hedgewars/uGears.pas
author nemo
Wed, 29 Dec 2010 16:21:30 -0500
changeset 4780 8571151411b3
parent 4748 ce9b48de1f52
child 4783 f9564c66a086
permissions -rw-r--r--
add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2010 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, uTypes;

procedure initModule;
procedure freeModule;
function  AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
function SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content: Longword ): PGear;
procedure ResurrectHedgehog(gear: PGear);
procedure ProcessGears;
procedure EndTurnCleanup;
procedure ApplyDamage(Gear: PGear; Damage: Longword; Source: TDamageSource);
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; skipProximity: boolean = false);
procedure DeleteGear(Gear: PGear); 


implementation
uses uStore, uSound, uTeams, uRandom, uCollisions, uIO, uLandGraphics,
     uAIMisc, uLocale, uAI, uAmmos, uStats, uVisualGears, uScript, GLunit, uMobile, uVariables,
     uCommands, uUtils, uTextures, uRenderUtils, uGearsRender, uCaptions, uDebug, uLandTexture;


procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord); forward;
procedure doMakeExplosion(X, Y, Radius: LongInt; Mask, Tint: LongWord); forward;
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); forward;
//procedure AmmoFlameWork(Ammo: PGear); forward;
function  GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): TPGearArray; 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;
procedure doStepCase(Gear: PGear); forward;

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

const doStepHandlers: array[TGearType] of TGearStepProcedure = (
            @doStepBomb,
            @doStepHedgehog,
            @doStepShell,
            @doStepGrave,
            @doStepBee,
            @doStepShotgunShot,
            @doStepPickHammer,
            @doStepRope,
            @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,
            @doStepWaterUp,
            @doStepDrill,
            @doStepBallgun,
            @doStepBomb,
            @doStepRCPlane,
            @doStepSniperRifleShot,
            @doStepJetpack,
            @doStepMolotov,
            @doStepCase,
            @doStepBirdy,
            @doStepEggWork,
            @doStepPortalShot,
            @doStepPiano,
            @doStepBomb,
            @doStepSineGunShot,
            @doStepFlamethrower,
            @doStepSMine,
            @doStepPoisonCloud,
            @doStepHammer,
            @doStepHammerHit,
            @doStepResurrector,
            @doStepNapalmBomb,
            @doStepSnowball,
            @doStepSnowflake
            );

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

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

procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);
var tag: PVisualGear;
begin
tag:= AddVisualGear(hwRound(HHGear^.X), hwRound(HHGear^.Y), vgtHealthTag, dmg);
if (tag <> nil) then
    tag^.Hedgehog:= HHGear^.Hedgehog; // the tag needs the tag to determine the text color
AllInactive:= false;
HHGear^.Active:= true;
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);
{$IFDEF DEBUGFILE}
AddFileLog('AddGear: #' + inttostr(Counter) + ' (' + inttostr(x) + ',' + inttostr(y) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + EnumToStr(Kind));
{$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;
gear^.ImpactSound:= sndNone;
gear^.nImpactSounds:= 0;

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

case Kind of
     gtBomb,
     gtClusterBomb,
     gtGasBomb: begin
                gear^.ImpactSound:= sndGrenadeImpact;
                gear^.nImpactSounds:= 1;
                gear^.AdvBounce:= 1;
                gear^.Radius:= 5;
                gear^.Elasticity:= _0_8;
                gear^.Friction:= _0_8;
                gear^.Density:= _1_5;
                gear^.RenderTimer:= true;
                if gear^.Timer = 0 then gear^.Timer:= 3000
                end;
  gtWatermelon: begin
                gear^.ImpactSound:= sndMelonImpact;
                gear^.nImpactSounds:= 1;
                gear^.AdvBounce:= 1;
                gear^.Radius:= 6;
                gear^.Elasticity:= _0_8;
                gear^.Friction:= _0_995;
                gear^.Density:= _2;
                gear^.RenderTimer:= true;
                if gear^.Timer = 0 then gear^.Timer:= 3000
                end;
  gtMelonPiece: begin
                gear^.Density:= _2;
                end;
    gtHedgehog: begin
                gear^.AdvBounce:= 1;
                gear^.Radius:= cHHRadius;
                gear^.Elasticity:= _0_35;
                gear^.Friction:= _0_999;
                gear^.Angle:= cMaxAngle div 2;
                gear^.Density:= _3;
                gear^.Z:= cHHZ;
                if (GameFlags and gfAISurvival) <> 0 then
                    if gear^.Hedgehog^.BotLevel > 0 then
                        gear^.Hedgehog^.Effects[heResurrectable] := true;
                end;
       gtShell: begin
                gear^.Radius:= 4;
                gear^.Density:= _1;
                end;
       gtSnowball: begin
                gear^.Radius:= 4;
                gear^.Elasticity:= _1;
                gear^.Friction:= _1;
                gear^.Density:= _0_5;
                end;

     gtFlake: begin
                with Gear^ do
                    begin
                    DirAngle:= random * 360;
                    dx.isNegative:= GetRandom(2) = 0;
                    dx.QWordValue:= GetRandom(100000000);
                    dy.isNegative:= false;
                    dy.QWordValue:= GetRandom(70000000);
                    if GetRandom(2) = 0 then dx := -dx;
                    Health:= random(vobFrameTicks);
                    Timer:= random(vobFramesCount);
                    Angle:= (random(2) * 2 - 1) * (1 + random(10000)) * vobVelocity
                    end
                end;
       gtGrave: begin
                gear^.ImpactSound:= sndGraveImpact;
                gear^.nImpactSounds:= 1;
                gear^.Radius:= 10;
                gear^.Elasticity:= _0_6;
                end;
         gtBee: begin
                gear^.Radius:= 5;
                gear^.Timer:= 500;
                gear^.RenderTimer:= true;
                gear^.Elasticity:= _0_9;
                gear^.Tag:= getRandom(32);
                end;
 gtShotgunShot: begin
                gear^.Timer:= 900;
                gear^.Radius:= 2
                end;
  gtPickHammer: begin
                gear^.Radius:= 10;
                gear^.Timer:= 4000
                end;
   gtHammerHit: begin
                gear^.Radius:= 8;
                gear^.Timer:= 125
                end;
        gtRope: begin
                gear^.Radius:= 3;
                gear^.Friction:= _450 * _0_01 * cRopePercent;
                RopePoints.Count:= 0;
                end;
        gtMine: begin
                gear^.Health:= 10;
                gear^.State:= gear^.State or gstMoving;
                gear^.Radius:= 2;
                gear^.Elasticity:= _0_55;
                gear^.Friction:= _0_995;
                gear^.Density:= _0_9;
                if cMinesTime < 0 then
                    gear^.Timer:= getrandom(51)*100
                else
                    gear^.Timer:= cMinesTime;
                end;
       gtSMine: begin
                gear^.Health:= 10;
                gear^.State:= gear^.State or gstMoving;
                gear^.Radius:= 2;
                gear^.Elasticity:= _0_55;
                gear^.Friction:= _0_995;
                gear^.Density:= _0_9;
                gear^.Timer:= 500;
                end;
        gtCase: begin
                gear^.ImpactSound:= sndGraveImpact;
                gear^.nImpactSounds:= 1;
                gear^.Radius:= 16;
                gear^.Elasticity:= _0_3
                end;
  gtExplosives: begin
                gear^.ImpactSound:= sndGrenadeImpact;
                gear^.nImpactSounds:= 1;
                gear^.Radius:= 16;
                gear^.Elasticity:= _0_4;
                gear^.Friction:= _0_995;
                gear^.Density:= _6;
                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^.Density:= _2;
                gear^.Timer:= 5000;
                end;
     gtCluster: begin
                gear^.Radius:= 2;
                gear^.Density:= _1_5;
                gear^.RenderTimer:= true
                end;
      gtShover: gear^.Radius:= 20;
       gtFlame: begin
                gear^.Tag:= GetRandom(32);
                gear^.Radius:= 1;
                gear^.Health:= 5;
                gear^.Density:= _1;
                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;
                gear^.Density:= _2;
                end;
   gtBlowTorch: begin
                gear^.Radius:= cHHRadius + cBlowTorchC;
                gear^.Timer:= 7500
                end;
    gtSwitcher: begin
                gear^.Z:= cCurrHHZ
                end;
      gtTarget: begin
                gear^.ImpactSound:= sndGrenadeImpact;
                gear^.nImpactSounds:= 1;
                gear^.Radius:= 10;
                gear^.Elasticity:= _0_3;
                gear^.Timer:= 0
                end;
      gtMortar: begin
                gear^.Radius:= 4;
                gear^.Elasticity:= _0_2;
                gear^.Friction:= _0_08;
                gear^.Density:= _1;
                end;
        gtWhip: gear^.Radius:= 20;
      gtHammer: 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;
                gear^.DirAngle:= -90 * hwSign(Gear^.dX);
                if not dX.isNegative then gear^.Angle:= 1 else gear^.Angle:= 3
                end;
 gtHellishBomb: begin
                gear^.ImpactSound:= sndHellishImpact1;
                gear^.nImpactSounds:= 4;
                gear^.AdvBounce:= 1;
                gear^.Radius:= 4;
                gear^.Elasticity:= _0_5;
                gear^.Friction:= _0_96;
                gear^.Density:= _1_5;
                gear^.RenderTimer:= true;
                gear^.Timer:= 5000
                end;
       gtDrill: begin
                gear^.Timer:= 5000;
                gear^.Radius:= 4;
                gear^.Density:= _1;
                end;
        gtBall: begin
                gear^.ImpactSound:= sndGrenadeImpact;
                gear^.nImpactSounds:= 1;
                gear^.AdvBounce:= 1;
                gear^.Radius:= 5;
                gear^.Tag:= random(8);
                gear^.Timer:= 5000;
                gear^.Elasticity:= _0_7;
                gear^.Friction:= _0_995;
                gear^.Density:= _1_5;
                end;
     gtBallgun: begin
                gear^.Timer:= 5001;
                end;
     gtRCPlane: begin
                gear^.Timer:= 15000;
                gear^.Health:= 3;
                gear^.Radius:= 8
                end;
     gtJetpack: begin
                gear^.Health:= 2000;
                gear^.Damage:= 100
                end;
     gtMolotov: begin
                gear^.Radius:= 6;
                gear^.Density:= _2;
                end;
       gtBirdy: begin
                gear^.Radius:= 16; // todo: check
                gear^.Timer:= 0;
                gear^.Health := 2000;
                gear^.FlightTime := 2;
                end;
         gtEgg: begin
                gear^.Radius:= 4;
                gear^.Elasticity:= _0_6;
                gear^.Friction:= _0_96;
                gear^.Density:= _1;
                if gear^.Timer = 0 then gear^.Timer:= 3000
                end;
      gtPortal: begin
                gear^.ImpactSound:= sndMelonImpact;
                gear^.nImpactSounds:= 1;
                gear^.AdvBounce:= 0;
                gear^.Radius:= 16;
                gear^.Tag:= 0;
                gear^.Timer:= 15000;
                gear^.RenderTimer:= false;
                gear^.Health:= 100;
                end;
       gtPiano: begin
                gear^.Radius:= 32;
                gear^.Density:= _50;
                end;
 gtSineGunShot: begin
                gear^.Radius:= 5;
                gear^.Health:= 6000;
                end;
gtFlamethrower: begin
                gear^.Tag:= 10;
                gear^.Timer:= 10;
                gear^.Health:= 500;
                gear^.Damage:= 100;
                end;
 gtPoisonCloud: begin
                gear^.Timer:= 5000;
                gear^.dY:= int2hwfloat(-4 + longint(getRandom(8))) / 1000;
                end;
 gtResurrector: begin
                gear^.Radius := 100;
                gear^.Tag := 0
                end;
     gtWaterUp: begin
                gear^.Tag := 47;
                end;
  gtNapalmBomb: begin
                gear^.Timer:= 1000;
                gear^.Radius:= 5;
                gear^.Density:= _1_5;
                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;

// make sure that portals have their link removed before deletion
if (Gear^.Kind = gtPortal) then
    begin
    if (Gear^.IntersectGear <> nil) then
        if (Gear^.IntersectGear^.IntersectGear = Gear) then
            Gear^.IntersectGear^.IntersectGear:= nil;
    end
else if Gear^.Kind = gtHedgehog then
    if (CurAmmoGear <> nil) and (CurrentHedgehog^.Gear = Gear) then
        begin
        Gear^.Message:= gmDestroy;
        CurAmmoGear^.Message:= gmDestroy;
        exit
        end
    else
        begin
        if (hwRound(Gear^.Y) >= cWaterLine) then
            begin
            t:= max(Gear^.Damage, Gear^.Health);
            Gear^.Damage:= t;
            if (cWaterOpacity < $FF) and (hwRound(Gear^.Y) < cWaterLine + 256) then
                spawnHealthTagForHH(Gear, t);
            uStats.HedgehogDamaged(Gear)
            end;

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

        Gear^.Hedgehog^.Gear:= nil;
        if 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
                    begin
                    team^.Clan^.Teams[i]^.hasGone:= true;
                    TeamGoneEffect(team^.Clan^.Teams[i]^)
                    end
            end;
        inc(KilledHHs);
        RecountTeamHealth(team);
        if (CurrentHedgehog <> nil) and CurrentHedgehog^.Effects[heResurrectable] and not Gear^.Hedgehog^.Effects[heResurrectable] then
            with CurrentHedgehog^ do 
                begin
                inc(Team^.stats.AIKills);
                if Team^.AIKillsTex <> nil then FreeTexture(Team^.AIKillsTex);
                Team^.AIKillsTex := RenderStringTex(inttostr(Team^.stats.AIKills), Team^.Clan^.Color, fnt16);
                end
        end;
{$IFDEF DEBUGFILE}
with Gear^ do AddFileLog('Delete: #' + inttostr(uid) + ' (' + inttostr(hwRound(x)) + ',' + inttostr(hwRound(y)) + '), d(' + floattostr(dX) + ',' + floattostr(dY) + ') type = ' + EnumToStr(Kind));
{$ENDIF}

if CurAmmoGear = Gear then CurAmmoGear:= nil;
if FollowGear = Gear then FollowGear:= nil;
if lastGearByUID = Gear then lastGearByUID := 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) and (((GameFlags and gfInfAttack) = 0) or ((Gear^.dX.QWordValue < _0_000004.QWordValue) and (Gear^.dY.QWordValue < _0_000004.QWordValue))) 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
                begin
                Gear^.Active:= true;
                Gear^.Health:= 0
                end
            else
                dec(Gear^.Health, dmg);

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

            spawnHealthTagForHH(Gear, dmg);

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

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

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

    while Gear <> nil do
    begin
        if Gear^.Kind = gtHedgehog then
            begin
            tmp:= 0;
            if Gear^.Hedgehog^.Effects[hePoisoned] then
                begin
                inc(tmp, ModifyDamage(5, Gear));
                if (GameFlags and gfResetHealth) <> 0 then dec(Gear^.Hedgehog^.InitialHealth)  // does not need a minimum check since <= 1 basically disables it
                end;
            if (TotalRounds > cSuddenDTurns - 1) then
                begin
                inc(tmp, cHealthDecrease);
                if (GameFlags and gfResetHealth) <> 0 then dec(Gear^.Hedgehog^.InitialHealth, cHealthDecrease)
                end;
            if Gear^.Hedgehog^.King then
                begin
                flag:= false;
                team:= 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
                    begin
                    inc(tmp, 5);
                    if (GameFlags and gfResetHealth) <> 0 then dec(Gear^.Hedgehog^.InitialHealth, 5)
                    end
                end;
            if tmp > 0 then 
                begin
                inc(Gear^.Damage, min(tmp, max(0,Gear^.Health - 1 - Gear^.Damage)));
                HHHurt(Gear^.Hedgehog, dsPoison);
                end
            end;

        Gear:= Gear^.NextGear
    end;
end;

procedure ProcessGears;
const delay: LongWord = 0;
      delay2: LongWord = 0;
    step: (stDelay, stChDmg, stSweep, stTurnReact,
            stAfterDelay, stChWin, stWater, stChWin2, stHealth,
            stSpawn, stNTurn) = stDelay;
var Gear, t: PGear;
    i, AliveCount: LongInt;
    s: shortstring;
begin
PrvInactive:= AllInactive;
AllInactive:= true;

if (StepSoundTimer > 0) and (StepSoundChannel < 0) then
    StepSoundChannel:= LoopSound(sndSteps)
else if (StepSoundTimer = 0) and (StepSoundChannel > -1) then
    begin
    StopSound(StepSoundChannel);
    StepSoundChannel:= -1
    end;

if StepSoundTimer > 0 then
    dec(StepSoundTimer, 1);

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);
        // might be useful later
        //ScriptCall('onGearStep', Gear^.uid);
        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 + 1 then bWaterRising:= true;

                if bWaterRising and (cWaterRise > 0) then
                    AddGear(0, 0, gtWaterUp, 0, _0, _0, 0)^.Tag:= cWaterRise;

                inc(step)
                end else inc(step);
    stChWin2: begin
            CheckForWin;
            inc(step)
            end;
    stHealth: begin
            if (cWaterRise <> 0) or (cHealthDecrease <> 0) then
                begin
                if (TotalRounds = cSuddenDTurns) and not SuddenDeathDmg and not isInMultiShoot then
                    begin
                    SuddenDeathDmg:= true;
                    AddCaption(trmsg[sidSuddenDeath], cWhiteColor, capgrpGameState);
                    playSound(sndSuddenDeath);
                    MusicFN:= SDMusic;
                    ChangeMusic
                    end
                else if (TotalRounds < cSuddenDTurns) and not isInMultiShoot then
                    begin
                    i:= cSuddenDTurns - TotalRounds;
                    s:= inttostr(i);
                    if i = 1 then
                        AddCaption(trmsg[sidRoundSD], cWhiteColor, capgrpGameState)
                    else if i in [2, 5, 10, 15, 20, 25, 50, 100] then
                        AddCaption(Format(trmsg[sidRoundsSD], s), cWhiteColor, capgrpGameState);
                    end;
                end;
            if bBetweenTurns
                or isInMultiShoot
                or (TotalRounds = -1) then inc(step)
            else begin
                bBetweenTurns:= true;
                HealthMachine;
                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^);

                EndTurnCleanup;

                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
else if ((GameFlags and gfInfAttack) <> 0) then
    begin
    if delay2 = 0 then
        delay2:= cInactDelay * 4
    else
        begin
        dec(delay2);

        if ((delay2 mod cInactDelay) = 0) and (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) then 
            CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State and not gstAttacked;
        if delay2 = 0 then
            begin
            SweepDirty;
            CheckNoDamage;
            AliveCount:= 0; // shorter version of check for win to allow typical step activity to proceed
            for i:= 0 to Pred(ClansCount) do
                if ClansArray[i]^.ClanHealth > 0 then inc(AliveCount);
            if (AliveCount <= 1) and ((GameFlags and gfOneClanMode) = 0) then
                begin
                step:= stChDmg;
                TurnTimeLeft:= 0
                end
            end
        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 (cHedgehogTurnTime >= 10000)
                    and (not PlacingHogs)
                    and (CurrentHedgehog^.Gear <> nil)
                    and ((CurrentHedgehog^.Gear^.State and gstAttacked) = 0) then
                        PlaySound(sndHurry, CurrentTeam^.voicepack);
                if ReadyTimeLeft > 0 then
                    begin
                    if ReadyTimeLeft = 2000 then
                        PlaySound(sndComeonthen, CurrentTeam^.voicepack);
                    dec(ReadyTimeLeft)
                    end
                else
                    dec(TurnTimeLeft)
                end;

if skipFlag then
    begin
    TurnTimeLeft:= 0;
    skipFlag:= false;
    inc(CurrentHedgehog^.Team^.stats.TurnSkips);
    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;

ScriptCall('onGameTick');
inc(GameTicks)
end;

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

    if (GameFlags and gfLowGravity) = 0 then
        begin
        cGravity:= cMaxWindSpeed * 2;
        cGravityf:= 0.00025 * 2
        end;

    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
                        begin
                        if (GameFlags and gfInvulnerable) = 0 then
                            Gear^.Invulnerable:= false;
                        end;
                    end;
    t:= GearsList;
    while t <> nil do
        begin
        t^.PortalCounter:= 0;
        if ((GameFlags and gfResetHealth) <> 0) and (t^.Kind = gtHedgehog) and (t^.Health < t^.Hedgehog^.InitialHealth) then
            begin
            t^.Health:= t^.Hedgehog^.InitialHealth;
            RenderHealth(t^.Hedgehog^);
            end;
        t:= t^.NextGear
        end;
   
    if ((GameFlags and gfResetWeps) <> 0) and not PlacingHogs then
        ResetWeapons;

    if (GameFlags and gfResetHealth) <> 0 then
        for i:= 0 to Pred(TeamsCount) do
            RecountTeamHealth(TeamsArray[i])
end;

procedure ApplyDamage(Gear: PGear; Damage: Longword; Source: TDamageSource);
var s: shortstring;
    vampDmg, tmpDmg, i: Longword;
    vg: PVisualGear;
begin
    if (Gear^.Kind = gtHedgehog) and (Damage>=1) then
    begin
    HHHurt(Gear^.Hedgehog, Source);
    AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), Damage, 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);
           spawnHealthTagForHH(CurrentHedgehog^.Gear, tmpDmg);
           end;
        end;
    end;
    inc(Gear^.Damage, Damage);
    ScriptCall('onGearDamage', Gear^.UID, 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 DrawGears;
var Gear: PGear;
    x, y: LongInt;
begin
Gear:= GearsList;
while Gear <> nil do
    begin
    x:= hwRound(Gear^.X) + WorldDx;
    y:= hwRound(Gear^.Y) + WorldDy;
    RenderGear(Gear, x, y);
    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);

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

for i:= 0 to Pred(cLandMines) do
    begin
    Gear:= AddGear(0, 0, gtMine, 0, _0, _0, 0);
    FindPlace(Gear, false, 0, LAND_WIDTH);
    end;
for i:= 0 to Pred(cExplosives) do
    begin
    Gear:= AddGear(0, 0, gtExplosives, 0, _0, _0, 0);
    FindPlace(Gear, false, 0, LAND_WIDTH);
    end;

if (GameFlags and gfLowGravity) <> 0 then
    begin
    cGravity:= cMaxWindSpeed;
    cGravityf:= 0.00025
    end;

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;

if not hasBorder and ((Theme = 'Snow') or (Theme = 'Christmas')) then
    begin
    for i:= 0 to Pred(vobCount*2) do
        AddGear(GetRandom(LAND_WIDTH+1024)-512, LAND_HEIGHT - GetRandom(1024), gtFlake, 0, _0, _0, 0);
    disableLandBack:= true
    end
end;

procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord);
begin
doMakeExplosion(X, Y, Radius, Mask, $FFFFFFFF);
end;

procedure doMakeExplosion(X, Y, Radius: LongInt; Mask, Tint: LongWord);
var Gear: PGear;
    dmg, dmgRadius, dmgBase: LongInt;
    fX, fY: hwFloat;
    vg: PVisualGear;
    i, cnt: LongInt;
begin
TargetPoint.X:= NoPointX;
{$IFDEF DEBUGFILE}if Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');{$ENDIF}
if Radius > 25 then KickFlakes(Radius, X, Y);

if ((Mask and EXPLNoGfx) = 0) then
    begin
    vg:= nil;
    if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion)
    else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion);
    if vg <> nil then
        vg^.Tint:= Tint;
    end;
if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);

if (Mask and EXPLAllDamageInRadius) = 0 then
    dmgRadius:= Radius shl 1
else
    dmgRadius:= Radius;
dmgBase:= dmgRadius + cHHRadius div 2;
fX:= int2hwFloat(X);
fY:= int2hwFloat(Y);
Gear:= GearsList;
while Gear <> nil do
    begin
    dmg:= 0;
    //dmg:= dmgRadius  + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
    //if (dmg > 1) and
    if (Gear^.State and gstNoDamage) = 0 then
        begin
        case Gear^.Kind of
            gtHedgehog,
                gtMine,
                gtSMine,
                gtCase,
                gtTarget,
                gtFlame,
                gtExplosives: begin
// Run the calcs only once we know we have a type that will need damage
                        if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
                            dmg:= dmgBase - hwRound(Distance(Gear^.X - fX, Gear^.Y - fY));
                        if dmg > 1 then
                            begin
                            dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
                            //{$IFDEF DEBUGFILE}AddFileLog('Damage: ' + inttostr(dmg));{$ENDIF}
                            if (Mask and EXPLNoDamage) = 0 then
                                begin
                                if not Gear^.Invulnerable then
                                    ApplyDamage(Gear, dmg, dsExplosion)
                                else
                                    Gear^.State:= Gear^.State or gstWinner;
                                end;
                            if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then
                                begin
                                DeleteCI(Gear);
                                Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, Gear^.X - fX);
                                Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, Gear^.Y - fY);
                                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;
                                if Gear^.Kind <> gtFlame then FollowGear:= Gear
                                end;
                            if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) then
                                Gear^.Hedgehog^.Effects[hePoisoned] := true;
                            end;

                        end;
                gtGrave: begin
// Run the calcs only once we know we have a type that will need damage
                        if hwRound(hwAbs(Gear^.X-fX)+hwAbs(Gear^.Y-fY)) < dmgBase then
                            dmg:= dmgBase - hwRound(Distance(Gear^.X - fX, Gear^.Y - fY));
                        if dmg > 1 then
                            begin
                            dmg:= ModifyDamage(min(dmg div 2, Radius), Gear);
                            Gear^.dY:= - _0_004 * dmg;
                            Gear^.Active:= true
                            end
                        end;
            end;
        end;
    Gear:= Gear^.NextGear
    end;

if (Mask and EXPLDontDraw) = 0 then
    if (GameFlags and gfSolidLand) = 0 then
        begin
        cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk
        if cnt > 0 then
            for i:= 0 to cnt do
                AddVisualGear(X, Y, vgtChunk)
        end;

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,
            gtSMine,
            gtCase,
            gtTarget,
            gtExplosives: begin
                    if (not t^.Invulnerable) then
                        ApplyDamage(t, dmg, dsBullet)
                    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;
    VGear: PVisualGear;
begin
t:= CheckGearsCollision(Ammo);
// Just to avoid hogs on rope dodging fire.
if (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope) and
   (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.CollisionIndex = -1) and
   (sqr(hwRound(Ammo^.X) - hwRound(CurrentHedgehog^.Gear^.X)) + sqr(hwRound(Ammo^.Y) - hwRound(CurrentHedgehog^.Gear^.Y)) <= sqr(cHHRadius + Ammo^.Radius)) then
    begin
    t^.ar[t^.Count]:= CurrentHedgehog^.Gear;
    inc(t^.Count)
    end;

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 (Ammo^.Kind = gtDEagleShot) or (Ammo^.Kind = gtSniperRifleShot) then 
            begin
            VGear := AddVisualGear(hwround(Ammo^.X), hwround(Ammo^.Y), vgtBulletHit);
            if VGear <> nil then VGear^.Angle := DxDy2Angle(-Ammo^.dX, Ammo^.dY);
            end;
        
        if (Gear^.Kind = gtHedgehog) and (Ammo^.State and gsttmpFlag <> 0) and (Ammo^.Kind = gtShover) then Gear^.FlightTime:= 1;

        case Gear^.Kind of
            gtHedgehog,
            gtMine,
            gtSMine,
            gtTarget,
            gtCase,
            gtExplosives: begin
                    if (Ammo^.Kind = gtDrill) then begin Ammo^.Timer:= 0; exit; end;
                    if (not Gear^.Invulnerable) then
                        ApplyDamage(Gear, tmpDmg, dsShove)
                    else
                        Gear^.State:= Gear^.State or gstWinner;
                    if (Gear^.Kind = gtExplosives) and (Ammo^.Kind = gtBlowtorch) then ApplyDamage(Gear, tmpDmg * 100, dsUnknown); // crank up damage for explosives + blowtorch

                    DeleteCI(Gear);
                    if (Gear^.Kind = gtHedgehog) and 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 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 GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): TPGearArray;
var
    t: PGear;
begin
    GearsNear := nil;
    t := GearsList;
    while t <> nil do begin
        if (t^.Kind = Kind) then begin
            if (X - t^.X)*(X - t^.X) + (Y - t^.Y)*(Y-t^.Y) <
                int2hwFloat(r)*int2hwFloat(r) then
            begin
                SetLength(GearsNear, Length(GearsNear)+1);
                GearsNear[High(GearsNear)] := t;
            end;
        end;
        t := t^.NextGear;
    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 ResurrectHedgehog(gear: PGear);
var tempTeam : PTeam;
begin
    gear^.dX := _0;
    gear^.dY := _0;
    gear^.State := gstWait;
    uStats.HedgehogDamaged(gear);
    gear^.Damage := 0;
    gear^.Health := gear^.Hedgehog^.InitialHealth;
    gear^.Hedgehog^.Effects[hePoisoned] := false;
    if not CurrentHedgehog^.Effects[heResurrectable] then
        with CurrentHedgehog^ do 
            begin
            inc(Team^.stats.AIKills);
            if Team^.AIKillsTex <> nil then FreeTexture(Team^.AIKillsTex);
            Team^.AIKillsTex := RenderStringTex(inttostr(Team^.stats.AIKills), Team^.Clan^.Color, fnt16);
            end;
    tempTeam := gear^.Hedgehog^.Team;
    DeleteCI(gear);
    FindPlace(gear, false, 0, LAND_WIDTH, true); 
    if gear <> nil then begin
        RenderHealth(gear^.Hedgehog^);
        ScriptCall('onGearResurrect', gear^.uid);
    end;
    RecountTeamHealth(tempTeam);
end;

function SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content: Longword): PGear;
begin
    FollowGear := AddGear(x, y, gtCase, 0, _0, _0, 0);
    cCaseFactor := 0;

    if (content > ord(High(TAmmoType))) then content := ord(High(TAmmoType));

    case crate of
        HealthCrate: begin
            FollowGear^.Health := cHealthCaseAmount;
            FollowGear^.Pos := posCaseHealth;
            AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo);
            end;
        AmmoCrate: begin
            FollowGear^.Pos := posCaseAmmo;
            FollowGear^.AmmoType := TAmmoType(content);
            AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo);
            end;
        UtilityCrate: begin
            FollowGear^.Pos := posCaseUtility;
            FollowGear^.AmmoType := TAmmoType(content);
            AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo);
            end;
    end;

    if ( (x = 0) and (y = 0) ) then FindPlace(FollowGear, true, 0, LAND_WIDTH);

    SpawnCustomCrateAt := FollowGear;
end;

procedure SpawnBoxOfSmth;
var t, aTot, uTot, a, h: LongInt;
    i: TAmmoType;
begin
if (PlacingHogs) or
   (cCaseFactor = 0) or
   (CountGears(gtCase) >= 5) or
   (GetRandom(cCaseFactor) <> 0) then exit;

FollowGear:= nil;
aTot:= 0;
uTot:= 0;
for i:= Low(TAmmoType) to High(TAmmoType) do
    if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
        inc(aTot, Ammoz[i].Probability)
    else
        inc(uTot, Ammoz[i].Probability);

t:=0;
a:=aTot;
h:= 1;

if (aTot+uTot) <> 0 then
    if ((GameFlags and gfInvulnerable) = 0) then
        begin
        h:= cHealthCaseProb * 100;
        t:= GetRandom(10000);
        a:= (10000-h)*aTot div (aTot+uTot)
        end
    else
        begin
        t:= GetRandom(aTot+uTot);
        h:= 0
        end;


if t<h then
    begin
    FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
    FollowGear^.Health:= cHealthCaseAmount;
    FollowGear^.Pos:= posCaseHealth;
    AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo);
    end
else if (t<a+h) then
    begin
    t:= aTot;
    if (t > 0) then
        begin
        FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
        t:= GetRandom(t);
        i:= Low(TAmmoType);
        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^.AmmoType:= i;
        AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo);
        end
    end
else
    begin
    t:= uTot;
    if (t > 0) then
        begin
        FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
        t:= GetRandom(t);
        i:= Low(TAmmoType);
        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^.AmmoType:= i;
        AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo);
        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; skipProximity: boolean = false);

    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;
    reallySkip, tryAgain: boolean;
begin
reallySkip:= false; // try not skipping proximity at first
tryAgain:= true;
while tryAgain do
    begin
    delta:= 250;
    cnt2:= 0;
    repeat
        x:= Left + LongInt(GetRandom(Delta));
        repeat
            inc(x, Delta);
            cnt:= 0;
            y:= min(1024, topY) - 2 * Gear^.Radius;
            while y < cWaterLine do
                begin
                repeat
                    inc(y, 2);
                until (y >= cWaterLine) or (CountNonZeroz(x, y, Gear^.Radius - 1, 1) = 0);

                sy:= y;

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

                if (y - sy > Gear^.Radius * 2) and
                   (((Gear^.Kind = gtExplosives)
                       and (y < cWaterLine)
                       and (reallySkip or (CheckGearsNear(x, y - Gear^.Radius, [gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives], 60, 60) = nil))
                       and (CountNonZeroz(x, y+1, Gear^.Radius - 1, Gear^.Radius+1) > Gear^.Radius))
                   or
                     ((Gear^.Kind <> gtExplosives)
                       and (y < cWaterLine)
                       and (reallySkip or (CheckGearsNear(x, y - Gear^.Radius, [gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives], 110, 110) = nil)))) 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) and skipProximity and not reallySkip then tryAgain:= true
    else tryAgain:= false;
    reallySkip:= true;
    end;

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);
    if Gear^.Kind = gtHedgehog then Gear^.Hedgehog^.Effects[heResurrectable] := 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 (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;
if uid = 0 then exit;
if (lastGearByUID <> nil) and (lastGearByUID^.uid = uid) then
    begin
    GearByUID:= lastGearByUID;
    exit
    end;
gear:= GearsList;
while gear <> nil do
    begin
    if gear^.uid = uid then
        begin
        lastGearByUID:= gear;
        GearByUID:= gear;
        exit
        end;
    gear:= gear^.NextGear
    end
end;


procedure chSkip(var s: shortstring);
begin
s:= s; // avoid compiler hint
if not CurrentTeam^.ExtDriven then SendIPC(',');
uStats.Skipped;
skipFlag:= true
end;

procedure chHogSay(var s: shortstring);
var Gear: PVisualGear;
    text: shortstring;
    hh: PHedgehog;
    i, x, t, h: byte;
    c, j: LongInt;
begin
    hh:= nil;
    i:= 0;
    t:= 0;
    x:= byte(s[1]);  // speech type
    if x < 4 then
        begin
        t:= byte(s[2]);  // team
        if Length(s) > 2 then h:= byte(s[3])  // target hog
        end;
    // allow targetting a hog by specifying a number as the first portion of the text
    if (x < 4) and (h > byte('0')) and (h < byte('9')) then i:= h - 48;
    if i <> 0 then text:= copy(s, 4, Length(s) - 1)
    else if x < 4 then text:= copy(s, 3, Length(s) - 1)
    else text:= copy(s, 2, Length(s) - 1);

    (*
    if CheckNoTeamOrHH then
        begin
        ParseCommand('say ' + text, true);
        exit
        end;
    *)

    if (x < 4) and (TeamsArray[t] <> nil) then
        begin
            // if team matches current hedgehog team, default to current hedgehog
            if (i = 0) and (CurrentHedgehog^.Team = TeamsArray[t]) then hh:= CurrentHedgehog
            else 
                begin
            // otherwise use the first living hog or the hog amongs the remaining ones indicated by i
                j:= 0;
                c:= 0;
                while (j <= cMaxHHIndex) and (hh = nil) do
                    begin
                    if (TeamsArray[t]^.Hedgehogs[j].Gear <> nil) then
                        begin
                        inc(c);
                        if (i=0) or (i=c) then
                            hh:= @TeamsArray[t]^.Hedgehogs[j]
                        end;
                    inc(j)
                    end
                end;
        if hh <> nil then Gear:= AddVisualGear(0, 0, vgtSpeechBubble);
        if Gear <> nil then
            begin
            Gear^.Hedgehog:= hh;
            Gear^.Text:= text;
            Gear^.FrameTicks:= x
            end
        //else ParseCommand('say ' + text, true)
        end
    else if (x >= 4) then
        begin
        SpeechType:= x-3;
        SpeechText:= text
        end;
end;

procedure initModule;
begin
    RegisterVariable('skip', vtCommand, @chSkip, false);
    RegisterVariable('hogsay', vtCommand, @chHogSay, true );

    CurAmmoGear:= nil;
    GearsList:= nil;
    KilledHHs:= 0;
    SuddenDeathDmg:= false;
    SpeechType:= 1;
    TrainingTargetGear:= nil;
    skipFlag:= false;

    AllInactive:= false;
    PrvInactive:= false;
end;

procedure freeModule;
begin
    FreeGearsList();
end;

end.