear^.Kind of
			gtHedgehog,
				gtMine,
				gtCase,
				gtTarget,
				gtFlame,
				gtExplosives: begin
						//{$IFDEF DEBUGFILE}AddFileLog('Damage: ' + inttostr(dmg));{$ENDIF}
						if (Mask and EXPLNoDamage) = 0 then
							begin
							if not Gear^.Invulnerable then
                                ApplyDamage(Gear, dmg)
                            else
                                Gear^.State:= Gear^.State or gstWinner;
							end;
						if ((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog) then
							begin
							DeleteCI(Gear);
							Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - int2hwFloat(X));
							Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - int2hwFloat(Y));
							Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser);
							if not Gear^.Invulnerable then
								Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner);
							Gear^.Active:= true;
							FollowGear:= Gear
							end;
						end;
				gtGrave: begin
						Gear^.dY:= - _0_004 * dmg;
						Gear^.Active:= true;
						end;
			end;
		end;
	Gear:= Gear^.NextGear
	end;

if (Mask and EXPLDontDraw) = 0 then
	if (GameFlags and gfSolidLand) = 0 then DrawExplosion(X, Y, Radius);

uAIMisc.AwareOfExplosion(0, 0, 0)
end;

procedure ShotgunShot(Gear: PGear);
var t: PGear;
    dmg: LongInt;
begin
Gear^.Radius:= cShotgunRadius;
t:= GearsList;
while t <> nil do
	begin
	dmg:= ModifyDamage(min(Gear^.Radius + t^.Radius - hwRound(Distance(Gear^.X - t^.X, Gear^.Y - t^.Y)), 25), t);
	if dmg > 0 then
	case t^.Kind of
		gtHedgehog,
			gtMine,
			gtCase,
			gtTarget,
			gtExplosives: begin
                    if (not t^.Invulnerable) then
                        ApplyDamage(t, dmg)
                    else
                        Gear^.State:= Gear^.State or gstWinner;

					DeleteCI(t);
					t^.dX:= t^.dX + Gear^.dX * dmg * _0_01 + SignAs(cHHKick, Gear^.dX);
					t^.dY:= t^.dY + Gear^.dY * dmg * _0_01;
					t^.State:= t^.State or gstMoving;
					t^.Active:= true;
					FollowGear:= t
					end;
			gtGrave: begin
					t^.dY:= - _0_1;
					t^.Active:= true
					end;
		end;
	t:= t^.NextGear
	end;
if (GameFlags and gfSolidLand) = 0 then DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cShotgunRadius)
end;

procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);
var t: PGearArray;
    Gear: PGear;
    i, tmpDmg: LongInt;
begin
t:= CheckGearsCollision(Ammo);
i:= t^.Count;

if (Ammo^.Kind = gtFlame) and (i > 0) then Ammo^.Health:= 0;
while i > 0 do
	begin
	dec(i);
	Gear:= t^.ar[i];
    tmpDmg:= ModifyDamage(Damage, Gear);
	if (Gear^.State and gstNoDamage) = 0 then
		begin
		if (Gear^.Kind = gtHedgehog) and (Ammo^.State and gsttmpFlag <> 0) and (Ammo^.Kind = gtShover) then Gear^.FlightTime:= 1;
		
		case Gear^.Kind of
			gtHedgehog,
			gtMine,
			gtTarget,
			gtCase,
			gtExplosives: begin
					if (Ammo^.Kind = gtDrill) then begin Ammo^.Timer:= 0; exit; end;
                    if (not Gear^.Invulnerable) then
                        ApplyDamage(Gear, tmpDmg)
                    else
                        Gear^.State:= Gear^.State or gstWinner;

					DeleteCI(Gear);
                    if (Gear^.Kind = gtHedgehog) and PHedgehog(Gear^.Hedgehog)^.King then
                        begin
                        Gear^.dX:= Ammo^.dX * Power * _0_005;
                        Gear^.dY:= Ammo^.dY * Power * _0_005
                        end
                    else
                        begin
                        Gear^.dX:= Ammo^.dX * Power * _0_01;
                        Gear^.dY:= Ammo^.dY * Power * _0_01
                        end;

					Gear^.Active:= true;
					Gear^.State:= Gear^.State or gstMoving;

					if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
						begin
						if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
							or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
						if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
							or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
						if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
							or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
						end;
					
                    if (Ammo^.Kind <> gtFlame) or ((Ammo^.State and gsttmpFlag) = 0) then FollowGear:= Gear
					end;
		end
		end;
	end;
if i <> 0 then SetAllToActive
end;

procedure AssignHHCoords;
var i, t, p, j: LongInt;
	ar: array[0..Pred(cMaxHHs)] of PHedgehog;
	Count: Longword;
begin
if (GameFlags and gfPlaceHog) <> 0 then PlacingHogs:= true;
if (GameFlags and (gfForts or gfDivideTeams)) <> 0 then
	begin
	t:= 0;
	TryDo(ClansCount = 2, 'More or less than 2 clans on map in divided teams mode!', true);
	for p:= 0 to 1 do
		begin
		with ClansArray[p]^ do
			for j:= 0 to Pred(TeamsNumber) do
				with Teams[j]^ do
					for i:= 0 to cMaxHHIndex do
						with Hedgehogs[i] do
							if (Gear <> nil) and (Gear^.X.QWordValue = 0) then
								begin
                                if PlacingHogs then Unplaced:= true
                                else FindPlace(Gear, false, t, t + LAND_WIDTH div 2);// could make Gear == nil;
								if Gear <> nil then
									begin
									Gear^.Pos:= GetRandom(49);
									Gear^.dX.isNegative:= p = 1;
									end
								end;
		t:= LAND_WIDTH div 2
		end
	end else // mix hedgehogs
	begin
	Count:= 0;
	for p:= 0 to Pred(TeamsCount) do
		with TeamsArray[p]^ do
		begin
		for i:= 0 to cMaxHHIndex do
			with Hedgehogs[i] do
				if (Gear <> nil) and (Gear^.X.QWordValue = 0) then
					begin
					ar[Count]:= @Hedgehogs[i];
					inc(Count)
					end;
		end;
    // unC0Rr, while it is true user can watch value on map screen, IMO this (and check above) should be enforced in UI
    // - is there a good place to put values for the different widgets to check?  Right now they are kind of disconnected.
    //it would be nice if divide teams, forts mode and hh per map could all be checked by the team widget, or maybe disable start button
	TryDo(Count <= MaxHedgehogs, 'Too many hedgehogs for this map! (max # is ' + inttostr(MaxHedgehogs) + ')', true);
	while (Count > 0) do
		begin
		i:= GetRandom(Count);
        if PlacingHogs then ar[i]^.Unplaced:= true
        else FindPlace(ar[i]^.Gear, false, 0, LAND_WIDTH);
		if ar[i]^.Gear <> nil then
			begin
			ar[i]^.Gear^.dX.isNegative:= hwRound(ar[i]^.Gear^.X) > LAND_WIDTH div 2;
			ar[i]^.Gear^.Pos:= GetRandom(19)
			end;
		ar[i]:= ar[Count - 1];
		dec(Count)
		end
	end
end;

function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;
var t: PGear;
begin
t:= GearsList;
rX:= sqr(rX);
rY:= sqr(rY);

while t <> nil do
	begin
	if (t <> Gear) and (t^.Kind = Kind) then
		if not((hwSqr(Gear^.X - t^.X) / rX + hwSqr(Gear^.Y - t^.Y) / rY) > _1) then
		exit(t);
	t:= t^.NextGear
	end;

CheckGearNear:= nil
end;

{procedure AmmoFlameWork(Ammo: PGear);
var t: PGear;
begin
t:= GearsList;
while t <> nil do
	begin
	if (t^.Kind = gtHedgehog) and (t^.Y < Ammo^.Y) then
		if not (hwSqr(Ammo^.X - t^.X) + hwSqr(Ammo^.Y - t^.Y - int2hwFloat(cHHRadius)) * 2 > _2) then
			begin
            ApplyDamage(t, 5);
			t^.dX:= t^.dX + (t^.X - Ammo^.X) * _0_02;
			t^.dY:= - _0_25;
			t^.Active:= true;
			DeleteCI(t);
			FollowGear:= t
			end;
	t:= t^.NextGear
	end;
end;}

function CheckGearsNear(mX, mY: LongInt; Kind: TGearsType; rX, rY: LongInt): PGear;
var t: PGear;
begin
t:= GearsList;
rX:= sqr(rX);
rY:= sqr(rY);
while t <> nil do
	begin
	if t^.Kind in Kind then
		if not (hwSqr(int2hwFloat(mX) - t^.X) / rX + hwSqr(int2hwFloat(mY) - t^.Y) / rY > _1) then
			exit(t);
	t:= t^.NextGear
	end;
CheckGearsNear:= nil
end;

function CountGears(Kind: TGearType): Longword;
var t: PGear;
    count: Longword = 0;
begin

t:= GearsList;
while t <> nil do
	begin
	if t^.Kind = Kind then inc(count);
	t:= t^.NextGear
	end;
CountGears:= count;
end;

procedure SpawnBoxOfSmth;
var t: LongInt;
    i: TAmmoType;
begin
if (PlacingHogs) or
   (cCaseFactor = 0) or
   (CountGears(gtCase) >= 5) or
   (getrandom(cCaseFactor) <> 0) then exit;

FollowGear:= nil;

if shoppa then  // FIXME -  TEMPORARY  REMOVE WHEN CRATE PROBABILITY IS ADDED, INCLUDING DISABLING OF HEALTH CRATES
    t:= 7
else
    t:= getrandom(20);

// avoid health crates if all hogs are invulnerable
if (t < 13) and ((GameFlags and gfInvulnerable) <> 0) then t:= t * 13 div 20 + 7;
	
//case getrandom(20) of
case t of
     0..6: begin
        FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
        FollowGear^.Health:= 25;
        FollowGear^.Pos:= posCaseHealth;
		AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpGameState);
        end;
     7..13: begin
        t:= 0;
        for i:= Low(TAmmoType) to High(TAmmoType) do
            if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
                inc(t, Ammoz[i].Probability);
        if (t > 0) then
            begin
            FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
            t:= GetRandom(t);
            i:= Low(TAmmoType);
            if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
                dec(t, Ammoz[i].Probability);
            while t >= 0 do
              begin
              inc(i);
              if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
                  dec(t, Ammoz[i].Probability)
              end;
            FollowGear^.Pos:= posCaseAmmo;
            FollowGear^.State:= Longword(i);
			AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpGameState);
            end
        end;
     14..19: begin
        t:= 0;
        for i:= Low(TAmmoType) to High(TAmmoType) do
            if (Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0 then
                inc(t, Ammoz[i].Probability);
        if (t > 0) then
            begin
            FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
            t:= GetRandom(t);
            i:= Low(TAmmoType);
            if (Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0 then
                dec(t, Ammoz[i].Probability);
            while t >= 0 do
              begin
              inc(i);
              if (Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0 then
                  dec(t, Ammoz[i].Probability)
              end;
            FollowGear^.Pos:= posCaseUtility;
            FollowGear^.State:= Longword(i);
			AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpGameState);
            end
        end;
     end;
// handles case of no ammo or utility crates - considered also placing booleans in uAmmos and altering probabilities
if (FollowGear <> nil) then
	begin
	FindPlace(FollowGear, true, 0, LAND_WIDTH);

	if (FollowGear <> nil) then
		PlaySound(sndReinforce, CurrentTeam^.voicepack)
	end
end;

procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt);

	function CountNonZeroz(x, y, r, c: LongInt): LongInt;
	var i: LongInt;
		count: LongInt = 0;
	begin
	if (y and LAND_HEIGHT_MASK) = 0 then
		for i:= max(x - r, 0) to min(x + r, LAND_WIDTH - 4) do
			if Land[y, i] <> 0 then
               begin
               inc(count);
               if count = c then exit(count)
               end;
	CountNonZeroz:= count;
	end;

var x: LongInt;
	y, sy: LongInt;
	ar: array[0..511] of TPoint;
	ar2: array[0..1023] of TPoint;
	cnt, cnt2: Longword;
	delta: LongInt;
begin
delta:= 250;
cnt2:= 0;
repeat
	x:= Left + LongInt(GetRandom(Delta));
	repeat
		inc(x, Delta);
		cnt:= 0;
        if topY > 1024 then
		    y:= 1024-Gear^.Radius * 2
        else
		    y:= topY-Gear^.Radius * 2;
		while y < LAND_HEIGHT do
			begin
			repeat
				inc(y, 2);
			until (y >= LAND_HEIGHT) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) = 0);

			sy:= y;

			repeat
				inc(y);
			until (y >= LAND_HEIGHT) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) <> 0);

// Flag the check for gtExplosives for reuse by other things that need a solid platform?
			if (y - sy > Gear^.Radius * 2)
				and (((Gear^.Kind <> gtExplosives) and (y < LAND_HEIGHT)) or ((Gear^.Kind = gtExplosives) and (y < LAND_HEIGHT-1)))
				and (CheckGearsNear(x, y - Gear^.Radius, [gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives], 110, 110) = nil)
                and ((Gear^.Kind <> gtExplosives) or (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1) > Gear^.Radius)) then
				begin
				ar[cnt].X:= x;
				if withFall then ar[cnt].Y:= sy + Gear^.Radius
							else ar[cnt].Y:= y - Gear^.Radius;
				inc(cnt)
				end;

			inc(y, 45)
			end;

		if cnt > 0 then
			with ar[GetRandom(cnt)] do
				begin
				ar2[cnt2].x:= x;
				ar2[cnt2].y:= y;
				inc(cnt2)
				end
	until (x + Delta > Right);

	dec(Delta, 60)
until (cnt2 > 0) or (Delta < 70);

if cnt2 > 0 then
	with ar2[GetRandom(cnt2)] do
		begin
		Gear^.X:= int2hwFloat(x);
		Gear^.Y:= int2hwFloat(y);
		{$IFDEF DEBUGFILE}
		AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')');
		{$ENDIF}
		end
	else
	begin
	OutError('Can''t find place for Gear', false);
	DeleteGear(Gear);
	Gear:= nil
	end
end;

function ModifyDamage(dmg: Longword; Gear: PGear): Longword;
var i: hwFloat;
begin
(* Invulnerability cannot be placed in here due to still needing kicks
   Not without a new damage machine.
   King check should be in here instead of ApplyDamage since Tiy wants them kicked less
*)
i:= _1;
if (CurrentHedgehog <> nil) and CurrentHedgehog^.King then i:= _1_5;
if (Gear^.Hedgehog <> nil) and (PHedgehog(Gear^.Hedgehog)^.King) then
   ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent * _0_5)
else
   ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent)
end;

function GearByUID(uid : Longword) : PGear;
var gear: PGear;
begin
GearByUID:= nil;
gear:= GearsList;
while gear <> nil do
	begin
	if gear^.uid = uid then
		begin
			GearByUID:= gear;
			exit
		end;
	gear:= gear^.NextGear
	end
end;

procedure init_uGears;
begin
	CurAmmoGear:= nil;
	GearsList:= nil;
	KilledHHs:= 0;
	SuddenDeathDmg:= false;
	SpeechType:= 1;
	TrainingTargetGear:= nil;
	skipFlag:= false;
	
	AllInactive:= false;
	PrvInactive:= false;
end;

procedure free_uGears;
begin
	FreeGearsList();
end;

end.