hedgewars/uGears.pas
author unc0rr
Tue, 12 Aug 2008 09:39:07 +0000
changeset 1195 a9d237442958
parent 1141 44d4d6aaecb5
child 1200 b92323ccce45
permissions -rw-r--r--
Nicer look

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2008 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
 *)

unit uGears;
interface
uses SDLh, uConsts, uFloat;
{$INCLUDE options.inc}
const AllInactive: boolean = false;
      PrvInactive: boolean = false;

type PGear = ^TGear;
     TGearStepProcedure = procedure (Gear: PGear);
     TGear = record
             NextGear, PrevGear: PGear;
             Active: 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: LongInt;
             CollisionIndex: LongInt;
             Tag: LongInt;
             Tex: PTexture;
             Z: Longword;
             IntersectGear: PGear;
             TriggerId: Longword;
             end;

function  AddGear(X, Y: LongInt; Kind: TGearType; State: Longword; dX, dY: hwFloat; Timer: LongWord): PGear;
procedure ProcessGears;
procedure SetAllToActive;
procedure SetAllHHToActive;
procedure DrawGears;
procedure FreeGearsList;
procedure AddMiscGears;
procedure AssignHHCoords;
procedure InsertGearToList(Gear: PGear);
procedure RemoveGearFromList(Gear: PGear);

var CurAmmoGear: PGear = nil;
    GearsList: PGear = nil;
    KilledHHs: Longword = 0;

implementation
uses uWorld, uMisc, uStore, uConsole, uSound, uTeams, uRandom, uCollisions,
     uLand, uIO, uLandGraphics, uAIMisc, uLocale, uAI, uAmmos, uTriggers, GL,
     uStats, uVisualGears;

const MAXROPEPOINTS = 300;
var RopePoints: record
                Count: Longword;
                HookAngle: GLfloat;
                ar: array[0..MAXROPEPOINTS] of record
                                  X, Y: hwFloat;
                                  dLen: hwFloat;
                                  b: boolean;
                                  end;
                 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 FindPlace(Gear: PGear; withFall: boolean; Left, Right: LongInt); forward;
procedure HedgehogStep(Gear: PGear); forward;
procedure HedgehogChAngle(Gear: PGear); forward;
procedure ShotgunShot(Gear: PGear); forward;
procedure AddDamageTag(X, Y, Damage: LongWord; 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,
                                                               @doStepTeamHealthSorter,
                                                               @doStepBomb,
                                                               @doStepCluster,
                                                               @doStepShover,
                                                               @doStepFlame,
                                                               @doStepFirePunch,
                                                               @doStepActionTimer,
                                                               @doStepActionTimer,
                                                               @doStepActionTimer,
                                                               @doStepParachute,
                                                               @doStepAirAttack,
                                                               @doStepAirBomb,
                                                               @doStepBlowTorch,
                                                               @doStepGirder,
                                                               @doStepTeleport,
                                                               @doStepHealthTag,
                                                               @doStepSwitcher,
                                                               @doStepCase,
                                                               @doStepMortar,
                                                               @doStepWhip,
                                                               @doStepKamikaze,
                                                               @doStepCake
                                                               );

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 Result: PGear;
begin
inc(Counter);
{$IFDEF DEBUGFILE}AddFileLog('AddGear: ('+inttostr(x)+','+inttostr(y)+'), d('+floattostr(dX)+','+floattostr(dY)+')');{$ENDIF}
New(Result);
{$IFDEF DEBUGFILE}AddFileLog('AddGear: type = ' + inttostr(ord(Kind)));{$ENDIF}
FillChar(Result^, sizeof(TGear), 0);
Result^.X:= int2hwFloat(X);
Result^.Y:= int2hwFloat(Y);
Result^.Kind := Kind;
Result^.State:= State;
Result^.Active:= true;
Result^.dX:= dX;
Result^.dY:= dY;
Result^.doStep:= doStepHandlers[Kind];
Result^.CollisionIndex:= -1;
Result^.Timer:= Timer;

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

case Kind of
   gtAmmo_Bomb,
 gtClusterBomb: begin
                Result^.Radius:= 4;
                Result^.Elasticity:= _0_6;
                Result^.Friction:= _0_96;
                end;
    gtHedgehog: begin
                Result^.Radius:= cHHRadius;
                Result^.Elasticity:= _0_35;
                Result^.Friction:= _0_999;
                Result^.Angle:= cMaxAngle div 2;
                Result^.Z:= cHHZ;
                end;
gtAmmo_Grenade: begin
                Result^.Radius:= 4;
                end;
   gtHealthTag: begin
                Result^.Timer:= 1500;
                Result^.Z:= 2001;
                end;
       gtGrave: begin
                Result^.Radius:= 10;
                Result^.Elasticity:= _0_6;
                end;
         gtUFO: begin
                Result^.Radius:= 5;
                Result^.Timer:= 500;
                Result^.Elasticity:= _0_9
                end;
 gtShotgunShot: begin
                Result^.Timer:= 900;
                Result^.Radius:= 2
                end;
  gtPickHammer: begin
                Result^.Radius:= 10;
                Result^.Timer:= 4000
                end;
  gtSmokeTrace: begin
                Result^.X:= Result^.X - _16;
                Result^.Y:= Result^.Y - _16;
                Result^.State:= 8
                end;
        gtRope: begin
                Result^.Radius:= 3;
                Result^.Friction:= _450;
                RopePoints.Count:= 0;
                end;
   gtExplosion: begin
                Result^.X:= Result^.X;
                Result^.Y:= Result^.Y;
                end;
        gtMine: begin
                Result^.State:= Result^.State or gstMoving;
                Result^.Radius:= 2;
                Result^.Elasticity:= _0_55;
                Result^.Friction:= _0_995;
                Result^.Timer:= 3000;
                end;
        gtCase: begin
                Result^.Radius:= 16;
                Result^.Elasticity:= _0_3
                end;
  gtDEagleShot: begin
                Result^.Radius:= 1;
                Result^.Health:= 50
                end;
    gtDynamite: begin
                Result^.Radius:= 3;
                Result^.Elasticity:= _0_55;
                Result^.Friction:= _0_03;
                Result^.Timer:= 5000;
                end;
     gtCluster: Result^.Radius:= 2;
      gtShover: Result^.Radius:= 20;
       gtFlame: begin
                Result^.Angle:= Counter mod 64;
                Result^.Radius:= 1;
                Result^.Health:= 2;
                Result^.dY:= (getrandom - _0_8) * _0_03;
                Result^.dX:= (getrandom - _0_5) * _0_4
                end;
   gtFirePunch: begin
                Result^.Radius:= 15;
                Result^.Tag:= Y
                end;
     gtAirBomb: begin
                Result^.Radius:= 5;
                end;
   gtBlowTorch: begin
                Result^.Radius:= cHHRadius + cBlowTorchC;
                Result^.Timer:= 7500;
                end;
 gtSmallDamage: begin
                Result^.Timer:= 1100;
                Result^.Z:= 2000;
                end;
    gtSwitcher: begin
                Result^.Z:= cCurrHHZ
                end;
      gtTarget: begin
                Result^.Radius:= 16;
                Result^.Elasticity:= _0_3
                end;
      gtMortar: begin
                Result^.Radius:= 4;
                Result^.Elasticity:= _0_2;
                Result^.Friction:= _0_08
                end;
        gtWhip: Result^.Radius:= 20;
    gtKamikaze: begin
                Result^.Health:= 2048;
                Result^.Radius:= 20
                end;
        gtCake: begin
                Result^.Health:= 4096;
                Result^.Radius:= 7;
                Result^.Z:= cOnHHZ;
                if hwSign(dX) > 0 then Result^.Angle:= 1 else Result^.Angle:= 3
                end;
     end;
InsertGearToList(Result);
AddGear:= Result
end;

procedure DeleteGear(Gear: PGear);
var team: PTeam;
    t: Longword;
begin
DeleteCI(Gear);

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

if Gear^.Kind = gtHedgehog then
   if CurAmmoGear <> nil then
      begin
      Gear^.Message:= gm_Destroy;
      CurAmmoGear^.Message:= gm_Destroy;
      exit
      end else
      begin
      if not (hwRound(Gear^.Y) < cWaterLine) then
         begin
         t:= max(Gear^.Damage, Gear^.Health);
         Gear^.Damage:= t;
         AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), 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;
      inc(KilledHHs);
      RecountTeamHealth(team);
      end;
{$IFDEF DEBUGFILE}AddFileLog('DeleteGear');{$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;
begin
CheckNoDamage:= true;
Gear:= GearsList;
while Gear <> nil do
	begin
	if Gear^.Kind = gtHedgehog then
		if Gear^.Damage <> 0 then
		begin
		CheckNoDamage:= false;
		uStats.HedgehogDamaged(Gear);

		if Gear^.Health < Gear^.Damage then
			Gear^.Health:= 0
		else
			dec(Gear^.Health, Gear^.Damage);

		AddGear(hwRound(Gear^.X), hwRound(Gear^.Y) - cHHRadius - 12,
				gtHealthTag, Gear^.Damage, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
		RenderHealth(PHedgehog(Gear^.Hedgehog)^);
		RecountTeamHealth(PHedgehog(Gear^.Hedgehog)^.Team);

		Gear^.Damage:= 0
		end;
	Gear:= Gear^.NextGear
	end;
end;

procedure HealthMachine;
var Gear: PGear;
begin
Gear:= GearsList;

while Gear <> nil do
	begin
	if Gear^.Kind = gtHedgehog then
		Gear^.Damage:= min(cHealthDecrease, Gear^.Health - 1);

	Gear:= Gear^.NextGear
	end;
end;

function WaterMachine: boolean;
const
	decStep: Longword = 0;
	LastTurn: LongInt = 0;
var i: LongWord;
begin
if (decStep = 0) and (LastTurn < FinishedTurnsTotal) then
	begin
	LastTurn:= FinishedTurnsTotal;
	decStep:= 40
	end;

if decStep <> 0 then
	begin
	dec(decStep);
	dec(cWaterLine);
	for i:= 0 to 2047 do
		Land[cWaterLine, i]:= 0;
	SetAllToActive
	end;

WaterMachine:= decStep <> 0;
end;

procedure AddDamageTag(X, Y, Damage: LongWord; Gear: PGear);
begin
if cAltDamage then
   AddGear(X, Y, gtSmallDamage, Damage, _0, _0, 0)^.Hedgehog:= Gear^.Hedgehog;
end;

procedure ProcessGears;
const delay: LongWord = 0;
      step: (stDelay, stChDmg, stTurnReact,
             stAfterDelay, stChWin, stWater, 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 Gear^.doStep(Gear);
      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;
    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: if not CheckForWin then
                    begin
                    if not (bBetweenTurns or isInMultiShoot) then
                       begin
                       ParseCommand('/nextturn', true);
                       SwitchHedgehog;
                       end;
                    inc(step)
                    end else step:= stDelay;
        stWater: begin
                 if TotalRounds = 17 then bWaterRising:= true;

                 if not bWaterRising then
                    inc(step)
                 else
                    begin
                    if delay = 0 then
                       delay:= 17
                    else
                       dec(delay);

                    if delay = 0 then
                       if not WaterMachine then inc(step)
                    end
                 end;
       stHealth: begin
                 if (TotalRounds = 15) and (cHealthDecrease = 0) then
                    begin
                    cHealthDecrease:= 5;
                    AddCaption(trmsg[sidSuddenDeath], $FFFFFF, capgrpGameState)
                    end;

                 if (cHealthDecrease = 0)
                   or bBetweenTurns
                   or isInMultiShoot
                   or (TotalRounds = 0) 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
                    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 (CurrentHedgehog^.Gear <> nil)
					and ((CurrentHedgehog^.Gear^.State and gstAttacked) = 0) then PlaySound(sndHurry, false);
				dec(TurnTimeLeft)
				end;

if (not CurrentTeam^.ExtDriven) and
	((GameTicks and $FFFF) = $FFFF) then
	begin
	SendIPCTimeInc;
	inc(hiTicks) // we do not recieve a message for this
	end;

inc(GameTicks)
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 DrawHH(Gear: PGear);
var t: LongInt;
	amt: TAmmoType;
	hx, hy, m: LongInt;
	aAngle, dAngle: real;
	defaultPos: boolean;
begin
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;

if (Gear^.State and gstDrowning) <> 0 then
	begin
	DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
			hwSign(Gear^.dX),
			1,
			7,
			0);
	defaultPos:= false
	end else

if (Gear^.State and gstWinner) <> 0 then
	begin
	DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
			hwSign(Gear^.dX),
			2,
			0,
			0);
	defaultPos:= false
	end else

if (Gear^.State and gstHHDriven) <> 0 then
	begin
	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: if (CurAmmoGear^.State and gstAnimation <> 0) then
					DrawRotated(sprShotgun, hx, hy, hwSign(Gear^.dX), aangle)
				else
					DrawRotated(sprHandShotgun, hx, hy, hwSign(Gear^.dX), aangle);
			gtDEagleShot: DrawRotated(sprDEagle, hx, hy, hwSign(Gear^.dX), aangle);
			gtRope: begin
				if Gear^.X < CurAmmoGear^.X then
					begin
					dAngle:= 0;
					m:= 1
					end else
					begin
					dAngle:= 180;
					m:= -1
					end;
				DrawHedgehog(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
						m,
						1,
						0,
						DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle);
				defaultPos:= false
				end;
			gtBlowTorch: begin
				DrawRotated(sprBlowTorch, hx, hy, hwSign(Gear^.dX), aangle);
				DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
						hwSign(Gear^.dX),
						3,
						PHedgehog(Gear^.Hedgehog)^.visStepPos div 2,
						0);
				defaultPos:= false
				end;
			gtShover: DrawRotated(sprHandBaseball, hx, hy, hwSign(Gear^.dX), aangle + 180);
			gtFirePunch: begin
				DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
						hwSign(Gear^.dX),
						1,
						4,
						0);
				defaultPos:= false
				end;
			gtPickHammer,
			gtTeleport: defaultPos:= false;
			gtWhip: begin
				DrawRotatedF(sprWhip,
						hwRound(Gear^.X) + 1 + WorldDx,
						hwRound(Gear^.Y) - 3 + WorldDy,
						1,
						hwSign(Gear^.dX),
						0);
				defaultPos:= false
				end;
			gtKamikaze: begin
						if CurAmmoGear^.Pos = 0 then
							DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
									hwSign(Gear^.dX),
									1,
									6,
									0)
						else
							DrawRotatedF(sprKamikaze,
									hwRound(Gear^.X) + WorldDx,
									hwRound(Gear^.Y) + WorldDy,
									CurAmmoGear^.Pos - 1,
									1,
									DxDy2Angle(Gear^.dY, Gear^.dX));

						defaultPos:= false
						end;
		end;

		case CurAmmoGear^.Kind of
			gtShotgunShot,
			gtDEagleShot,
			gtShover: begin
				DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
						hwSign(Gear^.dX),
						0,
						4,
						0);
				defaultPos:= false
			end
		end
	end else

	if ((Gear^.State and gstHHJumping) <> 0) then
	begin
	if ((Gear^.State and gstHHHJump) <> 0) then
		DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
			- hwSign(Gear^.dX),
			1,
			1,
			0)
		else
		DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
			hwSign(Gear^.dX),
			1,
			1,
			0);
	defaultPos:= false
	end else

	if (Gear^.Message and (gm_Left or gm_Right) <> 0) then
		begin
		DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
			hwSign(Gear^.dX),
			0,
			PHedgehog(Gear^.Hedgehog)^.visStepPos div 2,
			0);
			defaultPos:= false
		end
	else

	if ((Gear^.State and gstAnimation) <> 0) then
		begin
		DrawRotatedF(Wavez[TWave(Gear^.Tag)].Sprite,
				hwRound(Gear^.X) + 1 + WorldDx,
				hwRound(Gear^.Y) - 3 + WorldDy,
				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);
			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);
			amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, hwSign(Gear^.dX), aangle);
		end;

		case amt of
			amAirAttack,
			amMineStrike: DrawRotated(sprHandAirAttack, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) + WorldDy, hwSign(Gear^.dX), 0);
			amPickHammer: DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
						hwSign(Gear^.dX),
						1,
						2,
						0);
			amBlowTorch: DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
						hwSign(Gear^.dX),
						1,
						3,
						0);
			amTeleport: DrawRotatedF(sprTeleport, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy, 0, hwSign(Gear^.dX), 0);
			amKamikaze: DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
						hwSign(Gear^.dX),
						1,
						5,
						0);
			amWhip: begin
				DrawRotatedF(sprWhip,
						hwRound(Gear^.X) + 1 + WorldDx,
						hwRound(Gear^.Y) - 3 + WorldDy,
						0,
						hwSign(Gear^.dX),
						0);
				defaultPos:= false
				end;
		else
			DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
				hwSign(Gear^.dX),
				0,
				4,
				0);
		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(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
			hwSign(Gear^.dX),
			2,
			1,
			Gear^.DirAngle);
		defaultPos:= false
		end else

	if ((Gear^.State and gstHHJumping) <> 0) then
		begin
		if ((Gear^.State and gstHHHJump) <> 0) then
			DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
				- hwSign(Gear^.dX),
				1,
				1,
				0)
			else
			DrawHedgehog(hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy,
				hwSign(Gear^.dX),
				1,
				1,
				0);
			defaultPos:= false
		end;
	end;


if defaultPos then
	begin
	DrawRotatedF(sprHHIdle,
		hwRound(Gear^.X) + 1 + WorldDx,
		hwRound(Gear^.Y) - 3 + WorldDy,
		(RealTicks div 128 + Gear^.Pos) mod 19,
		hwSign(Gear^.dX),
		0);
	DrawRotatedF(sprHat,
		hwRound(Gear^.X) + 1 + WorldDx,
		hwRound(Gear^.Y) - 8 + WorldDy,
		(RealTicks div 128 + Gear^.Pos) mod 19,
		hwSign(Gear^.dX),
		0);
	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 (cTagsMask and 1) <> 0 then
		begin
		dec(t, HealthTagTex^.h + 2);
		DrawCentered(hwRound(Gear^.X) + WorldDx, t, HealthTagTex)
		end;
	if (cTagsMask and 2) <> 0 then
		begin
		dec(t, NameTagTex^.h + 2);
		DrawCentered(hwRound(Gear^.X) + WorldDx, t, NameTagTex)
		end;
	if (cTagsMask and 4) <> 0 then
		begin
		dec(t, Team^.NameTagTex^.h + 2);
		DrawCentered(hwRound(Gear^.X) + WorldDx, t, Team^.NameTagTex)
		end
	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)
				else
				if ShowCrosshair and ((Gear^.State and (gstAttacked or gstAnimation)) = 0) then
					begin
					if ((Gear^.State and gstHHHJump) <> 0) then m:= -1 else m:= 1;
					DrawRotatedTex(Team^.CrosshairTex,
							12, 12,
							Round(hwRound(Gear^.X) + hwSign(Gear^.dX) * m * Sin(Gear^.Angle*pi/cMaxAngle) * 60) + WorldDx,
							Round(hwRound(Gear^.Y) - Cos(Gear^.Angle*pi/cMaxAngle) * 60) + WorldDy, 0,
							hwSign(Gear^.dX) * (Gear^.Angle * 180.0) / cMaxAngle)
					end
			end
	end
end;

procedure DrawGears;
var Gear, HHGear: PGear;
    i: Longword;
    roplen: LongInt;

    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
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);
        gtHedgehog: DrawHH(Gear);
    gtAmmo_Grenade: DrawRotated(sprGrenade, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
       gtHealthTag,
     gtSmallDamage: if Gear^.Tex <> nil then DrawCentered(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Tex);
           gtGrave: DrawSurfSprite(hwRound(Gear^.X) + WorldDx - 16, hwRound(Gear^.Y) + WorldDy - 16, 32, (GameTicks shr 7) and 7, PHedgehog(Gear^.Hedgehog)^.Team^.GraveTex);
             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: 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);
                       DrawRotated(sprRopeHook, hwRound(RopePoints.ar[0].X) + WorldDx, hwRound(RopePoints.ar[0].Y) + WorldDy, 1, RopePoints.HookAngle)
                       end else
                       begin
                       DrawRopeLine(hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy,
                                    hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.X) + WorldDx, hwRound(PHedgehog(Gear^.Hedgehog)^.Gear^.Y) + WorldDy);
                       DrawRotated(sprRopeHook, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
                       end;
                    end;
      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)
                       then DrawRotated(sprMineOff, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle)
                       else DrawRotated(sprMineOn, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
            gtCase: case Gear^.Pos of
                         posCaseAmmo  : DrawSprite(sprCase, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0);
                         posCaseHealth: begin
                                        i:= (GameTicks shr 6) mod 64;
                                        if i > 12 then i:= 0;
                                        DrawSprite(sprFAid, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 24 + WorldDy, i);
                                        end;
                         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: DrawSprite(sprFlame, hwRound(Gear^.X) - 8 + WorldDx, hwRound(Gear^.Y) - 8 + WorldDy,(GameTicks div 128 + Gear^.Angle) mod 8);
       gtParachute: DrawSprite(sprParachute, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 48 + WorldDy, 0);
       gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, hwRound(Gear^.X) - 60 + WorldDx, hwRound(Gear^.Y) - 25 + WorldDy, 0)
                                     else DrawSprite(sprAirplane, hwRound(Gear^.X) - 60 + WorldDx, hwRound(Gear^.Y) - 25 + 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;
                    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: DrawSprite(sprTarget, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0);
          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)
              end;
      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;
begin
AddGear(0, 0, gtATStartGame, 0, _0, _0, 2000);
if (GameFlags and gfForts) = 0 then
   for i:= 0 to Pred(cLandAdditions) do
       FindPlace(AddGear(0, 0, gtMine, 0, _0, _0, 0), false, 0, 2048);
end;

procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord);
var Gear: PGear;
    dmg, dmgRadius: LongInt;
begin
TargetPoint.X:= NoPointX;
{$IFDEF DEBUGFILE}if Radius > 3 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');{$ENDIF}
if (Radius > 10) then AddGear(X, Y, gtExplosion, 0, _0, _0, 0);
if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion, false);
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:= min(dmg div 2, Radius);
         case Gear^.Kind of
              gtHedgehog,
                  gtMine,
                  gtCase,
                gtTarget,
                 gtFlame: begin
                          {$IFDEF DEBUGFILE}AddFileLog('Damage: ' + inttostr(dmg));{$ENDIF}
                          if (Mask and EXPLNoDamage) = 0 then
                             begin
                             inc(Gear^.Damage, dmg);
                             if Gear^.Kind = gtHedgehog then
                                AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), dmg, Gear)
                             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 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:= min(Gear^.Radius + t^.Radius - hwRound(Distance(Gear^.X - t^.X, Gear^.Y - t^.Y)), 25);
    if dmg > 0 then
       case t^.Kind of
           gtHedgehog,
               gtMine,
               gtCase,
             gtTarget: begin
                       inc(t^.Damage, dmg);

                       if t^.Kind = gtHedgehog then
                          AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), dmg, t);

                       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;
    i: LongInt;
begin
t:= CheckGearsCollision(Ammo);
i:= t^.Count;
while i > 0 do
	begin
	dec(i);
	if (t^.ar[i]^.State and gstNoDamage) = 0 then
		case t^.ar[i]^.Kind of
			gtHedgehog,
			gtMine,
			gtTarget,
			gtCase: begin
					inc(t^.ar[i]^.Damage, Damage);

					if t^.ar[i]^.Kind = gtHedgehog then
						AddDamageTag(hwRound(t^.ar[i]^.X), hwRound(t^.ar[i]^.Y), Damage, t^.ar[i]);

					DeleteCI(t^.ar[i]);
					t^.ar[i]^.dX:= Ammo^.dX * Power * _0_01;
					t^.ar[i]^.dY:= Ammo^.dY * Power * _0_01;
					t^.ar[i]^.Active:= true;
					t^.ar[i]^.State:= t^.ar[i]^.State or gstMoving;

					if TestCollisionXwithGear(t^.ar[i], hwSign(t^.ar[i]^.dX)) then
						begin
						if not (TestCollisionXwithXYShift(t^.ar[i], _0, -3, hwSign(t^.ar[i]^.dX))
							or TestCollisionYwithGear(t^.ar[i], -1)) then t^.ar[i]^.Y:= t^.ar[i]^.Y - _1;
						if not (TestCollisionXwithXYShift(t^.ar[i], _0, -2, hwSign(t^.ar[i]^.dX))
							or TestCollisionYwithGear(t^.ar[i], -1)) then t^.ar[i]^.Y:= t^.ar[i]^.Y - _1;
						if not (TestCollisionXwithXYShift(t^.ar[i], _0, -1, hwSign(t^.ar[i]^.dX))
							or TestCollisionYwithGear(t^.ar[i], -1)) then t^.ar[i]^.Y:= t^.ar[i]^.Y - _1;
						end;
					
					FollowGear:= t^.ar[i]
					end;
		end
	end;
SetAllToActive
end;

procedure AssignHHCoords;
var i, t, p, j: LongInt;
    ar: array[0..Pred(cMaxHHs)] of PGear;
    Count: Longword;
begin
if (GameFlags and gfForts) <> 0 then
	begin
	t:= 0;
	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
								FindPlace(Gear, false, t, t + 1024);
								Gear^.Pos:= GetRandom(19);
								Gear^.dX.isNegative:= p = 1;
								end;
		inc(t, 1024)
		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]:= Gear;
					inc(Count)
					end;
		end;

	while (Count > 0) do
		begin
		i:= GetRandom(Count);
		FindPlace(ar[i], false, 0, 2048);
		ar[i]^.dX.isNegative:= ar[i]^.X > _1024;
		ar[i]^.Pos:= GetRandom(19);
		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
            inc(t^.Damage, 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;
    Result: Longword;
begin
Result:= 0;
t:= GearsList;
while t <> nil do
      begin
      if t^.Kind = Kind then inc(Result);
      t:= t^.NextGear
      end;
CountGears:= Result
end;

procedure SpawnBoxOfSmth;
var t: LongInt;
    i: TAmmoType;
begin
if (cCaseFactor = 0) or
   (CountGears(gtCase) >= 5) or
   (getrandom(cCaseFactor) <> 0) then exit;
FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0);
case getrandom(2) of
     0: begin
        FollowGear^.Health:= 25;
        FollowGear^.Pos:= posCaseHealth
        end;
     1: begin
        t:= 0;
        for i:= Low(TAmmoType) to High(TAmmoType) do
            inc(t, Ammoz[i].Probability);
        t:= GetRandom(t);
        i:= Low(TAmmoType);
        dec(t, Ammoz[i].Probability);
        while t >= 0 do
          begin
          inc(i);
          dec(t, Ammoz[i].Probability)
          end;
        PlaySound(sndReinforce, false);
        FollowGear^.Pos:= posCaseAmmo;
        FollowGear^.State:= Longword(i)
        end;
     end;
FindPlace(FollowGear, true, 0, 2048)
end;

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

    function CountNonZeroz(x, y, r: LongInt): LongInt;
    var i: LongInt;
        Result: LongInt;
    begin
    Result:= 0;
    if (y and $FFFFFC00) = 0 then
      for i:= max(x - r, 0) to min(x + r, 2043) do
        if Land[y, i] <> 0 then inc(Result);
    CountNonZeroz:= Result
    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;
     y:= -Gear^.Radius * 2;
     while y < 1023 do
        begin
        repeat
         inc(y, 2);
        until (y > 1023) or (CountNonZeroz(x, y, Gear^.Radius - 1) = 0);
        sy:= y;
        repeat
          inc(y);
        until (y > 1023) or (CountNonZeroz(x, y, Gear^.Radius - 1) <> 0);
        if (y - sy > Gear^.Radius * 2)
        and (y < 1023)
        and (CheckGearsNear(x, y - Gear^.Radius, [gtHedgehog, gtMine, gtCase], 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 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)
   end
end;

initialization

finalization
FreeGearsList;

end.