hedgewars/uGears.pas
author Wuzzy <Wuzzy2@mail.ru>
Mon, 13 Nov 2017 22:14:45 +0100
changeset 12836 8610462e3d33
parent 12621 d972b31f8881
child 12898 8a40ce061d94
permissions -rw-r--r--
Remove 2 unused number tags in Construction Mode GUI These numbers are shown aside the power tag, but the numbers never change. They don't serve any purpose and are just visual clutter and annoying, since they partially overlap. They are probably a leftover from copying code over from other scripts. With this changeset, only the power and turn time are left visible, as it is supposed to.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 *)

{$INCLUDE "options.inc"}

unit uGears;
(*
 * This unit defines the behavior of gears.
 *
 * Gears are "things"/"objects" that may be visible to the player or not,
 * but always have an effect on the course of the game.
 *
 * E.g.: weapons, hedgehogs, etc.
 *
 * Note: The visual appearance of gears is defined in the unit "uGearsRender".
 *
 * Note: Gears that do not have an effect on the game but are just visual
 *       effects are called "Visual Gears" and defined in the respective unit!
 *)
interface
uses uConsts, uFloat, uTypes, uChat, uCollisions;

procedure initModule;
procedure freeModule;
function  SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content, cnt: Longword): PGear;
function  SpawnFakeCrateAt(x, y: LongInt; crate: TCrateType; explode: boolean; poison: boolean ): PGear;
procedure ProcessGears;
procedure EndTurnCleanup;
procedure DrawGears;
procedure DrawGearsTimers;
procedure FreeGearsList;
procedure AddMiscGears;
procedure AssignHHCoords;
function  GearByUID(uid : Longword) : PGear;
function  IsClockRunning() : boolean;

implementation
uses uStore, uSound, uTeams, uRandom, uIO, uLandGraphics,
    {$IFDEF USE_TOUCH_INTERFACE}uTouch,{$ENDIF}
    uLocale, uAmmos, uStats, uVisualGears, uScript, uVariables,
    uCommands, uUtils, uTextures, uRenderUtils, uGearsRender, uCaptions,
    uGearsHedgehog, uGearsUtils, uGearsList, uGearsHandlersRope
    , uVisualGearsList, uGearsHandlersMess, uAI;

var skipFlag: boolean;

var delay: LongWord;
    delay2: LongWord;
    step: (stDelay, stChDmg, stSweep, stTurnReact,
    stAfterDelay, stChWin, stWater, stChWin2, stHealth,
    stSpawn, stNTurn);
    NewTurnTick: LongWord;
    //SDMusic: shortstring;

function CheckNoDamage: boolean; // returns TRUE in case of no damaged hhs
var Gear: PGear;
    dmg: LongInt;
begin
CheckNoDamage:= true;
Gear:= GearsList;
while Gear <> nil do
    begin
    if (Gear^.Kind = gtHedgehog) and (((GameFlags and gfInfAttack) = 0) or ((Gear^.dX.QWordValue < _0_000004.QWordValue)
    and (Gear^.dY.QWordValue < _0_000004.QWordValue))) then
        begin
        if (not isInMultiShoot) then
            inc(Gear^.Damage, Gear^.Karma);
        if (Gear^.Damage <> 0) and ((Gear^.Hedgehog^.Effects[heInvulnerable] = 0)) then
            begin
            CheckNoDamage:= false;

            dmg:= Gear^.Damage;
            if Gear^.Health < dmg then
                begin
                Gear^.Active:= true;
                Gear^.Health:= 0
                end
            else
                dec(Gear^.Health, dmg);
(*
This doesn't fit well w/ the new loser sprite which is cringing from an attack.
            if (Gear^.Hedgehog^.Team = CurrentTeam) and (Gear^.Damage <> Gear^.Karma)
            and (not Gear^.Hedgehog^.King) and (Gear^.Hedgehog^.Effects[hePoisoned] = 0) and (not SuddenDeathDmg) then
                Gear^.State:= Gear^.State or gstLoser;
*)

            spawnHealthTagForHH(Gear, dmg);

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

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

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

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

        Gear:= Gear^.NextGear
    end;
end;

procedure ProcessGears;
var t: PGear;
    i, AliveCount: LongInt;
    s: ansistring;
    prevtime: LongWord;
    stirFallers: boolean;
begin
stirFallers:= false;
prevtime:= TurnTimeLeft;
ScriptCall('onGameTick');
if GameTicks mod 20 = 0 then ScriptCall('onGameTick20');
if GameTicks = NewTurnTick then
    begin
    ScriptCall('onNewTurn');
{$IFDEF USE_TOUCH_INTERFACE}
    uTouch.NewTurnBeginning();
{$ENDIF}
    end;

PrvInactive:= AllInactive;
AllInactive:= true;

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

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

t:= GearsList;
while t <> nil do
    begin
    curHandledGear:= t;
    t:= curHandledGear^.NextGear;
    if (GameTicks and $1FFF = 0) and (curHandledGear^.Kind = gtCase) and (curHandledGear^.Pos <> posCaseHealth) then
        stirFallers := true; 

    if curHandledGear^.Message and gmDelete <> 0 then
        DeleteGear(curHandledGear)
    else
        begin
        if curHandledGear^.Message and gmRemoveFromList <> 0 then
            begin
            RemoveGearFromList(curHandledGear);
            // since I can't think of any good reason this would ever be separate from a remove from list, going to keep it inside this block
            if curHandledGear^.Message and gmAddToList <> 0 then InsertGearToList(curHandledGear);
            curHandledGear^.Message:= curHandledGear^.Message and (not (gmRemoveFromList or gmAddToList))
            end;
        if curHandledGear^.Active then
            begin
            if curHandledGear^.RenderTimer and (curHandledGear^.Timer > 500) and ((curHandledGear^.Timer mod 1000) = 0) then
                begin
                FreeAndNilTexture(curHandledGear^.Tex);
                curHandledGear^.Tex:= RenderStringTex(ansistring(inttostr(curHandledGear^.Timer div 1000)), cWhiteColor, fntSmall);
                end;
            curHandledGear^.doStep(curHandledGear);
            // might be useful later
            //ScriptCall('onGearStep', Gear^.uid);
            end
        end
    end;
if stirFallers then
    begin
    t := GearsList;
    while t <> nil do
        begin
        if t^.Kind = gtGenericFaller then
            begin
            t^.Active:= true;
            t^.X:=  int2hwFloat(GetRandom(rightX-leftX)+leftX);
            t^.Y:=  int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
            t^.dX:= _90-(GetRandomf*_360);
            t^.dY:= _90-(GetRandomf*_360)
            end;
        t := t^.NextGear
        end
    end;

curHandledGear:= nil;

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

        if delay = 0 then
            inc(step)
        end;

    stChDmg:
    if CheckNoDamage then
        inc(step)
    else
        step:= stDelay;

    stSweep:
    if SweepDirty then
        begin
        SetAllToActive;
        step:= stChDmg
        end
    else
        inc(step);

    stTurnReact:
        begin
        if (not bBetweenTurns) and (not isInMultiShoot) then
            begin
            uStats.TurnReaction;
            inc(step)
            end
        else
            inc(step, 2);
        end;

    stAfterDelay:
        begin
        if delay = 0 then
            delay:= cInactDelay
        else
            dec(delay);

        if delay = 0 then
            inc(step)
            end;
    stChWin:
        begin
        CheckForWin();
        inc(step)
        end;
    stWater:
    if (not bBetweenTurns) and (not isInMultiShoot) then
        begin
        if TotalRounds = cSuddenDTurns + 1 then
            bWaterRising:= true;
        if bWaterRising and (cWaterRise > 0) then
            AddGear(0, 0, gtWaterUp, 0, _0, _0, 0)^.Tag:= cWaterRise;
        inc(step)
        end
    else // since we are not raising the water, a second win-check isn't needed
        inc(step,2);
    stChWin2:
        begin
        CheckForWin;
        inc(step)
        end;

    stHealth:
        begin
        if (cWaterRise <> 0) or (cHealthDecrease <> 0) then
             begin
            if (TotalRounds = cSuddenDTurns) and (not SuddenDeath) and (not isInMultiShoot) then
                begin
                SuddenDeath:= true;
                if cHealthDecrease <> 0 then
                    begin
                    SuddenDeathDmg:= true;

                    // flash
                    ScreenFade:= sfFromWhite;
                    ScreenFadeValue:= sfMax;
                    ScreenFadeSpeed:= 1;

                    ChangeToSDClouds;
                    ChangeToSDFlakes;
                    SetSkyColor(SDSkyColor.r * (SDTint.r/255) / 255, SDSkyColor.g * (SDTint.r/255) / 255, SDSkyColor.b * (SDTint.b/255) / 255);
                    Ammoz[amTardis].SkipTurns:= 9999;
                    Ammoz[amTardis].Probability:= 0;
                    end;
                AddCaption(trmsg[sidSuddenDeath], cWhiteColor, capgrpGameState);
                ScriptCall('onSuddenDeath');
                playSound(sndSuddenDeath);
                StopMusic;
                if SDMusicFN <> '' then PlayMusic
                end
            else if (TotalRounds < cSuddenDTurns) and (not isInMultiShoot) then
                begin
                i:= cSuddenDTurns - TotalRounds;
                s:= ansistring(inttostr(i));
                if i = 1 then
                    AddCaption(trmsg[sidRoundSD], cWhiteColor, capgrpGameState)
                else if (i = 2) or ((i > 0) and ((i mod 50 = 0) or ((i <= 25) and (i mod 5 = 0)))) then
                    AddCaption(FormatA(trmsg[sidRoundsSD], s), cWhiteColor, capgrpGameState);
                end;
            end;
            if bBetweenTurns
            or isInMultiShoot
            or (TotalRounds = -1) then
                inc(step)
            else
                begin
                bBetweenTurns:= true;
                HealthMachine;
                step:= stChDmg
                end
            end;
    stSpawn:
        begin
        if not isInMultiShoot then
            SpawnBoxOfSmth;
        inc(step)
        end;
    stNTurn:
        begin
        if isInMultiShoot then
            isInMultiShoot:= false
        else
            begin
            // delayed till after 0.9.12
            // reset to default zoom
            //ZoomValue:= ZoomDefault;
            with CurrentHedgehog^ do
                if (Gear <> nil)
                and ((Gear^.State and gstAttacked) = 0)
                and (MultiShootAttacks > 0) then
                    OnUsedAmmo(CurrentHedgehog^);

                EndTurnCleanup;

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

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

                AfterSwitchHedgehog;
                bBetweenTurns:= false;
                NewTurnTick:= GameTicks + 1
                end;
            step:= Low(step)
            end;
    end
else if ((GameFlags and gfInfAttack) <> 0) then
    begin
    if delay2 = 0 then
        delay2:= cInactDelay * 50
    else
        begin
        dec(delay2);

        if ((delay2 mod cInactDelay) = 0) and (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil)
        and (not CurrentHedgehog^.Unplaced) then
            begin
            if (CurrentHedgehog^.Gear^.State and gstAttacked <> 0)
            and (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0) then
                begin
                CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstChooseTarget;
                isCursorVisible := true
                end;
            CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State and (not gstAttacked);
            end;
        if delay2 = 0 then
            begin
            if (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.State and gstAttacked = 0)
            and (CurAmmoGear = nil) then
                SweepDirty;
            if (CurrentHedgehog^.Gear = nil) or (CurrentHedgehog^.Gear^.State and gstHHDriven = 0) or (CurrentHedgehog^.Gear^.Damage = 0) then
                CheckNoDamage;
            AliveCount:= 0; // shorter version of check for win to allow typical step activity to proceed
            for i:= 0 to Pred(ClansCount) do
                if ClansArray[i]^.ClanHealth > 0 then
                    inc(AliveCount);
            if (AliveCount <= 1) and ((GameFlags and gfOneClanMode) = 0) then
                begin
                step:= stChDmg;
                if TagTurnTimeLeft = 0 then
                    TagTurnTimeLeft:= TurnTimeLeft;
                GameOver:= true;
                TurnTimeLeft:= 0
                end
            end
        end
    end;

if TurnTimeLeft > 0 then
    if IsClockRunning() then
        //(CurrentHedgehog^.CurAmmoType in [amShotgun, amDEagle, amSniperRifle])
        begin
        if (cHedgehogTurnTime >= 10000)
        and (CurrentHedgehog^.Gear <> nil)
        and ((CurrentHedgehog^.Gear^.State and gstAttacked) = 0)
        and (not isGetAwayTime) then
            if TurnTimeLeft = 5000 then
                PlaySoundV(sndHurry, CurrentTeam^.voicepack)
            else if TurnTimeLeft = 4000 then
                PlaySound(sndCountdown4)
            else if TurnTimeLeft = 3000 then
                PlaySound(sndCountdown3)
            else if TurnTimeLeft = 2000 then
                PlaySound(sndCountdown2)
            else if TurnTimeLeft = 1000 then
                PlaySound(sndCountdown1);
        if ReadyTimeLeft > 0 then
            begin
            if (ReadyTimeLeft = 2000) and (LastVoice.snd = sndNone) and (not PlacingHogs) then
                AddVoice(sndComeonthen, CurrentTeam^.voicepack);
            dec(ReadyTimeLeft)
            end
        else
            dec(TurnTimeLeft)
        end;

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

if ((GameTicks and $FFFF) = $FFFF) then
    begin
    if (not CurrentTeam^.ExtDriven) then
        begin
        SendIPC(_S'#');
        AddFileLog('hiTicks increment message sent')
        end;

    if (not CurrentTeam^.ExtDriven) or CurrentTeam^.hasGone then
        begin
        AddFileLog('hiTicks increment (current team is local or gone)');
        inc(hiTicks) // we do not recieve a message for this
        end
    end;
AddRandomness(CheckSum);
TurnClockActive:= prevtime <> TurnTimeLeft;
inc(GameTicks)
end;

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

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

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

    cDamageModifier:= _1;

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

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

                    if (Gear <> nil) then
                        begin
                        if (GameFlags and gfInvulnerable) = 0 then
                            Gear^.Hedgehog^.Effects[heInvulnerable]:= 0;
                        end;
                    end;
    t:= GearsList;
    while t <> nil do
        begin
        t^.PortalCounter:= 0;
        if ((GameFlags and gfResetHealth) <> 0) and (t^.Kind = gtHedgehog) and (t^.Health < t^.Hedgehog^.InitialHealth) then
            begin
            t^.Health:= t^.Hedgehog^.InitialHealth;
            RenderHealth(t^.Hedgehog^);
            end;
        t:= t^.NextGear
        end;

    if ((GameFlags and gfResetWeps) <> 0) and (not PlacingHogs) then
        ResetWeapons;

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

procedure DrawGears;
var Gear: PGear;
    x, y: LongInt;
begin
Gear:= GearsList;
while Gear <> nil do
    begin
    if (Gear^.State and gstInvisible = 0) and (Gear^.Message and gmRemoveFromList = 0) then
        begin
        x:= hwRound(Gear^.X) + WorldDx;
        y:= hwRound(Gear^.Y) + WorldDy;
        RenderGear(Gear, x, y);
        end;
    Gear:= Gear^.NextGear
    end;

if SpeechHogNumber > 0 then
    DrawHHOrder();
end;

procedure DrawGearsTimers;
var Gear: PGear;
    x, y: LongInt;
begin
Gear:= GearsList;
while Gear <> nil do
    begin
    x:= hwRound(Gear^.X) + WorldDx;
    y:= hwRound(Gear^.Y) + WorldDy;
    RenderGearTimer(Gear, x, y);
    Gear:= Gear^.NextGear
    end;
end;

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

procedure AddMiscGears;
var p,i,j,t,h,unplaced: Longword;
    rx, ry: LongInt;
    rdx, rdy: hwFloat;
    Gear: PGear;
begin
AddGear(0, 0, gtATStartGame, 0, _0, _0, 2000);

i:= 0;
unplaced:= 0;
while (i < cLandMines) and (unplaced < 4) do
    begin
    Gear:= AddGear(0, 0, gtMine, 0, _0, _0, 0);
    FindPlace(Gear, false, 0, LAND_WIDTH);

    if Gear = nil then
        inc(unplaced)
    else
        unplaced:= 0;

    inc(i)
    end;

i:= 0;
unplaced:= 0;
while (i < cExplosives) and (unplaced < 4) do
    begin
    Gear:= AddGear(0, 0, gtExplosives, 0, _0, _0, 0);
    FindPlace(Gear, false, 0, LAND_WIDTH);

    if Gear = nil then
        inc(unplaced)
    else
        begin
        unplaced:= 0;
        AddCI(Gear)
        end;

    inc(i)
    end;

i:= 0;
j:= 0;
p:= 0; // 0 searching, 1 bad position, 2 added.
unplaced:= 0;
if cAirMines > 0 then
    Gear:= AddGear(0, 0, gtAirMine, 0, _0, _0, 0);
while (i < cAirMines) and (j < 1000*cAirMines) do
    begin
    p:= 0;
    if hasBorder then
        begin
        rx:= leftX+GetRandom(rightX-leftX-16)+8;
        ry:= topY+GetRandom(LAND_HEIGHT-topY-16)+8
        end
    else
        begin
        rx:= leftX+GetRandom(rightX-leftX+400)-200;
        ry:= topY+GetRandom(LAND_HEIGHT-topY+400)-200
        end;
    Gear^.X:= int2hwFloat(rx);
    Gear^.Y:= int2hwFloat(ry);
    if CheckLandValue(rx, ry, $FFFF) and
       (TestCollisionYwithGear(Gear,-1) = 0) and
       (TestCollisionXwithGear(Gear, 1) = 0) and
       (TestCollisionXwithGear(Gear,-1) = 0) and
       (TestCollisionYwithGear(Gear, 1) = 0) then
        begin
        t:= 0;
        while (t < TeamsCount) and (p = 0) do
            begin
            h:= 0;
            with TeamsArray[t]^ do
                while (h < cMaxHHIndex) and (p = 0) do
                    begin
                    if (Hedgehogs[h].Gear <> nil) then
                        begin
                        rdx:=Gear^.X-Hedgehogs[h].Gear^.X;
                        rdy:=Gear^.Y-Hedgehogs[h].Gear^.Y;
                        if (Gear^.Angle < $FFFFFFFF) and
                            ((rdx.Round+rdy.Round < Gear^.Angle) and
                            (hwRound(hwSqr(rdx) + hwSqr(rdy)) < sqr(Gear^.Angle))) then
                            begin
// Debug line. Remove later
// AddFileLog('Too Close to Hog @ (' + inttostr(rx) + ',' + inttostr(ry) + ')');

                            p:= 1
                            end
                        end;
                    inc(h)
                    end;
            inc(t)
            end;
        if p = 0 then
            begin
            inc(i);
            AddFileLog('Placed Air Mine @ (' + inttostr(rx) + ',' + inttostr(ry) + ')');
            if i < cAirMines then
                Gear:= AddGear(0, 0, gtAirMine, 0, _0, _0, 0)
            end
        end;
    inc(j)
    end;
if p <> 0 then DeleteGear(Gear);

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

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

Gear:= GearsList;
if (GameFlags and gfInvulnerable) <> 0 then
    for p:= 0 to Pred(ClansCount) do
        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
                            Effects[heInvulnerable]:= 1;

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

if (GameFlags and gfArtillery) <> 0 then
    cArtillery:= true;
for i:= (LAND_WIDTH*LAND_HEIGHT) div 524288+2 downto 0 do
    begin
    rx:= GetRandom(rightX-leftX)+leftX;
    ry:= GetRandom(LAND_HEIGHT-topY)+topY;
    rdx:= _90-(GetRandomf*_360);
    rdy:= _90-(GetRandomf*_360);
    AddGear(rx, ry, gtGenericFaller, gstInvisible, rdx, rdy, $FFFFFFFF);
    end;

snowRight:= max(LAND_WIDTH,4096)+512;
snowLeft:= -(snowRight-LAND_WIDTH);

if (not hasBorder) and cSnow then
    for i:= vobCount * Longword(max(LAND_WIDTH,4096)) div 2048 downto 1 do
        begin
        rx:=GetRandom(snowRight - snowLeft);
        ry:=GetRandom(750);
        AddGear(rx + snowLeft, LongInt(LAND_HEIGHT) + ry - 1300, gtFlake, 0, _0, _0, 0)
        end
end;

// sort clans horizontally (bubble-sort, because why not)
procedure SortHHsByClan();
var n, newn, i, j, k, p: LongInt;
    ar, clar: array[0..Pred(cMaxHHs)] of PHedgehog;
    Count, clCount: Longword;
    tmpX, tmpY: hwFloat;
    hh1, hh2: PHedgehog;
begin
Count:= 0;
// add hedgehogs to the array in clan order
for p:= 0 to (ClansCount - 1) do
    with SpawnClansArray[p]^ do
        begin
        // count hogs in this clan
        clCount:= 0;
        for j:= 0 to Pred(TeamsNumber) do
            with Teams[j]^ do
                for i:= 0 to cMaxHHIndex do
                    if Hedgehogs[i].Gear <> nil then
                        begin
                        clar[clCount]:= @Hedgehogs[i];
                        inc(clCount);
                        end;

        // shuffle all hogs of this clan
        for i:= 0 to clCount - 1 do
            begin
            j:= GetRandom(clCount);
            k:= GetRandom(clCount);
            if clar[j] <> clar[k] then
                begin
                hh1:= clar[j];
                clar[j]:= clar[k];
                clar[k]:= hh1;
                end;
            end;

        // add clan's hog to sorting array
        for i:= 0 to clCount - 1 do
            begin
            ar[Count]:= clar[i];
            inc(Count);
            end;
        end;


// bubble-sort hog array
n:= Count - 1;

repeat
    newn:= 0;
    for i:= 1 to n do
        begin
        hh1:= ar[i-1];
        hh2:= ar[i];
        if hwRound(hh1^.Gear^.X) > hwRound(hh2^.Gear^.X) then
            begin
            tmpX:= hh1^.Gear^.X;
            tmpY:= hh1^.Gear^.Y;
            hh1^.Gear^.X:= hh2^.Gear^.X;
            hh1^.Gear^.Y:= hh2^.Gear^.Y;
            hh2^.Gear^.X:= tmpX;
            hh2^.Gear^.Y:= tmpY;
            newn:= i;
            end;
        end;
    n:= newn;
until n = 0;

end;

procedure AssignHHCoords;
var i, t, p, j: LongInt;
    ar: array[0..Pred(cMaxHHs)] of PHedgehog;
    Count: Longword;
    divide, sectionDivide: boolean;
begin
if (GameFlags and gfPlaceHog) <> 0 then
    PlacingHogs:= true;

divide:= ((GameFlags and gfDivideTeams) <> 0);

(* sectionDivide will determine the mode of hog distribution
 *
 * On generated maps or maps not designed with divided mode in mind,
 * using spawning sections can be problematic, because some sections may
 * contain too little land surface for sensible spawning.
 *
 * if sectionDivide is true, the map will be sliced into equal-width sections
 * and one team spawned in each
 * if false, the hogs will be spawned normally and sorted by teams after
 *
 *)

// TODO: there might be a smarter way to decide if dividing clans into equal-width map sections makes sense
// e.g. by checking if there is enough spawn area in each section
sectionDivide:= divide and ((cMapGen = mgForts) or (ClansCount = 2));

// divide the map into equal-width sections and put each clan in one of them
if sectionDivide then
    begin
    t:= leftX;
    for p:= 0 to (ClansCount - 1) do
        begin
        with SpawnClansArray[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 + playWidth div ClansCount, true);// could make Gear == nil;
                                if Gear <> nil then
                                    begin
                                    //AddCI(Gear);  uncomment if new hogs should be able to spawn on top of old ones.
                                    Gear^.Pos:= GetRandom(49);
                                    // unless the world is wrapping, make outter teams face to map center
                                    if (WorldEdge <> weWrap) and ((p = 0) or (p = ClansCount - 1)) then
                                        Gear^.dX.isNegative:= (p <> 0)
                                    else
                                        Gear^.dX.isNegative:= (GetRandom(2) = 1);
                                    end
                                end;
        inc(t, playWidth div ClansCount);
        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;
    while (Count > 0) do
        begin
        i:= GetRandom(Count);
        if PlacingHogs then
            ar[i]^.Unplaced:= true
        else
            FindPlace(ar[i]^.Gear, false, leftX, rightX, true);
        if ar[i]^.Gear <> nil then
            begin
            //AddCI(ar[i]^.Gear); uncomment if new hogs should be able to spawn on top of old ones
            ar[i]^.Gear^.dX.isNegative:= hwRound(ar[i]^.Gear^.X) > leftX + playWidth div 2;
            ar[i]^.Gear^.Pos:= GetRandom(19)
            end;
        ar[i]:= ar[Count - 1];
        dec(Count)
        end
    end;
for p:= 0 to Pred(TeamsCount) do
    with TeamsArray[p]^ do
        for i:= 0 to cMaxHHIndex do
            with Hedgehogs[i] do
                if (Gear <> nil) and (Gear^.State and gsttmpFlag <> 0) then
                    begin
                    DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50);
                    AddFileLog('Carved a hole for hog at coordinates (' + inttostr(hwRound(Gear^.X)) + ',' + inttostr(hwRound(Gear^.Y)) + ')')
                    end;
// place flowers after in case holes overlap (we shrink search distance if we are failing to place)
for p:= 0 to Pred(TeamsCount) do
    with TeamsArray[p]^ do
        for i:= 0 to cMaxHHIndex do
            with Hedgehogs[i] do
                if (Gear <> nil) and (Gear^.State and gsttmpFlag <> 0) then
                    begin
                    ForcePlaceOnLand(hwRound(Gear^.X) - SpritesData[sprTargetBee].Width div 2, 
                                     hwRound(Gear^.Y) - SpritesData[sprTargetBee].Height div 2, 
                                     sprTargetBee, 0, lfBasic, $FFFFFFFF, false, false, false);
                    Gear^.Y:= int2hwFloat(hwRound(Gear^.Y) - 16 - Gear^.Radius);
                    AddCI(Gear);
                    Gear^.State:= Gear^.State and (not gsttmpFlag);
                    AddFileLog('Placed flower for hog at coordinates (' + inttostr(hwRound(Gear^.X)) + ',' + inttostr(hwRound(Gear^.Y)) + ')')
                    end;


// divided teams: sort the hedgehogs from left to right by clan and shuffle clan members
if divide and (not sectionDivide) then
    SortHHsByClan();
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 SpawnCustomCrateAt(x, y: LongInt; crate: TCrateType; content, cnt: Longword): PGear;
begin
    FollowGear := AddGear(x, y, gtCase, 0, _0, _0, 0);
    cCaseFactor := 0;

    if (crate <> HealthCrate) and (content > ord(High(TAmmoType))) then
        content := ord(High(TAmmoType));

    FollowGear^.Power:= cnt;

    case crate of
        HealthCrate:
            begin
            FollowGear^.Pos := posCaseHealth;
            // health crate is smaller than the other crates
            FollowGear^.Radius := cCaseHealthRadius;
            FollowGear^.Health := content;
            AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo);
            end;
        AmmoCrate:
            begin
            FollowGear^.Pos := posCaseAmmo;
            FollowGear^.AmmoType := TAmmoType(content);
            AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo);
            end;
        UtilityCrate:
            begin
            FollowGear^.Pos := posCaseUtility;
            FollowGear^.AmmoType := TAmmoType(content);
            AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo);
            end;
    end;

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

    SpawnCustomCrateAt := FollowGear;
end;

function SpawnFakeCrateAt(x, y: LongInt; crate: TCrateType; explode: boolean; poison: boolean): PGear;
begin
    FollowGear := AddGear(x, y, gtCase, 0, _0, _0, 0);
    cCaseFactor := 0;
    FollowGear^.Pos := posCaseDummy;

    if explode then
        FollowGear^.Pos := FollowGear^.Pos + posCaseExplode;
    if poison then
        FollowGear^.Pos := FollowGear^.Pos + posCasePoison;

    case crate of
        HealthCrate:
            begin
            FollowGear^.Pos := FollowGear^.Pos + posCaseHealth;
            // health crate is smaller than the other crates
            FollowGear^.Radius := cCaseHealthRadius;
            AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo);
            end;
        AmmoCrate:
            begin
            FollowGear^.Pos := FollowGear^.Pos + posCaseAmmo;
            AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo);
            end;
        UtilityCrate:
            begin
            FollowGear^.Pos := FollowGear^.Pos + posCaseUtility;
            AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo);
            end;
    end;

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

    SpawnFakeCrateAt := FollowGear;
end;


function GearByUID(uid : Longword) : PGear;
var gear: PGear;
begin
GearByUID:= nil;
if uid = 0 then exit;
if (lastGearByUID <> nil) and (lastGearByUID^.uid = uid) then
    begin
    GearByUID:= lastGearByUID;
    exit
    end;
gear:= GearsList;
while gear <> nil do
    begin
    if gear^.uid = uid then
        begin
        lastGearByUID:= gear;
        GearByUID:= gear;
        exit
        end;
    gear:= gear^.NextGear
    end
end;

function IsClockRunning() : boolean;
begin
    IsClockRunning :=
    (CurrentHedgehog^.Gear <> nil)
    and (((CurrentHedgehog^.Gear^.State and gstAttacking) = 0)
    or (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_DoesntStopTimerWhileAttacking <> 0)
    or ((GameFlags and gfInfAttack) <> 0) and (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_DoesntStopTimerWhileAttackingInInfAttackMode <> 0)
    or (CurrentHedgehog^.CurAmmoType = amSniperRifle))
    and (not(isInMultiShoot and ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_DoesntStopTimerInMultiShoot) <> 0)));
end;


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

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

    if text = '' then text:= '...';

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

    if (x < 4) and (TeamsArray[t] <> nil) then
        begin
            // if team matches current hedgehog team, default to current hedgehog
            if (i = 0) and (CurrentHedgehog <> nil) and (CurrentHedgehog^.Team = TeamsArray[t]) then
                hh:= CurrentHedgehog
            else
                begin
            // otherwise use the first living hog or the hog amongs the remaining ones indicated by i
                j:= 0;
                c:= 0;
                while (j <= cMaxHHIndex) and (hh = nil) do
                    begin
                    if (TeamsArray[t]^.Hedgehogs[j].Gear <> nil) then
                        begin
                        inc(c);
                        if (i=0) or (i=c) then
                            hh:= @TeamsArray[t]^.Hedgehogs[j]
                        end;
                    inc(j)
                    end
                end;
        if hh <> nil then
            begin
            Gear:= AddVisualGear(0, 0, vgtSpeechBubble);
            if Gear <> nil then
                begin
                Gear^.Hedgehog:= hh;
                Gear^.Text:= text;
                Gear^.FrameTicks:= x
                end;
            //ParseCommand('/say [' + hh^.Name + '] '+text, true)
            AddChatString(#9+'[' + HH^.Name + '] '+text);
            end
        end
    else if (x >= 4) then
        begin
        SpeechType:= x-3;
        SpeechText:= text
        end;
end;

procedure initModule;
const handlers: array[TGearType] of TGearStepProcedure = (
            @doStepFlame,
            @doStepHedgehog,
            @doStepMine,
            @doStepCase,
            @doStepAirMine,
            @doStepCase,
            @doStepBomb,
            @doStepShell,
            @doStepGrave,
            @doStepBee,
            @doStepShotgunShot,
            @doStepPickHammer,
            @doStepRope,
            @doStepDEagleShot,
            @doStepDynamite,
            @doStepBomb,
            @doStepCluster,
            @doStepShover,
            @doStepFirePunch,
            @doStepActionTimer,
            @doStepActionTimer,
            @doStepParachute,
            @doStepAirAttack,
            @doStepAirBomb,
            @doStepBlowTorch,
            @doStepGirder,
            @doStepTeleport,
            @doStepSwitcher,
            @doStepTarget,
            @doStepMortar,
            @doStepWhip,
            @doStepKamikaze,
            @doStepCake,
            @doStepSeduction,
            @doStepBomb,
            @doStepCluster,
            @doStepBomb,
            @doStepWaterUp,
            @doStepDrill,
            @doStepBallgun,
            @doStepBomb,
            @doStepRCPlane,
            @doStepSniperRifleShot,
            @doStepJetpack,
            @doStepMolotov,
            @doStepBirdy,
            @doStepEggWork,
            @doStepPortalShot,
            @doStepPiano,
            @doStepBomb,
            @doStepSineGunShot,
            @doStepFlamethrower,
            @doStepSMine,
            @doStepPoisonCloud,
            @doStepHammer,
            @doStepHammerHit,
            @doStepResurrector,
            @doStepNapalmBomb,
            @doStepSnowball,
            @doStepSnowflake,
            //@doStepStructure,
            @doStepLandGun,
            @doStepTardis,
            @doStepIceGun,
            @doStepAddAmmo,
            @doStepGenericFaller,
            @doStepKnife,
            @doStepDuck);
begin
    doStepHandlers:= handlers;

    RegisterVariable('skip', @chSkip, false);
    RegisterVariable('hogsay', @chHogSay, true );

    CurAmmoGear:= nil;
    GearsList:= nil;
    curHandledGear:= nil;

    KilledHHs:= 0;
    SuddenDeath:= false;
    SuddenDeathDmg:= false;
    SpeechType:= 1;
    skipFlag:= false;

    AllInactive:= false;
    PrvInactive:= false;

    //typed const
    delay:= 0;
    delay2:= 0;
    step:= stDelay;
    upd:= 0;

    //SDMusic:= 'hell.ogg';
    NewTurnTick:= $FFFFFFFF;
end;

procedure freeModule;
begin
    FreeGearsList();
end;

end.