AI compiles, but doesn't work
authorunc0rr
Fri, 26 Jan 2007 22:36:21 +0000
changeset 369 2aed85310727
parent 368 fe71e55d2d7b
child 370 c75410fe3133
AI compiles, but doesn't work
hedgewars/HHHandlers.inc
hedgewars/uAI.pas
hedgewars/uAIActions.pas
hedgewars/uAIAmmoTests.pas
hedgewars/uAIMisc.pas
hedgewars/uAIThinkStack.pas
--- a/hedgewars/HHHandlers.inc	Fri Jan 26 18:39:40 2007 +0000
+++ b/hedgewars/HHHandlers.inc	Fri Jan 26 22:36:21 2007 +0000
@@ -280,7 +280,7 @@
    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then SetLittle(Gear^.dX);
    Gear^.X:= Gear^.X + Gear^.dX;
    Gear^.dY:= Gear^.dY + cGravity;
-   if (Gear^.dY < 0)and TestCollisionYwithGear(Gear, -1) then Gear^.dY:= 0;
+   if (Gear^.dY.isNegative)and TestCollisionYwithGear(Gear, -1) then Gear^.dY:= 0;
    Gear^.Y:= Gear^.Y + Gear^.dY;
    if (not Gear^.dY.isNegative)and TestCollisionYwithGear(Gear, 1) then
       begin
--- a/hedgewars/uAI.pas	Fri Jan 26 18:39:40 2007 +0000
+++ b/hedgewars/uAI.pas	Fri Jan 26 22:36:21 2007 +0000
@@ -24,7 +24,7 @@
 procedure FreeActionsList;
 
 implementation
-{uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc,
+uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc,
      uAIThinkStack, uAmmos;
 
 var BestActions: TActions;
@@ -32,26 +32,26 @@
     AIThinkStart: Longword;
     isThinking: boolean = false;
 
-}procedure FreeActionsList;
+procedure FreeActionsList;
 begin
-{isThinking:= false;
+isThinking:= false;
 BestActions.Count:= 0;
 BestActions.Pos:= 0
-}end;
-{
+end;
+
 procedure TestAmmos(var Actions: TActions; Me: PGear);
 var Time, BotLevel: Longword;
     Angle, Power, Score, ExplX, ExplY, ExplR: integer;
     i: integer;
     a, aa: TAmmoType;
 begin
-BotLevel:= PHedgehog(Me.Hedgehog).BotLevel;
+BotLevel:= PHedgehog(Me^.Hedgehog)^.BotLevel;
 
 for i:= 0 to Pred(Targets.Count) do
     if (Targets.ar[i].Score >= 0) then
        begin
-       with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
-            a:= Ammo[CurSlot, CurAmmo].AmmoType;
+       with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do
+            a:= Ammo^[CurSlot, CurAmmo].AmmoType;
        aa:= a;
        repeat
         if CanUseAmmo[a] then
@@ -62,32 +62,32 @@
               BestActions:= Actions;
               inc(BestActions.Score, Score);
 
-              AddAction(BestActions, aia_Weapon, Longword(a), 500);
-              if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400);
-              if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200)
-              else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200);
+              AddAction(BestActions, aia_Weapon, Longword(a), 500, 0, 0);
+              if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400, 0, 0);
+              if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
+              else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
               if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
                  begin
-                 Angle:= integer(Me.Angle) - Abs(Angle);
+                 Angle:= integer(Me^.Angle) - Abs(Angle);
                  if Angle > 0 then
                     begin
-                    AddAction(BestActions, aia_Up, aim_push, 500);
-                    AddAction(BestActions, aia_Up, aim_release, Angle)
+                    AddAction(BestActions, aia_Up, aim_push, 500, 0, 0);
+                    AddAction(BestActions, aia_Up, aim_release, Angle, 0, 0)
                     end else if Angle < 0 then
                     begin
-                    AddAction(BestActions, aia_Down, aim_push, 500);
-                    AddAction(BestActions, aia_Down, aim_release, -Angle)
+                    AddAction(BestActions, aia_Down, aim_push, 500, 0, 0);
+                    AddAction(BestActions, aia_Down, aim_release, -Angle, 0, 0)
                     end
                  end;
-              AddAction(BestActions, aia_attack, aim_push, 800);
-              AddAction(BestActions, aia_attack, aim_release, Power);
+              AddAction(BestActions, aia_attack, aim_push, 800, 0, 0);
+              AddAction(BestActions, aia_attack, aim_release, Power, 0, 0);
               if ExplR > 0 then
                  AddAction(BestActions, aia_AwareExpl, ExplR, 10, ExplX, ExplY);
               end
            end;
         if a = High(TAmmoType) then a:= Low(TAmmoType)
                                else inc(a)
-       until (a = aa) or (PHedgehog(Me.Hedgehog).AttacksNum > 0)
+       until (a = aa) or (PHedgehog(Me^.Hedgehog)^.AttacksNum > 0)
        end
 end;
 
@@ -101,9 +101,9 @@
     CanGo: boolean;
     AltMe: TGear;
 begin
-BotLevel:= PHedgehog(Me.Hedgehog).BotLevel;
+BotLevel:= PHedgehog(Me^.Hedgehog)^.BotLevel;
 
-if (Me.State and gstAttacked) = 0 then maxticks:= max(0, TurnTimeLeft - 5000 - 4000 * BotLevel)
+if (Me^.State and gstAttacked) = 0 then maxticks:= max(0, TurnTimeLeft - 5000 - 4000 * BotLevel)
                                   else maxticks:= TurnTimeLeft;
 
 BaseRate:= RatePlace(Me);
@@ -115,12 +115,12 @@
        exit
        end;
 
-    AddAction(Actions, Me.Message, aim_push, 10);
-    if (Me.Message and gm_Left) <> 0 then AddAction(Actions, aia_WaitXL, round(Me.X), 0)
-                                     else AddAction(Actions, aia_WaitXR, round(Me.X), 0);
-    AddAction(Actions, Me.Message, aim_release, 0);
+    AddAction(Actions, Me^.Message, aim_push, 10, 0, 0);
+    if (Me^.Message and gm_Left) <> 0 then AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
+                                     else AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
+    AddAction(Actions, Me^.Message, aim_release, 0, 0, 0);
     steps:= 0;
-    if ((Me.State and gstAttacked) = 0) then TestAmmos(Actions, Me);
+    if ((Me^.State and gstAttacked) = 0) then TestAmmos(Actions, Me);
 
     while not PosInThinkStack(Me) do
        begin
@@ -132,23 +132,23 @@
           if Push(ticks, Actions, AltMe, Me^.Message) then
              with ThinkStack.States[Pred(ThinkStack.Count)] do
                   begin
-                  AddAction(MadeActions, aia_HJump, 0, 305);
-                  AddAction(MadeActions, aia_HJump, 0, 350);
-                  if (Me.dX < 0) then AddAction(MadeActions, aia_WaitXL, round(AltMe.X), 0)
-                                 else AddAction(MadeActions, aia_WaitXR, round(AltMe.X), 0);
+                  AddAction(MadeActions, aia_HJump, 0, 305, 0, 0);
+                  AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
+                  if (Me^.dX < 0) then AddAction(MadeActions, aia_WaitXL, hwRound(AltMe.X), 0, 0, 0)
+                                 else AddAction(MadeActions, aia_WaitXR, hwRound(AltMe.X), 0, 0, 0);
                   end;
        if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support
           if Push(ticks, Actions, AltMe, Me^.Message) then
              with ThinkStack.States[Pred(ThinkStack.Count)] do
                   begin
-                  AddAction(MadeActions, aia_LJump, 0, 305);
-                  if (Me.dX < 0) then AddAction(MadeActions, aia_WaitXL, round(AltMe.X), 0)
-                                 else AddAction(MadeActions, aia_WaitXR, round(AltMe.X), 0);
+                  AddAction(MadeActions, aia_LJump, 0, 305, 0, 0);
+                  if (Me^.dX < 0) then AddAction(MadeActions, aia_WaitXL, hwRound(AltMe.X), 0, 0, 0)
+                                 else AddAction(MadeActions, aia_WaitXR, hwRound(AltMe.X), 0, 0, 0);
                   end;
 
        if not CanGo then break;
        inc(steps);
-       Actions.actions[Actions.Count - 2].Param:= round(Me.X);
+       Actions.actions[Actions.Count - 2].Param:= hwRound(Me^.X);
        Rate:= RatePlace(Me);
        if Rate > BaseRate then
           begin
@@ -161,7 +161,7 @@
        if GoInfo.FallPix >= FallPixForBranching then
           Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
 
-       if ((Me.State and gstAttacked) = 0)
+       if ((Me^.State and gstAttacked) = 0)
            and ((steps mod 4) = 0) then
            begin
            if SDL_GetTicks - AIThinkStart > 3 then
@@ -182,7 +182,7 @@
 AIThinkStart:= SDL_GetTicks;
 BackMe:= Me^;
 WalkMe:= BackMe;
-if (Me.State and gstAttacked) = 0 then
+if (Me^.State and gstAttacked) = 0 then
    if Targets.Count > 0 then
       begin
       Walk(@WalkMe);
@@ -191,15 +191,15 @@
          if BestActions.Score < -1023 then
             begin
             BestActions.Count:= 0;
-            AddAction(BestActions, aia_Skip, 0, 250);
+            AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
             end;
-         Me.State:= Me.State and not gstHHThinking
+         Me^.State:= Me^.State and not gstHHThinking
          end
       end else
 else begin
       FillBonuses(true);
       Walk(@WalkMe);
-      AddAction(BestActions, aia_Wait, GameTicks + 100, 100);
+      AddAction(BestActions, aia_Wait, GameTicks + 100, 100, 0, 0);
       end
 end;
 
@@ -207,25 +207,25 @@
 var a: TAmmoType;
     tmp: integer;
 begin
-if ((Me.State and gstAttacking) <> 0) or isInMultiShoot then exit;
+if ((Me^.State and gstAttacking) <> 0) or isInMultiShoot then exit;
 ThinkingHH:= Me;
 isThinking:= true;
 
 ClearThinkStack;
 
-Me.State:= Me.State or gstHHThinking;
-Me.Message:= 0;
+Me^.State:= Me^.State or gstHHThinking;
+Me^.Message:= 0;
 FillTargets;
 if Targets.Count = 0 then
    begin
-   OutError('AI: no targets!?');
+   OutError('AI: no targets!?', false);
    exit
    end;
 
-FillBonuses((Me.State and gstAttacked) <> 0);
+FillBonuses((Me^.State and gstAttacked) <> 0);
 
 for a:= Low(TAmmoType) to High(TAmmoType) do
-    CanUseAmmo[a]:= Assigned(AmmoTests[a]) and HHHasAmmo(PHedgehog(Me.Hedgehog), a);
+    CanUseAmmo[a]:= Assigned(AmmoTests[a]) and HHHasAmmo(PHedgehog(Me^.Hedgehog), a);
 
 BestActions.Count:= 0;
 BestActions.Pos:= 0;
@@ -236,14 +236,14 @@
 BestActions.Score:= Low(integer);
 
 Think(Me)
-end; }
+end; 
 
 procedure ProcessBot(FrameNo: Longword);
-//const LastFrameNo: Longword = 0;
+const LastFrameNo: Longword = 0;
 begin
-{with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
+with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do
      if (Gear <> nil)
-        and ((Gear.State and gstHHDriven) <> 0)
+        and ((Gear^.State and gstHHDriven) <> 0)
         and (TurnTimeLeft < cHedgehogTurnTime - 50) then
         if not isThinking then
            if (BestActions.Pos >= BestActions.Count) then StartThink(Gear)
@@ -253,6 +253,6 @@
                 LastFrameNo:= FrameNo;
                 Think(Gear)
                 end;
-}end;
+end;
 
 end.
--- a/hedgewars/uAIActions.pas	Fri Jan 26 18:39:40 2007 +0000
+++ b/hedgewars/uAIActions.pas	Fri Jan 26 22:36:21 2007 +0000
@@ -20,7 +20,7 @@
 interface
 uses uGears, uFloat;
 {$INCLUDE options.inc}
-(*const MAXACTIONS = 96;
+const MAXACTIONS = 96;
       aia_none       = 0;
       aia_Left       = 1;
       aia_Right      = 2;
@@ -55,11 +55,11 @@
                 Score: integer;
                 end;
 
-procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword; const X: integer = 0; Y: integer = 0);
+procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword; X, Y: integer);
 procedure ProcessAction(var Actions: TActions; Me: PGear);
-*)
+
 implementation
-(*uses uMisc, uTeams, uConsts, uConsole, uAIMisc;
+uses uMisc, uTeams, uConsts, uConsole, uAIMisc;
 
 const ActionIdToStr: array[0..6] of string[16] = (
 {aia_none}           '',
@@ -97,7 +97,7 @@
 end;
 {$ENDIF}
 
-procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword; const X: integer = 0; Y: integer = 0);
+procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword; X, Y: integer);
 begin
 with Actions do
      begin
@@ -119,9 +119,9 @@
     const PrevX: integer = 0;
           timedelta: Longword = 0;
     begin
-    if Round(Me.X) <> PrevX then
+    if hwRound(Me^.X) <> PrevX then
        begin
-       PrevX:= Round(Me.X);
+       PrevX:= hwRound(Me^.X);
        timedelta:= 0
        end else
        begin
@@ -146,34 +146,34 @@
      if (Action and ai_specmask) <> 0 then
         case Action of
            aia_Weapon: SetWeapon(TAmmoType(Param));
-           aia_WaitXL: if round(Me.X) = Param then Time:= GameTicks
-                          else if Round(Me.X) < Param then
+           aia_WaitXL: if hwRound(Me^.X) = Param then Time:= GameTicks
+                          else if hwRound(Me^.X) < Param then
                                begin
-                               OutError('AI: WaitXL assert');
+                               OutError('AI: WaitXL assert', false);
                                Actions.Count:= 0
                                end
                           else begin CheckHang; exit end;
-           aia_WaitXR: if round(Me.X) = Param then Time:= GameTicks
-                          else if Round(Me.X) > Param then
+           aia_WaitXR: if hwRound(Me^.X) = Param then Time:= GameTicks
+                          else if hwRound(Me^.X) > Param then
                                begin
-                               OutError('AI: WaitXR assert');
+                               OutError('AI: WaitXR assert', false);
                                Actions.Count:= 0
                                end
                           else begin CheckHang; exit end;
-         aia_LookLeft: if Me.dX >= 0 then
+         aia_LookLeft: if not Me^.dX.isNegative then
                           begin
-                          ParseCommand('+left');
+                          ParseCommand('+left', true);
                           exit
-                          end else ParseCommand('-left');
-        aia_LookRight: if Me.dX < 0 then
+                          end else ParseCommand('-left', true);
+        aia_LookRight: if Me^.dX.isNegative then
                           begin
-                          ParseCommand('+right');
+                          ParseCommand('+right', true);
                           exit
-                          end else ParseCommand('-right');
+                          end else ParseCommand('-right', true);
         aia_AwareExpl: AwareOfExplosion(X, Y, Param);
-            aia_HJump: ParseCommand('hjump');
-            aia_LJump: ParseCommand('ljump');
-             aia_Skip: ParseCommand('skip');
+            aia_HJump: ParseCommand('hjump', true);
+            aia_LJump: ParseCommand('ljump', true);
+             aia_Skip: ParseCommand('skip', true);
              end else
         begin
         s:= ActionIdToStr[Action];
@@ -183,7 +183,7 @@
           aim_release: s:= '-' + s;
              end
           else if Param <> 0 then s:= s + ' ' + inttostr(Param);
-        ParseCommand(s)
+        ParseCommand(s, true)
         end
      end;
 inc(Actions.Pos);
@@ -191,5 +191,5 @@
    inc(Actions.actions[Actions.Pos].Time, GameTicks);
 until false
 end;
-*)
+
 end.
--- a/hedgewars/uAIAmmoTests.pas	Fri Jan 26 18:39:40 2007 +0000
+++ b/hedgewars/uAIAmmoTests.pas	Fri Jan 26 22:36:21 2007 +0000
@@ -26,23 +26,23 @@
 function TestDesertEagle(Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
 function TestBaseballBat(Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
 function TestFirePunch(Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
-
-type TAmmoTestProc = function (Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
+*)
+type TAmmoTestProc = function (Me: PGear; Targ: TPoint; Level: Integer; var Time: Longword; var Angle, Power: integer; var ExplX, ExplY, ExplR: integer): integer;
 const AmmoTests: array[TAmmoType] of TAmmoTestProc =
                  (
-{amGrenade}       TestGrenade,
+{amGrenade}       nil,//TestGrenade,
 {amClusterBomb}   nil,
-{amBazooka}       TestBazooka,
+{amBazooka}       nil,//TestBazooka,
 {amUFO}           nil,
-{amShotgun}       TestShotgun,
+{amShotgun}       nil,//TestShotgun,
 {amPickHammer}    nil,
 {amSkip}          nil,
 {amRope}          nil,
 {amMine}          nil,
-{amDEagle}        TestDesertEagle,
+{amDEagle}        nil,//TestDesertEagle,
 {amDynamite}      nil,
-{amFirePunch}     TestFirePunch,
-{amBaseballBat}   TestBaseballBat,
+{amFirePunch}     nil,//TestFirePunch,
+{amBaseballBat}   nil,//TestBaseballBat,
 {amParachute}     nil,
 {amAirAttack}     nil,
 {amMineStrike}    nil,
@@ -50,7 +50,7 @@
                   );
 
 const BadTurn = Low(integer);
-*)
+
 
 implementation
 uses uMisc, uAIMisc, uLand;
--- a/hedgewars/uAIMisc.pas	Fri Jan 26 18:39:40 2007 +0000
+++ b/hedgewars/uAIMisc.pas	Fri Jan 26 22:36:21 2007 +0000
@@ -20,7 +20,7 @@
 interface
 uses SDLh, uConsts, uGears, uFloat;
 {$INCLUDE options.inc}
- {
+
 type TTarget = record
                Point: TPoint;
                Score: integer;
@@ -43,17 +43,17 @@
 function TestColl(x, y, r: integer): boolean;
 function RateExplosion(Me: PGear; x, y, r: integer): integer;
 function RateShove(Me: PGear; x, y, r, power: integer): integer;
-function HHGo(Gear, AltGear: PGear; out GoInfo: TGoInfo): boolean;
-function rndSign(num: integer): integer;
+function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
+//function rndSign(num: integer): integer;
 
 var ThinkingHH: PGear;
     Targets: TTargets;
-                       }
+                       
 implementation
-{uses uTeams, uMisc, uLand, uCollisions;
+uses uTeams, uMisc, uLand, uCollisions;
 const KillScore = 200;
       MAXBONUS = 1024;
-      
+
 type TBonus = record
               X, Y: integer;
               Radius: integer;
@@ -76,19 +76,19 @@
 while t <> nil do
       begin
       for i:= 0 to cMaxHHIndex do
-          if (t.Hedgehogs[i].Gear <> nil)
-             and (t.Hedgehogs[i].Gear <> ThinkingHH) then
+          if (t^.Hedgehogs[i].Gear <> nil)
+             and (t^.Hedgehogs[i].Gear <> ThinkingHH) then
              begin
-             with Targets.ar[Targets.Count], t.Hedgehogs[i] do
+             with Targets.ar[Targets.Count], t^.Hedgehogs[i] do
                   begin
-                  Point.X:= Round(Gear.X);
-                  Point.Y:= Round(Gear.Y);
-                  if t.Color <> CurrentTeam.Color then Score:=  Gear.Health
-                                                  else Score:= -Gear.Health
+                  Point.X:= hwRound(Gear^.X);
+                  Point.Y:= hwRound(Gear^.Y);
+                  if t^.Color <> CurrentTeam^.Color then Score:=  Gear^.Health
+                                                    else Score:= -Gear^.Health
                   end;
              inc(Targets.Count)
              end;
-      t:= t.Next
+      t:= t^.Next
       end
 end;
 
@@ -108,23 +108,23 @@
 
 begin
 bonuses.Count:= 0;
-MyColor:= PHedgehog(ThinkingHH.Hedgehog).Team.Color;
+MyColor:= PHedgehog(ThinkingHH^.Hedgehog)^.Team^.Color;
 Gear:= GearsList;
 while Gear <> nil do
       begin
-      case Gear.Kind of
-           gtCase: AddBonus(round(Gear.X), round(Gear.Y), 33, 25);
-           gtMine: if (Gear.State and gstAttacking) = 0 then AddBonus(round(Gear.X), round(Gear.Y), 50, -50)
-                                                        else AddBonus(round(Gear.X), round(Gear.Y), 100, -50); // mine is on
-           gtDynamite: AddBonus(round(Gear.X), round(Gear.Y), 150, -75);
+      case Gear^.Kind of
+           gtCase: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 33, 25);
+           gtMine: if (Gear^.State and gstAttacking) = 0 then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50)
+                                                        else AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on
+           gtDynamite: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75);
            gtHedgehog: begin
-                       if Gear.Damage >= Gear.Health then AddBonus(round(Gear.X), round(Gear.Y), 60, -25) else
-                          if isAfterAttack and (ThinkingHH.Hedgehog <> Gear.Hedgehog) then
-                             if (MyColor = PHedgehog(Gear.Hedgehog).Team.Color) then AddBonus(round(Gear.X), round(Gear.Y), 150, -3) // hedgehog-friend
-                                                                                else AddBonus(round(Gear.X), round(Gear.Y), 100, 3)
+                       if Gear^.Damage >= Gear^.Health then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 60, -25) else
+                          if isAfterAttack and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog) then
+                             if (MyColor = PHedgehog(Gear^.Hedgehog)^.Team^.Color) then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -3) // hedgehog-friend
+                                                                                   else AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, 3)
                        end;
            end;
-      Gear:= Gear.NextGear
+      Gear:= Gear^.NextGear
       end;
 if isAfterAttack and (KnownExplosion.Radius > 0) then
    with KnownExplosion do
@@ -140,44 +140,47 @@
 
 function RatePlace(Gear: PGear): integer;
 var i, r: integer;
+    Result: integer;
 begin
 Result:= 0;
 for i:= 0 to Pred(bonuses.Count) do
     with bonuses.ar[i] do
          begin
-         r:= round(sqrt(sqr(Gear.X - X) + sqr(Gear.Y - y)));
+         r:= hwRound(Distance(Gear^.X - X, Gear^.Y - y));
          if r < Radius then
             inc(Result, Score * (Radius - r))
          end;
+    RatePlace:= Result
 end;
 
 function TestColl(x, y, r: integer): boolean;
+var b: boolean;
 begin
-Result:=(((x-r) and $FFFFF800) = 0)and(((y-r) and $FFFFFC00) = 0) and (Land[y-r, x-r] <> 0);
-if Result then exit;
-Result:=(((x-r) and $FFFFF800) = 0)and(((y+r) and $FFFFFC00) = 0) and (Land[y+r, x-r] <> 0);
-if Result then exit;
-Result:=(((x+r) and $FFFFF800) = 0)and(((y-r) and $FFFFFC00) = 0) and (Land[y-r, x+r] <> 0);
-if Result then exit;
-Result:=(((x+r) and $FFFFF800) = 0)and(((y+r) and $FFFFFC00) = 0) and (Land[y+r, x+r] <> 0);
+b:= (((x-r) and $FFFFF800) = 0)and(((y-r) and $FFFFFC00) = 0) and (Land[y-r, x-r] <> 0);
+if b then exit(true);
+b:=(((x-r) and $FFFFF800) = 0)and(((y+r) and $FFFFFC00) = 0) and (Land[y+r, x-r] <> 0);
+if b then exit(true);
+b:=(((x+r) and $FFFFF800) = 0)and(((y-r) and $FFFFFC00) = 0) and (Land[y-r, x+r] <> 0);
+if b then exit(true);
+TestColl:=(((x+r) and $FFFFF800) = 0)and(((y+r) and $FFFFFC00) = 0) and (Land[y+r, x+r] <> 0)
 end;
 
 function RateExplosion(Me: PGear; x, y, r: integer): integer;
-var i, dmg: integer;
+var i, dmg, Result: integer;
 begin
 Result:= 0;
 // add our virtual position
 with Targets.ar[Targets.Count] do
      begin
-     Point.x:= round(Me.X);
-     Point.y:= round(Me.Y);
-     Score:= - ThinkingHH.Health
+     Point.x:= hwRound(Me^.X);
+     Point.y:= hwRound(Me^.Y);
+     Score:= - ThinkingHH^.Health
      end;
 // rate explosion
 for i:= 0 to Targets.Count do
     with Targets.ar[i] do
          begin
-         dmg:= r - Round(sqrt(sqr(Point.x - x) + sqr(Point.y - y)));
+         dmg:= r - hwRound(Distance(Point.x - x, Point.y - y));
          if dmg > 0 then
             begin
             dmg:= dmg shr 1;
@@ -189,17 +192,17 @@
                             else dec(Result, dmg * 3)
             end;
          end;
-Result:= Result * 1024
+RateExplosion:= Result * 1024
 end;
 
 function RateShove(Me: PGear; x, y, r, power: integer): integer;
-var i, dmg: integer;
+var i, dmg, Result: integer;
 begin
 Result:= 0;
 for i:= 0 to Targets.Count do
     with Targets.ar[i] do
          begin
-         dmg:= r - Round(sqrt(sqr(Point.x - x) + sqr(Point.y - y)));
+         dmg:= r - hwRound(Distance(Point.x - x, Point.y - y));
          if dmg > 0 then
             begin
             if power > abs(Score) then
@@ -210,84 +213,85 @@
                             else dec(Result, power * 3)
             end;
          end;
-Result:= Result * 1024
+RateShove:= Result * 1024
 end;
 
-function HHJump(Gear: PGear; JumpType: TJumpType; out GoInfo: TGoInfo): boolean;
+function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;
 var bX, bY: integer;
+    Result: boolean;
 begin
 Result:= false;
 GoInfo.Ticks:= 0;
 GoInfo.FallPix:= 0;
 GoInfo.JumpType:= jmpNone;
-bX:= round(Gear.X);
-bY:= round(Gear.Y);
+bX:= hwRound(Gear^.X);
+bY:= hwRound(Gear^.Y);
 case JumpType of
-     jmpNone: exit;
+     jmpNone: exit(Result);
     jmpHJump: if not TestCollisionYwithGear(Gear, -1) then
                  begin
-                 Gear.dY:= -0.20;
-                 Gear.dX:= 0.0000001 * hwSign(Gear.dX);
-                 Gear.X:= Gear.X - hwSign(Gear.dX)*0.00008; // shift compensation
-                 Gear.State:= Gear.State or gstFalling or gstHHJumping;
-                 end else exit;
+                 Gear^.dY:= -_0_2;
+                 SetLittle(Gear^.dX);
+                 Gear^.State:= Gear^.State or gstFalling or gstHHJumping;
+                 end else exit(Result);
     jmpLJump: begin
               if not TestCollisionYwithGear(Gear, -1) then
-                 if not TestCollisionXwithXYShift(Gear, 0, -2, hwSign(Gear.dX)) then Gear.Y:= Gear.Y - 2 else
-                 if not TestCollisionXwithXYShift(Gear, 0, -1, hwSign(Gear.dX)) then Gear.Y:= Gear.Y - 1;
-              if not (TestCollisionXwithGear(Gear, hwSign(Gear.dX))
+                 if not TestCollisionXwithXYShift(Gear, 0, -2, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - 2 else
+                 if not TestCollisionXwithXYShift(Gear, 0, -1, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - 1;
+              if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX))
                  or   TestCollisionYwithGear(Gear, -1)) then
                  begin
-                 Gear.dY:= -0.15;
-                 Gear.dX:= hwSign(Gear.dX) * 0.15;
-                 Gear.State:= Gear.State or gstFalling or gstHHJumping
-                 end else exit
+                 Gear^.dY:= _0_15;
+                 Gear^.dX:= hwSign(Gear^.dX) * _0_15;
+                 Gear^.State:= Gear^.State or gstFalling or gstHHJumping
+                 end else exit(Result)
               end
     end;
     
 repeat
-if Gear.Y + cHHRadius >= cWaterLine then exit;
-if (Gear.State and gstFalling) <> 0 then
+if not (Gear^.Y + cHHRadius < cWaterLine) then exit(Result);
+if (Gear^.State and gstFalling) <> 0 then
    begin
    if (GoInfo.Ticks = 350) then
-      if (abs(Gear.dX) < 0.0000002) and (Gear.dY < -0.02) then
+      if (hwAbs(Gear^.dX) < cLittle + cLittle) and (Gear^.dY < -_0_02) then
          begin
-         Gear.dY:= -0.25;
-         Gear.dX:= hwSign(Gear.dX) * 0.02
+         Gear^.dY:= -_0_25;
+         Gear^.dX:= hwSign(Gear^.dX) * _0_02
          end;
-   if TestCollisionXwithGear(Gear, hwSign(Gear.dX)) then Gear.dX:= 0.0000001 * hwSign(Gear.dX);
-   Gear.X:= Gear.X + Gear.dX;
+   if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then SetLittle(Gear^.dX);
+   Gear^.X:= Gear^.X + Gear^.dX;
    inc(GoInfo.Ticks);
-   Gear.dY:= Gear.dY + cGravity;
-   if Gear.dY > 0.40 then exit;
-   if (Gear.dY < 0)and TestCollisionYwithGear(Gear, -1) then Gear.dY:= 0; 
-   Gear.Y:= Gear.Y + Gear.dY;
-   if (Gear.dY >= 0)and TestCollisionYwithGear(Gear, 1) then
+   Gear^.dY:= Gear^.dY + cGravity;
+   if Gear^.dY > _0_4 then exit(Result);
+   if (Gear^.dY.isNegative)and TestCollisionYwithGear(Gear, -1) then Gear^.dY:= 0;
+   Gear^.Y:= Gear^.Y + Gear^.dY;
+   if (not Gear^.dY.isNegative)and TestCollisionYwithGear(Gear, 1) then
       begin
-      Gear.State:= Gear.State and not (gstFalling or gstHHJumping);
-      Gear.dY:= 0;
+      Gear^.State:= Gear^.State and not (gstFalling or gstHHJumping);
+      Gear^.dY:= 0;
       case JumpType of
-           jmpHJump: if (bY - Gear.Y > 5) then
+           jmpHJump: if (bY - Gear^.Y > 5) then
                         begin
                         Result:= true;
                         GoInfo.JumpType:= jmpHJump;
                         inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after
                         end;
-           jmpLJump: if abs(bX - Gear.X) > 30 then
+           jmpLJump: if hwAbs(bX - Gear^.X) > 30 then
                         begin
                         Result:= true;
                         GoInfo.JumpType:= jmpLJump;
                         inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after
                         end;
            end;
-      exit
+      exit(Result)
       end;
    end;
-until false;
+until false
 end;
 
-function HHGo(Gear, AltGear: PGear; out GoInfo: TGoInfo): boolean;
+function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
 var pX, pY: integer;
+    Result: boolean;
 begin
 Result:= false;
 AltGear^:= Gear^;
@@ -296,79 +300,78 @@
 GoInfo.FallPix:= 0;
 GoInfo.JumpType:= jmpNone;
 repeat
-pX:= round(Gear.X);
-pY:= round(Gear.Y);
+pX:= hwRound(Gear^.X);
+pY:= hwRound(Gear^.Y);
 if pY + cHHRadius >= cWaterLine then exit;
-if (Gear.State and gstFalling) <> 0 then
+if (Gear^.State and gstFalling) <> 0 then
    begin
    inc(GoInfo.Ticks);
-   Gear.dY:= Gear.dY + cGravity;
-   if Gear.dY > 0.40 then
+   Gear^.dY:= Gear^.dY + cGravity;
+   if Gear^.dY > _0_4 then
       begin
       Goinfo.FallPix:= 0;
       HHJump(AltGear, jmpLJump, GoInfo); // try ljump enstead of fall with damage
-      exit
+      exit(Result)
       end;
-   Gear.Y:= Gear.Y + Gear.dY;
-   if round(Gear.Y) > pY then inc(GoInfo.FallPix);
+   Gear^.Y:= Gear^.Y + Gear^.dY;
+   if hwRound(Gear^.Y) > pY then inc(GoInfo.FallPix);
    if TestCollisionYwithGear(Gear, 1) then
       begin
       inc(GoInfo.Ticks, 300);
-      Gear.State:= Gear.State and not (gstFalling or gstHHJumping);
-      Gear.dY:= 0;
+      Gear^.State:= Gear^.State and not (gstFalling or gstHHJumping);
+      Gear^.dY:= 0;
       Result:= true;
       HHJump(AltGear, jmpLJump, GoInfo); // try ljump instead of fall
-      exit
+      exit(Result)
       end;
    continue
    end;
-   if (Gear.Message and gm_Left  )<>0 then Gear.dX:= -1.0 else
-   if (Gear.Message and gm_Right )<>0 then Gear.dX:=  1.0 else exit;
-   if TestCollisionXwithGear(Gear, hwSign(Gear.dX)) then
+   if (Gear^.Message and gm_Left  )<>0 then Gear^.dX:= -cLittle else
+   if (Gear^.Message and gm_Right )<>0 then Gear^.dX:=  cLittle else exit(Result);
+   if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
       begin
-      if not (TestCollisionXwithXYShift(Gear, 0, -6, hwSign(Gear.dX))
-         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
-      if not (TestCollisionXwithXYShift(Gear, 0, -5, hwSign(Gear.dX))
-         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
-      if not (TestCollisionXwithXYShift(Gear, 0, -4, hwSign(Gear.dX))
-         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
-      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;
+      if not (TestCollisionXwithXYShift(Gear, 0, -6, hwSign(Gear^.dX))
+         or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - 1;
+      if not (TestCollisionXwithXYShift(Gear, 0, -5, hwSign(Gear^.dX))
+         or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - 1;
+      if not (TestCollisionXwithXYShift(Gear, 0, -4, hwSign(Gear^.dX))
+         or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - 1;
+      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 not TestCollisionXwithGear(Gear, hwSign(Gear.dX)) then
+   if not TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
       begin
-      Gear.X:= Gear.X + Gear.dX;
+      Gear^.X:= Gear^.X + Gear^.dX;
       inc(GoInfo.Ticks, cHHStepTicks)
       end;
    if not TestCollisionYwithGear(Gear, 1) then
    begin
-   Gear.Y:= Gear.Y + 1;
+   Gear^.Y:= Gear^.Y + 1;
    if not TestCollisionYwithGear(Gear, 1) then
    begin
-   Gear.Y:= Gear.Y + 1;
+   Gear^.Y:= Gear^.Y + 1;
    if not TestCollisionYwithGear(Gear, 1) then
    begin
-   Gear.Y:= Gear.Y + 1;
+   Gear^.Y:= Gear^.Y + 1;
    if not TestCollisionYwithGear(Gear, 1) then
    begin
-   Gear.Y:= Gear.Y + 1;
+   Gear^.Y:= Gear^.Y + 1;
    if not TestCollisionYwithGear(Gear, 1) then
    begin
-   Gear.Y:= Gear.Y + 1;
+   Gear^.Y:= Gear^.Y + 1;
    if not TestCollisionYwithGear(Gear, 1) then
    begin
-   Gear.Y:= Gear.Y + 1;
+   Gear^.Y:= Gear^.Y + 1;
    if not TestCollisionYwithGear(Gear, 1) then
       begin
-      Gear.Y:= Gear.Y - 6;
-      Gear.dY:= 0;
-      Gear.dX:= 0.0000001 * hwSign(Gear.dX);
-      Gear.State:= Gear.State or gstFalling
+      Gear^.Y:= Gear^.Y - 6;
+      Gear^.dY:= 0;
+      Gear^.State:= Gear^.State or gstFalling
       end
    end
    end
@@ -376,16 +379,16 @@
    end
    end
    end;
-if (pX <> round(Gear.X)) and ((Gear.State and gstFalling) = 0) then
+if (pX <> hwRound(Gear^.X)) and ((Gear^.State and gstFalling) = 0) then
    begin
    Result:= true;
-   exit
+   exit(Result)
    end
-until (pX = round(Gear.X)) and (pY = round(Gear.Y)) and ((Gear.State and gstFalling) = 0);
+until (pX = hwRound(Gear^.X)) and (pY = hwRound(Gear^.Y)) and ((Gear^.State and gstFalling) = 0);
 HHJump(AltGear, jmpHJump, GoInfo)
 end;
 
-function rndSign(num: integer): integer;
+{function rndSign(num: integer): integer;
 begin
 if random(2) = 0 then Result:=   num
                  else Result:= - num
--- a/hedgewars/uAIThinkStack.pas	Fri Jan 26 18:39:40 2007 +0000
+++ b/hedgewars/uAIThinkStack.pas	Fri Jan 26 22:36:21 2007 +0000
@@ -18,7 +18,7 @@
 
 unit uAIThinkStack;
 interface
-uses uAIActions, uGears;
+uses uAIActions, uGears, uFloat;
 {$INCLUDE options.inc}
 const cBranchStackSize = 12;
 type TStackEntry = record
@@ -33,13 +33,14 @@
                 end;
 
 function  Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean;
-function  Pop(out Ticks: Longword; out Actions: TActions; out Me: TGear): boolean;
+function  Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear): boolean;
 function  PosInThinkStack(Me: PGear): boolean;
 procedure ClearThinkStack;
 
 implementation
 
 function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean;
+var Result: boolean;
 begin
 Result:= (ThinkStack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
 if Result then
@@ -50,10 +51,12 @@
         Hedgehog:= Me;
         Hedgehog.Message:= Dir;
         inc(ThinkStack.Count)
-        end
+        end;
+Push:= Result
 end;
 
-function Pop(out Ticks: Longword; out Actions: TActions; out Me: TGear): boolean;
+function  Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear): boolean;
+var Result: boolean;
 begin
 Result:= ThinkStack.Count > 0;
 if Result then
@@ -65,21 +68,22 @@
         Actions:= MadeActions;
         Me:= Hedgehog
         end
-   end
+   end;
+Pop:= Result
 end;
 
 function PosInThinkStack(Me: PGear): boolean;
 var i: Longword;
 begin
 i:= 0;
-Result:= false;
-while (i < ThinkStack.Count) and not Result do
+while (i < ThinkStack.Count) do
       begin
-      Result:= (abs(ThinkStack.States[i].Hedgehog.X - Me.X) +
-                abs(ThinkStack.States[i].Hedgehog.Y - Me.Y) <= 2)
-                and (ThinkStack.States[i].Hedgehog.Message = Me.Message);
+      if (not (2 < hwAbs(ThinkStack.States[i].Hedgehog.X - Me^.X) +
+                   hwAbs(ThinkStack.States[i].Hedgehog.Y - Me^.Y)))
+          and (ThinkStack.States[i].Hedgehog.Message = Me^.Message) then exit(true);
       inc(i)
-      end
+      end;
+PosInThinkStack:= false
 end;
 
 procedure ClearThinkStack;