hedgewars/uGears.pas
author koda
Mon, 11 Oct 2010 03:28:15 +0200
changeset 3952 d6412423da45
parent 3949 4c4c0a2507cc
child 3951 c9a63db3e603
permissions -rw-r--r--
moved some utilities to a separate column with round buttons some improvements to rotation handling, overlay appears later so device shouldn't be stressed removed some code and autoset to default only when textfield is empty (for weaps and schemes)

(*
 * 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, Math;


type
    PGear = ^TGear;
    TGearStepProcedure = procedure (Gear: PGear);
    TGear = record
            NextGear, PrevGear: PGear;
            Active: Boolean;
            AdvBounce: Longword;
            Invulnerable: Boolean;
            RenderTimer: Boolean;
            AmmoType : TAmmoType;
            State : Longword;
            X : hwFloat;
            Y : hwFloat;
            dX: hwFloat;
            dY: hwFloat;
            Kind: TGearType;
            Pos: Longword;
            doStep: TGearStepProcedure;
            Radius: LongInt;
            Angle, Power : Longword;
            DirAngle: real;
            Timer : LongWord;
            Elasticity: hwFloat;
            Friction  : hwFloat;
            Message, MsgParam : Longword;
            Hedgehog: pointer;
            Health, Damage, Karma: LongInt;
            CollisionIndex: LongInt;
            Tag: LongInt;
            Tex: PTexture;
            Z: Longword;
            IntersectGear: PGear;
            FlightTime: Longword;
            uid: Longword;
            ImpactSound: TSound; // first sound, others have to be after it in the sounds def.
            nImpactSounds: Word; // count of ImpactSounds
            SoundChannel: LongInt;
            PortalCounter: LongWord  // Hopefully temporary, but avoids infinite portal loops in a guaranteed fashion.
        end;

var AllInactive: boolean;
    PrvInactive: boolean;
    CurAmmoGear: PGear;
    GearsList: PGear;
    KilledHHs: Longword;
    SuddenDeathDmg: Boolean;
    SpeechType: Longword;
    SpeechText: shortstring;
    TrainingTargetGear: PGear;
    skipFlag: boolean;
    PlacingHogs: boolean; // a convenience flag to indicate placement of hogs is still in progress
    StepSoundTimer: LongInt;
    StepSoundChannel: LongInt;

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);
function  GetLaunchX(at: TAmmoType; dir: LongInt; angle: LongInt): LongInt;
function  GetLaunchY(at: TAmmoType; angle: LongInt): LongInt;

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

const MAXROPEPOINTS = 384;
var RopePoints: record
                Count: Longword;
                HookAngle: GLfloat;
                ar: array[0..MAXROPEPOINTS] of record
                                  X, Y: hwFloat;
                                  dLen: hwFloat;
                                  b: boolean;
                                  end;
                rounded: array[0..MAXROPEPOINTS + 2] of TVertex2f;
                end;

procedure DeleteGear(Gear: PGear); forward;
procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord); forward;
procedure doMakeExplosion(X, Y, Radius: LongInt; Mask, Tint: LongWord); forward;
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); forward;
//procedure AmmoFlameWork(Ammo: PGear); forward;
function  CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear; forward;
procedure SpawnBoxOfSmth; forward;
procedure AfterAttack; forward;
procedure HedgehogStep(Gear: PGear); forward;
procedure doStepHedgehogMoving(Gear: PGear); forward;
procedure HedgehogChAngle(Gear: PGear); forward;
procedure ShotgunShot(Gear: PGear); forward;
procedure PickUp(HH, Gear: PGear); forward;
procedure HHSetWeapon(Gear: PGear); forward;
procedure doStepCase(Gear: PGear); forward;

function GetLaunchX(at: TAmmoType; dir: LongInt; angle: LongInt): LongInt;
begin
    if (Ammoz[at].ejectX <> 0) or (Ammoz[at].ejectY <> 0) then
        GetLaunchX:= sign(dir) * (8 + hwRound(AngleSin(angle) * Ammoz[at].ejectX) + hwRound(AngleCos(angle) * Ammoz[at].ejectY))
    else
        GetLaunchX:= 0
end;

function GetLaunchY(at: TAmmoType; angle: LongInt): LongInt;
begin
    if (Ammoz[at].ejectX <> 0) or (Ammoz[at].ejectY <> 0) then
        GetLaunchY:= hwRound(AngleSin(angle) * Ammoz[at].ejectY) - hwRound(AngleCos(angle) * Ammoz[at].ejectX) - 2
    else
        GetLaunchY:= 0
end;

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

const doStepHandlers: array[TGearType] of TGearStepProcedure = (
            @doStepBomb,
            @doStepHedgehog,
            @doStepGrenade,
            @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
            );

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:= PHedgehog(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
     gtAmmo_Bomb,
     gtClusterBomb,
     gtGasBomb: begin
                gear^.ImpactSound:= sndGrenadeImpact;
                gear^.nImpactSounds:= 1;
                gear^.AdvBounce:= 1;
                gear^.Radius:= 6;
                gear^.Elasticity:= _0_8;
                gear^.Friction:= _0_8;
                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:= 4;
                gear^.Elasticity:= _0_8;
                gear^.Friction:= _0_995;
                gear^.RenderTimer:= true;
                if gear^.Timer = 0 then gear^.Timer:= 3000
                end;
    gtHedgehog: begin
                gear^.AdvBounce:= 1;
                gear^.Radius:= cHHRadius;
                gear^.Elasticity:= _0_35;
                gear^.Friction:= _0_999;
                gear^.Angle:= cMaxAngle div 2;
                gear^.Z:= cHHZ;
                if (GameFlags and gfAISurvival) <> 0 then
                    if PHedgehog(gear^.Hedgehog)^.BotLevel > 0 then
                        PHedgehog(gear^.Hedgehog)^.Effects[heResurrectable] := true;
                end;
gtAmmo_Grenade: begin // bazooka
                gear^.Radius:= 4;
                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;
                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;
                if cMinesTime < 0 then
                    gear^.Timer:= getrandom(4)*1000
                else
                    gear^.Timer:= cMinesTime*1;
                end;
       gtSMine: begin
                gear^.Health:= 10;
                gear^.State:= gear^.State or gstMoving;
                gear^.Radius:= 2;
                gear^.Elasticity:= _0_55;
                gear^.Friction:= _0_995;
                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^.Health:= cBarrelHealth
                end;
  gtDEagleShot: begin
                gear^.Radius:= 1;
                gear^.Health:= 50
                end;
  gtSniperRifleShot: begin
                gear^.Radius:= 1;
                gear^.Health:= 50
                end;
    gtDynamite: begin
                gear^.Radius:= 3;
                gear^.Elasticity:= _0_55;
                gear^.Friction:= _0_03;
                gear^.Timer:= 5000;
                end;
     gtCluster: begin
                gear^.Radius:= 2;
                gear^.RenderTimer:= true
                end;
      gtShover: gear^.Radius:= 20;
       gtFlame: begin
                gear^.Tag:= GetRandom(32);
                gear^.Radius:= 1;
                gear^.Health:= 5;
                if (gear^.dY.QWordValue = 0) and (gear^.dX.QWordValue = 0) then
                    begin
                    gear^.dY:= (getrandom - _0_8) * _0_03;
                    gear^.dX:= (getrandom - _0_5) * _0_4
                    end
                end;
   gtFirePunch: begin
                gear^.Radius:= 15;
                gear^.Tag:= Y
                end;
     gtAirBomb: begin
                gear^.Radius:= 5;
                end;
   gtBlowTorch: begin
                gear^.Radius:= cHHRadius + cBlowTorchC;
                gear^.Timer:= 7500
                end;
    gtSwitcher: begin
                gear^.Z:= cCurrHHZ
                end;
      gtTarget: begin
                gear^.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
                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^.RenderTimer:= true;
                gear^.Timer:= 5000
                end;
       gtDrill: begin
                gear^.Timer:= 5000;
                gear^.Radius:= 4
                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;
                end;
     gtBallgun: begin
                gear^.Timer:= 5001;
                end;
     gtRCPlane: begin
                gear^.Timer:= 15000;
                gear^.Health:= 3;
                gear^.Radius:= 8
                end;
     gtJetpack: begin
                gear^.Health:= 2000;
                end;
     gtMolotov: begin
                gear^.Radius:= 6;
                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;
                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
                end;
 gtSineGunShot: begin
                gear^.Radius:= 5;
                gear^.Health:= 6000;
                end;
gtFlamethrower: begin
                gear^.Tag:= 10;
                gear^.Timer:= 10;
                gear^.Health:= 500;
                end;
 gtPoisonCloud: begin
                gear^.Timer:= 5000;
                gear^.dY:= int2hwfloat((-4 + getRandom(8))) / 1000;
                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:= PHedgehog(Gear^.Hedgehog)^.Team;
        if CurrentHedgehog^.Gear = Gear then
            FreeActionsList; // to avoid ThinkThread on drawned gear

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

if CurAmmoGear = Gear then CurAmmoGear:= nil;
if FollowGear = Gear then FollowGear:= nil;
RemoveGearFromList(Gear);
Dispose(Gear)
end;

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

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

            spawnHealthTagForHH(Gear, dmg);

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

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

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

    while Gear <> nil do
    begin
        if Gear^.Kind = gtHedgehog then
            begin
            tmp:= 0;
            if PHedgehog(Gear^.Hedgehog)^.Effects[hePoisoned] then
                inc(tmp, ModifyDamage(5, Gear));
            inc(tmp, cHealthDecrease);
            if PHedgehog(Gear^.Hedgehog)^.King then
                begin
                flag:= false;
                team:= PHedgehog(Gear^.Hedgehog)^.Team;
                for i:= 0 to Pred(team^.HedgehogsNumber) do
                    if (team^.Hedgehogs[i].Gear <> nil) and
                        (not team^.Hedgehogs[i].King) and
                        (team^.Hedgehogs[i].Gear^.Health > team^.Hedgehogs[i].Gear^.Damage)
                    then flag:= true;
                if not flag then inc(tmp, 5)
                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: 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 then
                AddGear(0, 0, gtWaterUp, 0, _0, _0, 0);

                inc(step)
                end else inc(step);
    stChWin2: begin
            CheckForWin;
            inc(step)
            end;
    stHealth: begin
            if (TotalRounds = cSuddenDTurns - 1) and (cHealthDecrease = 0) and not isInMultiShoot then
                begin
                cHealthDecrease:= 5;
                AddCaption(trmsg[sidSuddenDeath], cWhiteColor, capgrpGameState);
                playSound(sndSuddenDeath)
                end
            else if (TotalRounds < cSuddenDTurns - 1) and not isInMultiShoot then
                begin
                i:= cSuddenDTurns - TotalRounds - 1;
                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;
            if bBetweenTurns
                or isInMultiShoot
                or (TotalRounds = -1) then inc(step)
            else begin
                bBetweenTurns:= true;
                HealthMachine;
                if cHealthDecrease > 0 then SuddenDeathDmg:= true;
                step:= stChDmg
                end
            end;
    stSpawn: begin
            if not isInMultiShoot then SpawnBoxOfSmth;
            inc(step)
            end;
    stNTurn: begin
            if isInMultiShoot then
                isInMultiShoot:= false
            else begin
                // delayed till after 0.9.12
                // reset to default zoom
                //ZoomValue:= ZoomDefault;
                with CurrentHedgehog^ do
                    if (Gear <> nil)
                        and ((Gear^.State and gstAttacked) = 0)
                        and (MultiShootAttacks > 0) then OnUsedAmmo(CurrentHedgehog^);

                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 
    else
        dec(delay2);

    if delay2 = 0 then
        begin
        if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) then CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State and not gstAttacked;
        CheckNoDamage;
        CheckForWin
        end
    end;

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

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
        cGravity:= cMaxWindSpeed * 2;

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

    cDamageModifier:= _1;

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

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

                  if (Gear <> nil) then
                     if (GameFlags and gfInvulnerable) = 0 then
                        Gear^.Invulnerable:= false;
                  end;
    t:= GearsList;
    while t <> nil do
        begin
        t^.PortalCounter:= 0;
        t:= t^.NextGear
        end;
   
    if (GameFlags and gfResetWeps) <> 0 then
        ResetWeapons
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, PHedgehog(Gear^.Hedgehog)^.Team^.Clan^.Color);
    tmpDmg:= min(Damage, max(0,Gear^.Health-Gear^.Damage));
    if (Gear <> CurrentHedgehog^.Gear) and (CurrentHedgehog^.Gear <> nil) and (tmpDmg >= 1) then
        begin
        if cVampiric then
            begin
            vampDmg:= hwRound(int2hwFloat(tmpDmg)*_0_8);
            if vampDmg >= 1 then
                begin
                // was considering pulsing on attack, Tiy thinks it should be permanent while in play
                //CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstVampiric;
                inc(CurrentHedgehog^.Gear^.Health,vampDmg);
                str(vampDmg, s);
                s:= '+' + s;
                AddCaption(s, CurrentHedgehog^.Team^.Clan^.Color, capgrpAmmoinfo);
                RenderHealth(CurrentHedgehog^);
                RecountTeamHealth(CurrentHedgehog^.Team);
                i:= 0;
                while i < vampDmg do
                    begin
                    vg:= AddVisualGear(hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y), vgtHealth);
                    if vg <> nil then vg^.Frame:= 10;
                    inc(i, 5);
                    end;
                end
            end;
        if ((GameFlags and gfKarma) <> 0) and
           ((GameFlags and gfInvulnerable) = 0) and
           not CurrentHedgehog^.Gear^.Invulnerable then
           begin // this cannot just use Damage or it interrupts shotgun and gets you called stupid
           inc(CurrentHedgehog^.Gear^.Karma, tmpDmg);
           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 DrawAltWeapon(Gear: PGear; sx, sy: LongInt);
begin
with PHedgehog(Gear^.Hedgehog)^ do
    begin
    if not (((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then
        exit;
    DrawTexture(round(sx + 16), round(sy + 16), ropeIconTex);
    DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, round(sx + 30), round(sy + 30), ord(CurAmmoType) - 1, 1, 32, 32);
    end;
end;

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

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

    glPushMatrix;

    glTranslatef(WorldDx, WorldDy, 0);

    glLineWidth(4.0);

    Tint($C0, $C0, $C0, $FF);

    glVertexPointer(2, GL_FLOAT, 0, @RopePoints.rounded[0]);
    glDrawArrays(GL_LINE_STRIP, 0, RopePoints.Count + 2);
    Tint($FF, $FF, $FF, $FF);

    glPopMatrix;

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

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

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

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

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

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

        x:= X1;
        y:= Y1;

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


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

{$INCLUDE "GearDrawing.inc"}

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;

if ((GameFlags and gfForts) = 0) then
    begin
    // TODO: exclude each other or allow both, mines and explosives, on same map?
    if ((GameFlags and gfMines) <> 0) then
        for i:= 0 to Pred(cLandAdditions) do
            begin
            Gear:= AddGear(0, 0, gtMine, 0, _0, _0, 0);
            FindPlace(Gear, false, 0, LAND_WIDTH);
            end;
//  No game flag for this for now
//  if ((GameFlags and gfExplosives) <> 0) then
        for i:= 0 to Pred(cExplosives) do
            begin
            Gear:= AddGear(0, 0, gtExplosives, 0, _0, _0, 0);
            FindPlace(Gear, false, 0, LAND_WIDTH);
            end;
    end;

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

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

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

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

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

procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord);
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;
                                FollowGear:= Gear
                                end;
                            if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) then
                                PHedgehog(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;
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 (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 PHedgehog(Gear^.Hedgehog)^.King then
                        begin
                        Gear^.dX:= Ammo^.dX * Power * _0_005;
                        Gear^.dY:= Ammo^.dY * Power * _0_005
                        end
                    else
                        begin
                        Gear^.dX:= Ammo^.dX * Power * _0_01;
                        Gear^.dY:= Ammo^.dY * Power * _0_01
                        end;

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

                    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
                        begin
                        if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
                            or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
                        if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
                            or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
                        if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
                            or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
                        end;

                    if (Ammo^.Kind <> gtFlame) or ((Ammo^.State and gsttmpFlag) = 0) then FollowGear:= Gear
                    end;
        end
        end;
    end;
if i <> 0 then SetAllToActive
end;

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

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

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

CheckGearNear:= nil
end;

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

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

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

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

procedure ResurrectHedgehog(gear: PGear);
var tempTeam : PTeam;
begin
    gear^.dX := _0;
    gear^.dY := _0;
    gear^.State := gstWait;
    uStats.HedgehogDamaged(gear);
    gear^.Damage := 0;
    gear^.Health := 100;
    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 := PHedgehog(gear^.Hedgehog)^.Team;
    DeleteCI(gear);
    FindPlace(gear, false, 0, LAND_WIDTH); 
    if gear <> nil then begin
        RenderHealth(PHedgehog(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 := 25;
            FollowGear^.Pos := posCaseHealth;
            AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo);
            end;
        AmmoCrate: begin
            FollowGear^.Pos := posCaseAmmo;
            FollowGear^.State := content;
            AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo);
            end;
        UtilityCrate: begin
            FollowGear^.Pos := posCaseUtility;
            FollowGear^.State := 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;
// FIXME - shoppa is TEMPORARY REMOVE WHEN CRATE PROBABILITY ALLOWS DISABLING OF HEALTH CRATES
// Preserving health crate distribution of 35% until that happens
if (aTot+uTot) <> 0 then
    if not shoppa and ((GameFlags and gfInvulnerable) = 0) then
        begin
        h:= 3500;
        t:= GetRandom(10000);
        a:= 6500*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:= 25;
    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);
        if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
            dec(t, Ammoz[i].Probability);
        while t >= 0 do
          begin
          inc(i);
          if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then
              dec(t, Ammoz[i].Probability)
          end;
        FollowGear^.Pos:= posCaseAmmo;
        FollowGear^.State:= Longword(i);
        AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, 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);
        if (Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0 then
            dec(t, Ammoz[i].Probability);
        while t >= 0 do
          begin
          inc(i);
          if (Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0 then
              dec(t, Ammoz[i].Probability)
          end;
        FollowGear^.Pos:= posCaseUtility;
        FollowGear^.State:= Longword(i);
        AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, 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);

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

var x: LongInt;
    y, sy: LongInt;
    ar: array[0..511] of TPoint;
    ar2: array[0..1023] of TPoint;
    cnt, cnt2: Longword;
    delta: LongInt;
begin
delta:= 250;
cnt2:= 0;
repeat
    x:= Left + LongInt(GetRandom(Delta));
    repeat
        inc(x, Delta);
        cnt:= 0;
        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 (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 (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 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 PHedgehog(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 (PHedgehog(Gear^.Hedgehog)^.King) then
   ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent * _0_5)
else
   ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * i * cDamagePercent)
end;

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

procedure initModule;
begin
    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.