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GSHandlers.inc

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2009 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
 *)

procedure doStepDrowningGear(Gear: PGear); forward;

function CheckGearDrowning(Gear: PGear): boolean;
var skipSpeed, skipAngle, skipDecay: hwFloat;
begin
// probably needs tweaking. might need to be in a case statement based upon gear type
//(not Gear^.dY.isNegative) and  this should not be necessary
if cWaterLine < hwRound(Gear^.Y) + Gear^.Radius then
    begin
    skipSpeed:= _0_25;  // was 0.36 - couldn't manage baseball bat. Tiy's build is 0.36...
    skipAngle:= _1 + _0_9;  // these should perhaps also be constants, once work out what proper values are
    skipDecay:= _0_87;  // this could perhaps be a tiny bit higher.
    if  (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed) and
        (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then
       begin
       Gear^.dY.isNegative:= true;
       Gear^.dY:= Gear^.dY * skipDecay;
       Gear^.dX:= Gear^.dX * skipDecay;
       CheckGearDrowning:= false
       end
    else
        begin
        CheckGearDrowning:= true;
        Gear^.State:= gstDrowning;
        Gear^.doStep:= @doStepDrowningGear;
        end;
    PlaySound(sndSplash, false, nil)
    end
    else
      CheckGearDrowning:= false
end;

procedure CheckCollision(Gear: PGear);
begin
if TestCollisionXwithGear(Gear, hwSign(Gear^.X)) or TestCollisionYwithGear(Gear, hwSign(Gear^.Y))
      then Gear^.State:= Gear^.State or      gstCollision
      else Gear^.State:= Gear^.State and not gstCollision
end;

procedure CheckHHDamage(Gear: PGear);
var dmg: Longword;
begin
if(Gear^.Invulnerable) then exit;
if _0_4 < Gear^.dY then
      begin
      if _0_6 < Gear^.dY then
            PlaySound(sndOw4, false, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack)
      else
            PlaySound(sndOw1, false, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);

      dmg:= modifyDamage(1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70));
    ApplyDamage(Gear, dmg);
      end
end;

////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
procedure CalcRotationDirAngle(Gear: PGear);
var dAngle: real;
begin
dAngle:= (hwAbs(Gear^.dX) + hwAbs(Gear^.dY)).QWordValue / $80000000;
if not Gear^.dX.isNegative then
      Gear^.DirAngle:= Gear^.DirAngle + dAngle
else
      Gear^.DirAngle:= Gear^.DirAngle - dAngle;

if Gear^.DirAngle < 0 then Gear^.DirAngle:= Gear^.DirAngle + 360
else if 360 < Gear^.DirAngle then Gear^.DirAngle:= Gear^.DirAngle - 360
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepDrowningGear(Gear: PGear);
begin
AllInactive:= false;
Gear^.Y:= Gear^.Y + cDrownSpeed;
if hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater then DeleteGear(Gear)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepFallingGear(Gear: PGear);
var isFalling: boolean;
begin
Gear^.State:= Gear^.State and not gstCollision;

if Gear^.dY.isNegative then
      begin
      isFalling:= true;
      if TestCollisionYwithGear(Gear, -1) then
            begin
            Gear^.dX:=   Gear^.dX * Gear^.Friction;
            Gear^.dY:= - Gear^.dY * Gear^.Elasticity;
            Gear^.State:= Gear^.State or gstCollision
            end
      end else
      if TestCollisionYwithGear(Gear, 1) then
            begin
            isFalling:= false;
            Gear^.dX:=   Gear^.dX * Gear^.Friction;
            Gear^.dY:= - Gear^.dY * Gear^.Elasticity;
            Gear^.State:= Gear^.State or gstCollision
            end else isFalling:= true;

if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
      begin
      Gear^.dX:= - Gear^.dX * Gear^.Elasticity;
      Gear^.dY:=   Gear^.dY * Gear^.Elasticity;
      Gear^.State:= Gear^.State or gstCollision
      end;

if isFalling then Gear^.dY:= Gear^.dY + cGravity;

Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
CheckGearDrowning(Gear);
if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _0_0002) and
      (not isFalling) then
      Gear^.State:= Gear^.State and not gstMoving
else
      Gear^.State:= Gear^.State or      gstMoving
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepBomb(Gear: PGear);
var i: LongInt;
    dX, dY: hwFloat;
begin
AllInactive:= false;

doStepFallingGear(Gear);

dec(Gear^.Timer);
if Gear^.Timer = 0 then
      begin
      case Gear^.Kind of
            gtAmmo_Bomb: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
                 gtBall: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 40, EXPLAutoSound);
            gtClusterBomb: begin
                        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, EXPLAutoSound);
                        for i:= 0 to 4 do
                              begin
                              dX:= rndSign(GetRandom * _0_1);
                              dY:= (GetRandom - _3) * _0_08;
                              AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, dX, dY, 25);
                              end
                        end;
            gtWatermelon: begin
                        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 75, EXPLAutoSound);
                        for i:= 0 to 5 do
                              begin
                              dX:= rndSign(GetRandom * _0_1);
                              dY:= (GetRandom - _1_5) * _0_3;
                              AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMelonPiece, 0, dX, dY, 75)^.DirAngle:= i * 60;
                              end
                        end;
            gtHellishBomb: begin
                        doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 90, EXPLAutoSound);
                        for i:= 0 to 127 do
                              begin
                              dX:= AngleCos(i * 16) * _0_5 * (GetRandom + _1);
                              dY:= AngleSin(i * 16) * _0_5 * (GetRandom + _1);
                              AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0);
                              AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0);
                              end
                        end;
            end;
      DeleteGear(Gear);
      exit
      end;

CalcRotationDirAngle(Gear);

if Gear^.Kind = gtHellishBomb then
      begin
      if Gear^.Timer = 3000 then PlaySound(sndHellish, false, nil);

      if (GameTicks and $3F) = 0 then
            if (Gear^.State and gstCollision) = 0 then
                  AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtEvilTrace, 0, _0, _0, 0);
      end;

if (Gear^.State and (gstCollision or gstMoving)) = (gstCollision or gstMoving) then
      if (hwAbs(Gear^.dX) > _0_1) or
         (hwAbs(Gear^.dY) > _0_1) then
            PlaySound(sndGrenadeImpact, false, nil)
end;

procedure doStepWatermelon(Gear: PGear);
begin
AllInactive:= false;
PlaySound(sndMelon, false, nil);
Gear^.doStep:= @doStepBomb
end;

procedure doStepCluster(Gear: PGear);
begin
AllInactive:= false;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
      begin
      doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), Gear^.Timer, EXPLAutoSound);
      DeleteGear(Gear);
      exit
      end;

if Gear^.Kind = gtMelonPiece then
      CalcRotationDirAngle(Gear)
else
      if (GameTicks and $1F) = 0 then
            AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepGrenade(Gear: PGear);
begin
AllInactive:= false;
Gear^.dX:= Gear^.dX + cWindSpeed;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
      begin
      doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
      DeleteGear(Gear);
      exit
      end;
if (GameTicks and $3F) = 0 then
      AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepHealthTagWork(Gear: PGear);
begin
if Gear^.Kind = gtHealthTag then
      AllInactive:= false;

dec(Gear^.Timer);
Gear^.Y:= Gear^.Y + Gear^.dY;

if Gear^.Timer = 0 then
      begin
      if (Gear^.Kind = gtHealthTag) and (PHedgehog(Gear^.Hedgehog)^.Gear <> nil) then
            PHedgehog(Gear^.Hedgehog)^.Gear^.Active:= true; // to let current hh die
      DeleteGear(Gear)
      end
end;

procedure doStepHealthTagWorkUnderWater(Gear: PGear);
begin
AllInactive:= false;

Gear^.Y:= Gear^.Y - _0_08;

if hwRound(Gear^.Y) < cWaterLine + 10 then
      DeleteGear(Gear)
end;

procedure doStepHealthTag(Gear: PGear);
var s: shortstring;
begin
AllInactive:= false;
Gear^.dY:= -_0_08;

str(Gear^.State, s);
Gear^.Tex:= RenderStringTex(s, PHedgehog(Gear^.Hedgehog)^.Team^.Clan^.Color, fnt16);

if hwRound(Gear^.Y) < cWaterLine then
      Gear^.doStep:= @doStepHealthTagWork
else
      Gear^.doStep:= @doStepHealthTagWorkUnderWater;

Gear^.Y:= Gear^.Y - int2hwFloat(Gear^.Tex^.h)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepGrave(Gear: PGear);
begin
AllInactive:= false;
if Gear^.dY.isNegative then
   if TestCollisionY(Gear, -1) then Gear^.dY:= _0;

if not Gear^.dY.isNegative then
   if TestCollisionY(Gear, 1) then
      begin
      Gear^.dY:= - Gear^.dY * Gear^.Elasticity;
      if Gear^.dY > - _1div1024 then
         begin
         Gear^.Active:= false;
         exit
         end else if Gear^.dY < - _0_03 then PlaySound(sndGraveImpact, false, nil)
      end;

Gear^.Y:= Gear^.Y + Gear^.dY;
CheckGearDrowning(Gear);
Gear^.dY:= Gear^.dY + cGravity
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepUFOWork(Gear: PGear);
var t: hwFloat;
    y: LongInt;
begin
AllInactive:= false;
t:= Distance(Gear^.dX, Gear^.dY);
Gear^.dX:= Gear^.Elasticity * (Gear^.dX + _0_000004 * (TargetPoint.X - hwRound(Gear^.X)));
Gear^.dY:= Gear^.Elasticity * (Gear^.dY + _0_000004 * (TargetPoint.Y - hwRound(Gear^.Y)));
t:= t / Distance(Gear^.dX, Gear^.dY);
Gear^.dX:= Gear^.dX * t;
Gear^.dY:= Gear^.dY * t;
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;

if (GameTicks and $3F) = 0 then
   begin
   y:= hwRound(Gear^.Y);
   if y + Gear^.Radius < cWaterLine then
      AddGear(hwRound(Gear^.X), y, gtSmokeTrace, 0, _0, _0, 0);
   end;

CheckCollision(Gear);
dec(Gear^.Timer);
if ((Gear^.State and gstCollision) <> 0) or (Gear^.Timer = 0) then
   begin
   StopSound(sndUFO);
   doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
   DeleteGear(Gear);
   end;
end;

procedure doStepUFO(Gear: PGear);
begin
AllInactive:= false;
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
Gear^.dY:= Gear^.dY + cGravity;
CheckCollision(Gear);
if (Gear^.State and gstCollision) <> 0 then
   begin
   doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
   DeleteGear(Gear);
   exit
   end;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
   begin
   PlaySound(sndUFO, true, nil);
   Gear^.Timer:= 5000;
   Gear^.doStep:= @doStepUFOWork
   end;
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepShotIdle(Gear: PGear);
begin
AllInactive:= false;
inc(Gear^.Timer);
if Gear^.Timer > 75 then
      begin
      DeleteGear(Gear);
      AfterAttack
      end
end;

procedure doStepShotgunShot(Gear: PGear);
var i: LongWord;
begin
AllInactive:= false;

if ((Gear^.State and gstAnimation) = 0) then
      begin
      dec(Gear^.Timer);
      if Gear^.Timer = 0 then
            begin
            PlaySound(sndShotgunFire, false, nil);
            Gear^.State:= Gear^.State or gstAnimation
            end;
      exit
      end
      else inc(Gear^.Timer);

i:= 200;
repeat
Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
CheckCollision(Gear);
if (Gear^.State and gstCollision) <> 0 then
      begin
      Gear^.X:= Gear^.X + Gear^.dX * 8;
      Gear^.Y:= Gear^.Y + Gear^.dY * 8;
      ShotgunShot(Gear);
      Gear^.doStep:= @doStepShotIdle;
      exit
      end;
dec(i)
until i = 0;
if (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0) or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
      Gear^.doStep:= @doStepShotIdle
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepBulletWork(Gear: PGear);
var i, x, y: LongWord;
    oX, oY: hwFloat;
begin
AllInactive:= false;
inc(Gear^.Timer);
i:= 80;
oX:= Gear^.X;
oY:= Gear^.Y;
repeat
  Gear^.X:= Gear^.X + Gear^.dX;
  Gear^.Y:= Gear^.Y + Gear^.dY;
  x:= hwRound(Gear^.X);
  y:= hwRound(Gear^.Y);
  if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0)
     and (Land[y, x] <> 0) then inc(Gear^.Damage);
  if Gear^.Damage > 5 then
      if Gear^.Ammo^.AmmoType = amDEagle then
          AmmoShove(Gear, 7, 20)
      else
          AmmoShove(Gear, Gear^.Timer, 20);
  dec(i)
until (i = 0) or (Gear^.Damage > Gear^.Health);
if Gear^.Damage > 0 then
   begin
   DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 82 - i, 1);
   dec(Gear^.Health, Gear^.Damage);
   Gear^.Damage:= 0
   end;

if (Gear^.Health <= 0)
      or (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0)
      or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then
    begin
    if (Gear^.Kind = gtSniperRifleShot) and ((GameFlags and gfLaserSight) = 0) then cLaserSighting:= false;
    if (Gear^.Ammo^.NumPerTurn <= CurrentHedgehog^.AttacksNum) and
       ((GameFlags and gfArtillery) = 0) then cArtillery:= false;
      Gear^.doStep:= @doStepShotIdle
    end;
end;

procedure doStepDEagleShot(Gear: PGear);
begin
PlaySound(sndGun, false, nil);
Gear^.doStep:= @doStepBulletWork
end;

procedure doStepSniperRifleShot(Gear: PGear);
var HHGear: PGear;
begin
cArtillery:= true;
HHGear:=PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.State:= HHGear^.State or gstNotKickable;
HedgehogChAngle(HHGear);
if not cLaserSighting then // game doesn't have default laser sight. turn it on and give them a chance to aim
    begin
    cLaserSighting:= true;
    HHGear^.Message:= 0;
    if(HHGear^.Angle - 32 >= 0) then dec(HHGear^.Angle,32)
    end;

if (HHGear^.Message and gm_Attack) <> 0 then
    begin
      Gear^.State:= Gear^.State or gstAnimation;
    Gear^.dX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _0_5;
    Gear^.dY:= -AngleCos(HHGear^.Angle) * _0_5;
    PlaySound(sndGun, false, nil);
    Gear^.doStep:= @doStepBulletWork;
    end
else
    if (GameTicks mod 32) = 0 then
        if (GameTicks mod 4096) < 2048 then 
            begin
            if(HHGear^.Angle + 1 <= cMaxAngle) then inc(HHGear^.Angle)
            end
        else
            if(HHGear^.Angle - 1 >= 0) then dec(HHGear^.Angle);

if (TurnTimeLeft > 0) then 
    dec(TurnTimeLeft)
else
    begin
      DeleteGear(Gear);
      AfterAttack;
    TurnTimeLeft:= 0
    end;
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepActionTimer(Gear: PGear);
begin
dec(Gear^.Timer);
case Gear^.Kind of
    gtATStartGame: begin
                   AllInactive:= false;
                   if Gear^.Timer = 0 then
                      AddCaption(trmsg[sidStartFight], $FFFFFF, capgrpGameState);
                   end;
 gtATSmoothWindCh: begin
                   if Gear^.Timer = 0 then
                      begin
                      if WindBarWidth < Gear^.Tag then inc(WindBarWidth)
                         else if WindBarWidth > Gear^.Tag then dec(WindBarWidth);
                      if WindBarWidth <> Gear^.Tag then Gear^.Timer:= 10;
                      end
                   end;
   gtATFinishGame: begin
                   AllInactive:= false;
                   if Gear^.Timer = 0 then
                      begin
                      SendIPC('N');
                      SendIPC('q');
                      GameState:= gsExit
                      end
                   end;
     end;
if Gear^.Timer = 0 then DeleteGear(Gear)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepPickHammerWork(Gear: PGear);
var i, ei: LongInt;
    HHGear: PGear;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
dec(Gear^.Timer);
if (Gear^.Timer = 0)or((Gear^.Message and gm_Destroy) <> 0)or((HHGear^.State and gstHHDriven) = 0) then
      begin
      StopSound(sndPickhammer);
      DeleteGear(Gear);
      AfterAttack;
      exit
      end;

if (Gear^.Timer mod 33) = 0 then
      begin
      HHGear^.State:= HHGear^.State or gstNoDamage;
      doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y) + 7, 6, EXPLDontDraw);
      HHGear^.State:= HHGear^.State and not gstNoDamage
      end;

if (Gear^.Timer mod 47) = 0 then
      begin
      i:= hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
      ei:= hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
      while i <= ei do
            begin
            DrawExplosion(i, hwRound(Gear^.Y) + 3, 3);
            inc(i, 1)
            end;
    if Land[hwRound(Gear^.Y + _1_9) , hwRound(Gear^.X + Gear^.dX)] <> COLOR_INDESTRUCTIBLE then
        begin
        Gear^.X:= Gear^.X + Gear^.dX;
        Gear^.Y:= Gear^.Y + _1_9;
        end;
      SetAllHHToActive;
      end;
if TestCollisionYwithGear(Gear, 1) then
      begin
      Gear^.dY:= _0;
      SetLittle(HHGear^.dX);
      HHGear^.dY:= _0;
      end else
      begin
      Gear^.dY:= Gear^.dY + cGravity;
      Gear^.Y:= Gear^.Y + Gear^.dY;
      if hwRound(Gear^.Y) > cWaterLine then Gear^.Timer:= 1
      end;

Gear^.X:= Gear^.X + HHGear^.dX;
HHGear^.X:= Gear^.X;
HHGear^.Y:= Gear^.Y - int2hwFloat(cHHRadius);

if (Gear^.Message and gm_Attack) <> 0 then
   if (Gear^.State and gsttmpFlag) <> 0 then Gear^.Timer:= 1 else else
   if (Gear^.State and gsttmpFlag) = 0 then Gear^.State:= Gear^.State or gsttmpFlag;
if ((Gear^.Message and gm_Left) <> 0) then Gear^.dX:= - _0_3 else
   if ((Gear^.Message and gm_Right) <> 0) then Gear^.dX:= _0_3
                                          else Gear^.dX:= _0;
end;

procedure doStepPickHammer(Gear: PGear);
var i, y: LongInt;
    ar: TRangeArray;
    HHGear: PGear;
begin
i:= 0;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;

y:= hwRound(Gear^.Y) - cHHRadius * 2;
while y < hwRound(Gear^.Y) do
   begin
   ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2));
   ar[i].Right:= hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2));
   inc(y, 2);
   inc(i)
   end;

DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));
Gear^.dY:= HHGear^.dY;
DeleteCI(HHGear);

PlaySound(sndPickhammer, true, nil);
doStepPickHammerWork(Gear);
Gear^.doStep:= @doStepPickHammerWork
end;

////////////////////////////////////////////////////////////////////////////////
var BTPrevAngle, BTSteps: LongInt;

procedure doStepBlowTorchWork(Gear: PGear);
var HHGear: PGear;
      b: boolean;
      prevX: LongInt;
begin
AllInactive:= false;
dec(Gear^.Timer);
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;

HedgehogChAngle(HHGear);

b:= false;

if abs(LongInt(HHGear^.Angle) - BTPrevAngle) > 7  then
      begin
      Gear^.dX:= SignAs(AngleSin(HHGear^.Angle) * _0_5, HHGear^.dX);
      Gear^.dY:= AngleCos(HHGear^.Angle) * ( - _0_5);
      BTPrevAngle:= HHGear^.Angle;
      b:= true
      end;

if ((HHGear^.State and gstMoving) <> 0) then
      begin
      doStepHedgehogMoving(HHGear);
      if (HHGear^.State and gstHHDriven) = 0 then Gear^.Timer:= 0
      end;

if Gear^.Timer mod cHHStepTicks = 0 then
      begin
      b:= true;
      if Gear^.dX.isNegative then
            HHGear^.Message:= (HHGear^.Message and (gm_Attack or gm_Up or gm_Down)) or gm_Left
      else
            HHGear^.Message:= (HHGear^.Message and (gm_Attack or gm_Up or gm_Down)) or gm_Right;

      if ((HHGear^.State and gstMoving) = 0) then
            begin
            HHGear^.State:= HHGear^.State and not gstAttacking;
            prevX:= hwRound(HHGear^.X);
      
// why the call to HedgehogStep then a further increment of X?    
            if (prevX = hwRound(HHGear^.X)) and (Land[hwRound(HHGear^.Y) , hwRound(HHGear^.X + SignAs(_1, HHGear^.dX))] <> COLOR_INDESTRUCTIBLE) then HedgehogStep(HHGear);
            
            if (prevX = hwRound(HHGear^.X)) and (Land[hwRound(HHGear^.Y) , hwRound(HHGear^.X + SignAs(_1, HHGear^.dX))] <> COLOR_INDESTRUCTIBLE) then HHGear^.X:= HHGear^.X + SignAs(_1, HHGear^.dX);
            HHGear^.State:= HHGear^.State or gstAttacking
            end;

      inc(BTSteps);
      if BTSteps = 7 then
            begin
            BTSteps:= 0;
        if Land[hwRound(HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC)) , hwRound(HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC))] <> COLOR_INDESTRUCTIBLE then
            begin
            Gear^.X:= HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC);
            Gear^.Y:= HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC);
            end;
            HHGear^.State:= HHGear^.State or gstNoDamage;
            AmmoShove(Gear, 2, 15);
            HHGear^.State:= HHGear^.State and not gstNoDamage
            end;
      end;

if b then
   DrawTunnel(HHGear^.X - Gear^.dX * cHHRadius, HHGear^.Y - _4 - Gear^.dY * cHHRadius + hwAbs(Gear^.dY) * 7,
              Gear^.dX, Gear^.dY,
              cHHRadius * 5, cHHRadius * 2 + 7);

if (Gear^.Timer = 0) or ((HHGear^.Message and gm_Attack) <> 0) then
      begin
      HHGear^.Message:= 0;
      HHGear^.State:= HHGear^.State and (not gstNotKickable);
      DeleteGear(Gear);
      AfterAttack
      end
end;

procedure doStepBlowTorch(Gear: PGear);
var HHGear: PGear;
begin
BTPrevAngle:= High(LongInt);
BTSteps:= 0;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.Message:= 0;
HHGear^.State:= HHGear^.State or gstNotKickable;
Gear^.doStep:= @doStepBlowTorchWork
end;

////////////////////////////////////////////////////////////////////////////////

procedure doStepRope(Gear: PGear); forward;

procedure doStepRopeAfterAttack(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
if ((HHGear^.State and gstHHDriven) = 0)
      or (CheckGearDrowning(HHGear))
      or TestCollisionYwithGear(HHGear, 1) then
      begin
      DeleteGear(Gear);
      isCursorVisible:= false;
      exit
      end;

HedgehogChAngle(HHGear);

if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
      begin
      {$IFDEF DEBUGFILE}if HHGear^.dX.QWordValue > 1 then AddFileLog('Stopping hedgehog after rope attack due to wall collision');{$ENDIF}
      SetLittle(HHGear^.dX);
      end;

if HHGear^.dY.isNegative and TestCollisionYwithGear(HHGear, -1) then HHGear^.dY:= _0;
HHGear^.X:= HHGear^.X + HHGear^.dX;
HHGear^.Y:= HHGear^.Y + HHGear^.dY;
HHGear^.dY:= HHGear^.dY + cGravity;

if (Gear^.Message and gm_Attack) <> 0 then
      begin
      Gear^.X:= HHGear^.X;
      Gear^.Y:= HHGear^.Y;

      ApplyAngleBounds(PHedgehog(Gear^.Hedgehog)^, amRope);
      
      Gear^.dX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX);
      Gear^.dY:= -AngleCos(HHGear^.Angle);
      Gear^.Friction:= _450;
      Gear^.Elasticity:= _0;
      Gear^.State:= Gear^.State and not gsttmpflag;
      Gear^.doStep:= @doStepRope
      end
end;

procedure doStepRopeWork(Gear: PGear);
var HHGear: PGear;
      len, tx, ty, nx, ny, ropeDx, ropeDy, mdX, mdY: hwFloat;
      lx, ly: LongInt;
      haveCollision,
      haveDivided: boolean;

      procedure DeleteMe;
      begin
      with HHGear^ do
            begin
            Message:= Message and not gm_Attack;
            State:= (State or gstMoving) and not gstWinner;
            end;
      DeleteGear(Gear)
      end;

      procedure WaitCollision;
      begin
      with HHGear^ do
            begin
            Message:= Message and not gm_Attack;
            State:= State or gstMoving;
            end;
      RopePoints.Count:= 0;
      Gear^.Elasticity:= _0;
      Gear^.doStep:= @doStepRopeAfterAttack
      end;

begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;

if ((HHGear^.State and gstHHDriven) = 0)
      or (CheckGearDrowning(HHGear)) then
      begin
      DeleteMe;
      exit
      end;

if (Gear^.Message and gm_Left  <> 0) then HHGear^.dX:= HHGear^.dX - _0_0002 else
if (Gear^.Message and gm_Right <> 0) then HHGear^.dX:= HHGear^.dX + _0_0002;

if not TestCollisionYwithGear(HHGear, 1) then HHGear^.dY:= HHGear^.dY + cGravity;

ropeDx:= HHGear^.X - Gear^.X; // vector between hedgehog and rope attaching point
ropeDy:= HHGear^.Y - Gear^.Y;

mdX:= ropeDx + HHGear^.dX;
mdY:= ropeDy + HHGear^.dY;
len:= _1 / Distance(mdX, mdY);
mdX:= mdX * len; // rope vector plus hedgehog direction vector normalized
mdY:= mdY * len;

Gear^.dX:= mdX; // for visual purposes only
Gear^.dY:= mdY;

/////
      tx:= HHGear^.X;
      ty:= HHGear^.Y;

      if ((Gear^.Message and gm_Down) <> 0) and (Gear^.Elasticity < Gear^.Friction) then
            if not (TestCollisionXwithGear(HHGear, hwSign(ropeDx))
                        or TestCollisionYwithGear(HHGear, hwSign(ropeDy))) then
                              Gear^.Elasticity:= Gear^.Elasticity + _0_3;

      if ((Gear^.Message and gm_Up) <> 0) and (Gear^.Elasticity > _30) then
            if not (TestCollisionXwithGear(HHGear, -hwSign(ropeDx))
                        or TestCollisionYwithGear(HHGear, -hwSign(ropeDy))) then
                              Gear^.Elasticity:= Gear^.Elasticity - _0_3;

      HHGear^.X:= Gear^.X + mdX * Gear^.Elasticity;
      HHGear^.Y:= Gear^.Y + mdY * Gear^.Elasticity;

      HHGear^.dX:= HHGear^.X - tx;
      HHGear^.dY:= HHGear^.Y - ty;
////


      haveDivided:= false;
      // check whether rope needs dividing
      len:= _1 / Distance(ropeDx, ropeDy); // old rope pos
      nx:= ropeDx * len;
      ny:= ropeDy * len;
      
      len:= Gear^.Elasticity - _0_3x70;
      while len > _0_3 do
                  begin
                  lx:= hwRound(Gear^.X + mdX * len);
                  ly:= hwRound(Gear^.Y + mdY * len);
                  if ((ly and LAND_HEIGHT_MASK) = 0) and ((lx and LAND_WIDTH_MASK) = 0) and (Land[ly, lx] <> 0) then
                        begin
                        with RopePoints.ar[RopePoints.Count] do
                              begin
                              X:= Gear^.X;
                              Y:= Gear^.Y;
                              if RopePoints.Count = 0 then RopePoints.HookAngle:= DxDy2Angle(Gear^.dY, Gear^.dX);
                              b:= (nx * HHGear^.dY) > (ny * HHGear^.dX);
                              dLen:= len
                              end;
                        Gear^.X:= Gear^.X + nx * len;
                        Gear^.Y:= Gear^.Y + ny * len;
                        inc(RopePoints.Count);
                        TryDo(RopePoints.Count <= MAXROPEPOINTS, 'Rope points overflow', true);
                        Gear^.Elasticity:= Gear^.Elasticity - len;
                        Gear^.Friction:= Gear^.Friction - len;
                        haveDivided:= true;
                        break
                        end;
                  len:= len - _0_3 // should be the same as increase step
                  end;

if not haveDivided then
      if RopePoints.Count > 0 then // check whether the last dividing point could be removed
            begin
            tx:= RopePoints.ar[Pred(RopePoints.Count)].X;
            ty:= RopePoints.ar[Pred(RopePoints.Count)].Y;
            if RopePoints.ar[Pred(RopePoints.Count)].b xor ((tx - Gear^.X) * (ty - HHGear^.Y) > (tx - HHGear^.X) * (ty - Gear^.Y)) then
                  begin
                  dec(RopePoints.Count);
                  Gear^.X:= RopePoints.ar[RopePoints.Count].X;
                  Gear^.Y:= RopePoints.ar[RopePoints.Count].Y;
                  Gear^.Elasticity:= Gear^.Elasticity + RopePoints.ar[RopePoints.Count].dLen;
                  Gear^.Friction:= Gear^.Friction + RopePoints.ar[RopePoints.Count].dLen
                  end
            end;

haveCollision:= false;
if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
      begin
      HHGear^.dX:= -_0_6 * HHGear^.dX;
      haveCollision:= true
      end;
if TestCollisionYwithGear(HHGear, hwSign(HHGear^.dY)) then
      begin
      HHGear^.dY:= -_0_6 * HHGear^.dY;
      haveCollision:= true
      end;

if haveCollision
      and (Gear^.Message and (gm_Left or gm_Right) <> 0)
      and (Gear^.Message and (gm_Up or gm_Down) <> 0) then
      begin
      HHGear^.dX:= SignAs(hwAbs(HHGear^.dX) + _0_2, HHGear^.dX);
      HHGear^.dY:= SignAs(hwAbs(HHGear^.dY) + _0_2, HHGear^.dY)
      end;

len:= Distance(HHGear^.dX, HHGear^.dY);
if len > _0_8 then
      begin
      len:= _0_8 / len;
      HHGear^.dX:= HHGear^.dX * len;
      HHGear^.dY:= HHGear^.dY * len;
      end;

if (Gear^.Message and gm_Attack) <> 0 then
      if (Gear^.State and gsttmpFlag) <> 0 then
            with PHedgehog(Gear^.Hedgehog)^ do
                  if Ammo^[CurSlot, CurAmmo].AmmoType <> amParachute then
                        WaitCollision
                  else
                        DeleteMe
      else
else
      if (Gear^.State and gsttmpFlag) = 0 then
            Gear^.State:= Gear^.State or gsttmpFlag;
end;

procedure doStepRopeAttach(Gear: PGear);
var HHGear: PGear;
      tx, ty, tt: hwFloat;

      procedure RemoveFromAmmo;
      begin
      if (Gear^.State and gstAttacked) = 0 then
            begin
            OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
            Gear^.State:= Gear^.State or gstAttacked
            end;
      ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^)
      end;
      
begin
Gear^.X:= Gear^.X - Gear^.dX;
Gear^.Y:= Gear^.Y - Gear^.dY;
Gear^.Elasticity:= Gear^.Elasticity + _1;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
DeleteCI(HHGear);
if (HHGear^.State and gstMoving) <> 0 then
if TestCollisionYwithGear(HHGear, 1) then
      begin
      CheckHHDamage(HHGear);
      HHGear^.dY:= _0;
      HHGear^.State:= HHGear^.State and not (gstMoving or gstHHJumping or gstHHHJump);
      end else
      begin
      if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX);
      HHGear^.X:= HHGear^.X + HHGear^.dX;
      HHGear^.Y:= HHGear^.Y + HHGear^.dY;
      Gear^.X:= Gear^.X + HHGear^.dX;
      Gear^.Y:= Gear^.Y + HHGear^.dY;
      HHGear^.dY:= HHGear^.dY + cGravity;
      tt:= Gear^.Elasticity;
      tx:= _0;
      ty:= _0;
      while tt > _20 do
            begin
            if  TestCollisionXwithXYShift(Gear, tx, hwRound(ty), -hwSign(Gear^.dX))
            or TestCollisionYwithXYShift(Gear, hwRound(tx), hwRound(ty), -hwSign(Gear^.dY)) then
                  begin
                  Gear^.X:= Gear^.X + tx;
                  Gear^.Y:= Gear^.Y + ty;
                  Gear^.Elasticity:= tt;
                  Gear^.doStep:= @doStepRopeWork;
                  with HHGear^ do State:= State and not (gstAttacking or gstMoving or gstHHHJump);
                  
                  RemoveFromAmmo;
                  
                  tt:= _0;
                  exit
                  end;
            tx:= tx + Gear^.dX + Gear^.dX;
            ty:= ty + Gear^.dY + Gear^.dY;
            tt:= tt - _2;
            end;
      end;

CheckCollision(Gear);

if (Gear^.State and gstCollision) <> 0 then
      if Gear^.Elasticity < _10 then
            Gear^.Elasticity:= _10000
      else
            begin
            Gear^.doStep:= @doStepRopeWork;
            with HHGear^ do State:= State and not (gstAttacking or gstHHHJump);

            RemoveFromAmmo;
            
            exit
            end;

if (Gear^.Elasticity > Gear^.Friction)
or ((Gear^.Message and gm_Attack) = 0)
or (HHGear^.Damage > 0) then
      begin
      with PHedgehog(Gear^.Hedgehog)^.Gear^ do
            begin
            State:= State and not gstAttacking;
            Message:= Message and not gm_Attack
            end;
      DeleteGear(Gear)
      end
end;

procedure doStepRope(Gear: PGear);
begin
Gear^.dX:= - Gear^.dX;
Gear^.dY:= - Gear^.dY;
Gear^.doStep:= @doStepRopeAttach
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepSmokeTrace(Gear: PGear);
begin
inc(Gear^.Timer);
if Gear^.Timer > 64 then
      begin
      Gear^.Timer:= 0;
      dec(Gear^.State)
      end;
Gear^.dX:= Gear^.dX + cWindSpeed;
Gear^.X:= Gear^.X + Gear^.dX;
if Gear^.State = 0 then DeleteGear(Gear)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepExplosionWork(Gear: PGear);
begin
inc(Gear^.Timer);
if Gear^.Timer > 75 then
      begin
      inc(Gear^.State);
      Gear^.Timer:= 0;
      if Gear^.State > 5 then DeleteGear(Gear)
      end;
end;

procedure doStepExplosion(Gear: PGear);
var i: LongWord;
begin
for i:= 0 to 31 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtFire);
for i:= 0 to 8 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtExplPart);
for i:= 0 to 8 do AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtExplPart2);
Gear^.doStep:= @doStepExplosionWork
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepMine(Gear: PGear);
begin
if (Gear^.State and gstMoving) <> 0 then
      begin
      DeleteCI(Gear);
      doStepFallingGear(Gear);
      if (Gear^.State and gstMoving) = 0 then
            begin
            AddGearCI(Gear);
            Gear^.dX:= _0;
            Gear^.dY:= _0
            end;
      CalcRotationDirAngle(Gear);
      AllInactive:= false
      end else
      if ((GameTicks and $3F) = 25) then
            doStepFallingGear(Gear);

if ((Gear^.State and gsttmpFlag) <> 0) then
      if ((Gear^.State and gstAttacking) = 0) then
            begin
            if ((GameTicks and $1F) = 0) then
                  if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then Gear^.State:= Gear^.State or gstAttacking
            end else // gstAttacking <> 0
            begin
            AllInactive:= false;
            if (Gear^.Timer and $FF) = 0 then PlaySound(sndMineTick, false, nil);
            if Gear^.Timer = 0 then
                  begin
                  doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
                  DeleteGear(Gear);
                  exit
                  end;
            dec(Gear^.Timer);
            end else // gsttmpFlag = 0
      if TurnTimeLeft = 0 then Gear^.State:= Gear^.State or gsttmpFlag;
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepDynamite(Gear: PGear);
begin
doStepFallingGear(Gear);
AllInactive:= false;
if Gear^.Timer mod 166 = 0 then inc(Gear^.Tag);
if Gear^.Timer = 0 then
      begin
      doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 75, EXPLAutoSound);
      DeleteGear(Gear);
      exit
      end;
dec(Gear^.Timer);
end;

///////////////////////////////////////////////////////////////////////////////
procedure doStepCase(Gear: PGear);
var i, x, y: LongInt;
      k: TGearType;
begin
if (Gear^.Message and gm_Destroy) > 0 then
      begin
      DeleteGear(Gear);
      FreeActionsList;
      SetAllToActive; // something (hh, mine, etc...) could be on top of the case
      with CurrentHedgehog^ do
            if Gear <> nil then Gear^.Message:= Gear^.Message and not (gm_LJump or gm_HJump);
      exit
      end;

if Gear^.Damage > 0 then
      begin
      x:= hwRound(Gear^.X);
      y:= hwRound(Gear^.Y);
      k:= Gear^.Kind;
      DeleteGear(Gear); // <-- delete gear!
      
      if k = gtCase then
            begin
            doMakeExplosion(x, y, 25, EXPLAutoSound);
            for i:= 0 to 63 do
                  AddGear(x, y, gtFlame, 0, _0, _0, 0);
            end;
      exit
      end;

if (Gear^.dY.QWordValue <> 0) or (not TestCollisionYwithGear(Gear, 1)) then
      begin
      AllInactive:= false;
      Gear^.dY:= Gear^.dY + cGravity;
      Gear^.Y:= Gear^.Y + Gear^.dY;
      if (Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, -1) then Gear^.dY:= _0 else
      if (not Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, 1) then
            begin
            Gear^.dY:= - Gear^.dY * Gear^.Elasticity;
            if Gear^.dY > - _0_001 then Gear^.dY:= _0
                  else if Gear^.dY < - _0_03 then PlaySound(sndGraveImpact, false, nil);
            end;
      CheckGearDrowning(Gear);
      end;

if (Gear^.dY.QWordValue = 0) then AddGearCI(Gear)
      else if (Gear^.dY.QWordValue <> 0) then DeleteCI(Gear)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepIdle(Gear: PGear);
begin
AllInactive:= false;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
      begin
      DeleteGear(Gear);
      AfterAttack
      end
end;

procedure doStepShover(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.State:= HHGear^.State or gstNoDamage;
DeleteCI(HHGear);

AmmoShove(Gear, 30, 115);

HHGear^.State:= HHGear^.State and not gstNoDamage;
Gear^.Timer:= 250;
Gear^.doStep:= @doStepIdle
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepWhip(Gear: PGear);
var HHGear: PGear;
    i: LongInt;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.State:= HHGear^.State or gstNoDamage;
DeleteCI(HHGear);

for i:= 0 to 3 do
      begin
      AmmoShove(Gear, 30, 25);
      Gear^.X:= Gear^.X + Gear^.dX * 5
      end;

HHGear^.State:= HHGear^.State and not gstNoDamage;
Gear^.Timer:= 250;
Gear^.doStep:= @doStepIdle
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepFlame(Gear: PGear);
begin
AllInactive:= false;

if not TestCollisionYwithGear(Gear, 1) then
      begin
      if hwAbs(Gear^.dX) > _0_01 then
            Gear^.dX:= Gear^.dX * _0_995;

      Gear^.dY:= Gear^.dY + cGravity;
      if hwAbs(Gear^.dY) > _0_2 then Gear^.dY:= Gear^.dY * _0_995;
      
      Gear^.X:= Gear^.X + Gear^.dX + cWindSpeed * 640;
      Gear^.Y:= Gear^.Y + Gear^.dY;
      
      if not (hwRound(Gear^.Y) < cWaterLine) then
            begin
            DeleteGear(Gear);
            exit
            end
      end else begin
      if Gear^.Timer > 0 then dec(Gear^.Timer)
            else begin
            Gear^.Radius:= 9;
            AmmoShove(Gear, 4, 100);
            Gear^.Radius:= 1;
            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 4, EXPLNoDamage);
            dec(Gear^.Health);
            Gear^.Timer:= 450 - Gear^.Tag * 8
            end
      end;

//if (((GameTicks div 8) mod 64) = Gear^.Tag) then
//    AmmoFlameWork(Gear);

if Gear^.Health = 0 then
      DeleteGear(Gear)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepFirePunchWork(Gear: PGear);
var HHGear: PGear;
begin
AllInactive:= false;
if ((Gear^.Message and gm_Destroy) <> 0) then
      begin
      DeleteGear(Gear);
      AfterAttack;
      exit
      end;

HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
if hwRound(HHGear^.Y) <= Gear^.Tag - 2 then
      begin
      Gear^.Tag:= hwRound(HHGear^.Y);
      DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y - _1, _0_5, _0, cHHRadius * 4, 2);
      HHGear^.State:= HHGear^.State or gstNoDamage;
      Gear^.Y:= HHGear^.Y;
      AmmoShove(Gear, 30, 40);
      HHGear^.State:= HHGear^.State and not gstNoDamage
      end;

HHGear^.dY:= HHGear^.dY + cGravity;
if not (HHGear^.dY.isNegative) then
      begin
      HHGear^.State:= HHGear^.State or gstMoving;
      DeleteGear(Gear);
      AfterAttack;
      exit
      end;

if Land[hwRound(HHGear^.Y + HHGear^.dY), hwRound(HHGear^.X)] <> COLOR_INDESTRUCTIBLE then HHGear^.Y:= HHGear^.Y + HHGear^.dY
end;

procedure doStepFirePunch(Gear: PGear);
var HHGear: PGear;
begin
AllInactive:= false;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
DeleteCI(HHGear);
HHGear^.X:= int2hwFloat(hwRound(HHGear^.X)) - _0_5;
HHGear^.dX:= SignAs(cLittle, Gear^.dX);

HHGear^.dY:= - _0_3;

Gear^.X:= HHGear^.X;
Gear^.dX:= SignAs(_0_45, Gear^.dX);
Gear^.dY:= - _0_9;
Gear^.doStep:= @doStepFirePunchWork;
DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y + _1, _0_5, _0, cHHRadius * 4, 5);

PlaySound(TSound(ord(sndFirePunch1) + GetRandom(6)), false, PHedgehog(HHGear^.Hedgehog)^.Team^.voicepack)
end;

////////////////////////////////////////////////////////////////////////////////

procedure doStepParachuteWork(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;

inc(Gear^.Timer);

if TestCollisionYwithGear(HHGear, 1)
      or ((HHGear^.State and gstHHDriven) = 0)
      or CheckGearDrowning(HHGear)
      or ((Gear^.Message and gm_Attack) <> 0) then
      begin
      with HHGear^ do
            begin
            Message:= 0;
            SetLittle(dX);
            dY:= _0;
            State:= State or gstMoving;
            end;
      DeleteGear(Gear);
      isCursorVisible:= false;
      exit
      end;

if not TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then
      HHGear^.X:= HHGear^.X + cWindSpeed * 200;

if (Gear^.Message and gm_Left) <> 0 then HHGear^.X:= HHGear^.X - cMaxWindSpeed * 40
else if (Gear^.Message and gm_Right) <> 0 then HHGear^.X:= HHGear^.X + cMaxWindSpeed * 40;
if (Gear^.Message and gm_Up) <> 0 then HHGear^.Y:= HHGear^.Y - cGravity * 40
else if (Gear^.Message and gm_Down) <> 0 then HHGear^.Y:= HHGear^.Y + cGravity * 40;

HHGear^.Y:= HHGear^.Y + cGravity * 100;
Gear^.X:= HHGear^.X;
Gear^.Y:= HHGear^.Y
end;

procedure doStepParachute(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;

DeleteCI(HHGear);

OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);

HHGear^.State:= HHGear^.State and not (gstAttacking or gstAttacked or gstMoving);
HHGear^.Message:= HHGear^.Message and not gm_Attack;

Gear^.doStep:= @doStepParachuteWork;

Gear^.Message:= HHGear^.Message;
doStepParachuteWork(Gear)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepAirAttackWork(Gear: PGear);
var i: Longint;
begin
AllInactive:= false;
Gear^.X:= Gear^.X + cAirPlaneSpeed * Gear^.Tag;

if (Gear^.Health > 0)and(not (Gear^.X < Gear^.dX))and(Gear^.X < Gear^.dX + cAirPlaneSpeed) then
      begin
      dec(Gear^.Health);
      case Gear^.State of
                  0: FollowGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, cBombsSpeed * Gear^.Tag, _0, 0);
                  1: FollowGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMine,    0, cBombsSpeed * Gear^.Tag, _0, 0);
                  2: for i:= -19 to 19 do
                        FollowGear:= AddGear(hwRound(Gear^.X) + i div 3, hwRound(Gear^.Y), gtFlame, 0, _0_001 * i, _0, 0);
                  end;
      Gear^.dX:= Gear^.dX + int2hwFloat(30 * Gear^.Tag)
      end;

if (GameTicks and $3F) = 0 then
      AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0);

if (hwRound(Gear^.X) > (LAND_WIDTH+1024)) or (hwRound(Gear^.X) < -1024) then DeleteGear(Gear)
end;

procedure doStepAirAttack(Gear: PGear);
begin
AllInactive:= false;

if Gear^.X.QWordValue = 0 then
      begin
      Gear^.Tag:=  1;
      Gear^.X:= -_1024;
      end
else
      begin
      Gear^.Tag:= -1;
      Gear^.X:= int2hwFloat(LAND_WIDTH + 1024);
      end;

Gear^.Y:= int2hwFloat(topY-300);
Gear^.dX:= int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15);

if int2hwFloat(TargetPoint.Y) - Gear^.Y > _0 then
      Gear^.dX:= Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / cGravity) * Gear^.Tag;

Gear^.Health:= 6;
Gear^.doStep:= @doStepAirAttackWork;
PlaySound(sndIncoming, false, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack)
end;

////////////////////////////////////////////////////////////////////////////////

procedure doStepAirBomb(Gear: PGear);
begin
AllInactive:= false;
doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
      begin
      doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, EXPLAutoSound);
      DeleteGear(Gear);
      exit
      end;
if (GameTicks and $3F) = 0 then
      AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0)
end;

////////////////////////////////////////////////////////////////////////////////

procedure doStepGirder(Gear: PGear);
var HHGear: PGear;
    x, y, tx, ty: hwFloat;
begin
AllInactive:= false;

HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
tx:= int2hwFloat(TargetPoint.X);
ty:= int2hwFloat(TargetPoint.Y);
x:= HHGear^.X;
y:= HHGear^.Y;

if (Distance(tx - x, ty - y) > _256) or
   not TryPlaceOnLand(TargetPoint.X - SpritesData[sprAmGirder].Width div 2,
                      TargetPoint.Y - SpritesData[sprAmGirder].Height div 2,
                      sprAmGirder, Gear^.State, true) then
      begin
    PlaySound(sndDenied, false, nil);
      HHGear^.Message:= HHGear^.Message and not gm_Attack;
      HHGear^.State:= HHGear^.State and not gstAttacking;
      HHGear^.State:= HHGear^.State or gstHHChooseTarget;
      isCursorVisible:= true;
      DeleteGear(Gear)
      end
else begin
    PlaySound(sndPlaced, false, nil);
      DeleteGear(Gear);
    OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
    ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^)
      end;

HHGear^.State:= HHGear^.State and not (gstAttacking or gstAttacked);
HHGear^.Message:= HHGear^.Message and not gm_Attack;
TargetPoint.X:= NoPointX
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepTeleportAfter(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.Y:= HHGear^.Y + HHGear^.dY; // hedgehog falling to collect cases
HHGear^.dY:= HHGear^.dY + cGravity;
if TestCollisionYwithGear(HHGear, 1)
      or CheckGearDrowning(HHGear) then
      begin
      DeleteGear(Gear);
      AfterAttack
      end
end;

procedure doStepTeleportAnim(Gear: PGear);
begin
inc(Gear^.Timer);
if Gear^.Timer = 65 then
      begin
      Gear^.Timer:= 0;
      inc(Gear^.Pos);
      if Gear^.Pos = 11 then
            Gear^.doStep:= @doStepTeleportAfter
      end
end;

procedure doStepTeleport(Gear: PGear);
var HHGear: PGear;
begin
AllInactive:= false;

HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
if not TryPlaceOnLand(TargetPoint.X - SpritesData[sprHHTelepMask].Width div 2,
                      TargetPoint.Y - SpritesData[sprHHTelepMask].Height div 2,
                      sprHHTelepMask, 0, false) then
            begin
            HHGear^.Message:= HHGear^.Message and not gm_Attack;
            HHGear^.State:= HHGear^.State and not gstAttacking;
            HHGear^.State:= HHGear^.State or gstHHChooseTarget;
            DeleteGear(Gear);
            isCursorVisible:= true
            end
      else begin
            DeleteCI(HHGear);
            SetAllHHToActive;
            Gear^.doStep:= @doStepTeleportAnim;
            Gear^.X:= HHGear^.X;
            Gear^.Y:= HHGear^.Y;
            HHGear^.X:= int2hwFloat(TargetPoint.X);
            HHGear^.Y:= int2hwFloat(TargetPoint.Y);
            HHGear^.State:= HHGear^.State or gstMoving
            end;
TargetPoint.X:= NoPointX
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepSwitcherWork(Gear: PGear);
var HHGear: PGear;
    Msg, State: Longword;
begin
AllInactive:= false;

if ((Gear^.Message and not gm_Switch) <> 0) or (TurnTimeLeft = 0) then
      begin
      HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
      Msg:= Gear^.Message and not gm_Switch;
      DeleteGear(Gear);
      OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
      ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);

      HHGear:= CurrentHedgehog^.Gear;
      ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
      HHGear^.Message:= Msg;
      exit
      end;

if (Gear^.Message and gm_Switch) <> 0 then
      begin
      HHGear:= CurrentHedgehog^.Gear;
      HHGear^.Message:= HHGear^.Message and not gm_Switch;
      Gear^.Message:= Gear^.Message and not gm_Switch;
      State:= HHGear^.State;
      HHGear^.State:= 0;
      HHGear^.Active:= false;
      HHGear^.Z:= cHHZ;
      RemoveGearFromList(HHGear);
      InsertGearToList(HHGear);

      repeat
            CurrentTeam^.CurrHedgehog:= Succ(CurrentTeam^.CurrHedgehog) mod (CurrentTeam^.HedgehogsNumber);
      until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil);

      CurrentHedgehog:= @CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog];

      HHGear:= CurrentHedgehog^.Gear;
      HHGear^.State:= State;
      HHGear^.Active:= true;
      FollowGear:= HHGear;
      HHGear^.Z:= cCurrHHZ;
      RemoveGearFromList(HHGear);
      InsertGearToList(HHGear);
      Gear^.X:= HHGear^.X;
      Gear^.Y:= HHGear^.Y
      end;
end;

procedure doStepSwitcher(Gear: PGear);
var HHGear: PGear;
begin
Gear^.doStep:= @doStepSwitcherWork;

HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
with HHGear^ do
      begin
      State:= State and not gstAttacking;
      Message:= Message and not gm_Attack
      end
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepMortar(Gear: PGear);
var dX, dY: hwFloat;
    i: LongInt;
    dxn, dyn: boolean;
begin
AllInactive:= false;
dxn:= Gear^.dX.isNegative;
dyn:= Gear^.dY.isNegative;

doStepFallingGear(Gear);
if (Gear^.State and gstCollision) <> 0 then
      begin
      doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, EXPLAutoSound);

      Gear^.dX.isNegative:= not dxn;
      Gear^.dY.isNegative:= not dyn;
      for i:= 0 to 4 do
            begin
            dX:= Gear^.dX + (GetRandom - _0_5) * _0_03;
            dY:= Gear^.dY + (GetRandom - _0_5) * _0_03;
            AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, dX, dY, 25);
            end;
      
      DeleteGear(Gear);
      exit
      end;

if (GameTicks and $3F) = 0 then
      AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepKamikazeWork(Gear: PGear);
const upd: Longword = 0;
var i: LongWord;
    HHGear: PGear;
begin
AllInactive:= false;

HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.State:= HHGear^.State or gstNoDamage;
DeleteCI(HHGear);

i:= 2;
repeat
      Gear^.X:= Gear^.X + HHGear^.dX;
      Gear^.Y:= Gear^.Y + HHGear^.dY;
      HHGear^.X:= Gear^.X;
      HHGear^.Y:= Gear^.Y;

      inc(Gear^.Damage, 2);

//    if TestCollisionXwithGear(HHGear, hwSign(Gear^.dX))
//          or TestCollisionYwithGear(HHGear, hwSign(Gear^.dY)) then inc(Gear^.Damage, 3);

      dec(i)
until (i = 0) or (Gear^.Damage > Gear^.Health);

inc(upd);
if upd > 3 then
      begin
      if Gear^.Health < 1500 then Gear^.Pos:= 2;
      
      AmmoShove(Gear, 30, 40);
      
      DrawTunnel(HHGear^.X - HHGear^.dX * 10,
                  HHGear^.Y - _2 - HHGear^.dY * 10 + hwAbs(HHGear^.dY) * 2,
                  HHGear^.dX,
                  HHGear^.dY,
                  20 + cHHRadius * 2,
                  cHHRadius * 2 + 6);
      
      upd:= 0
      end;

if Gear^.Health < Gear^.Damage then
      begin
      doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, EXPLAutoSound);
      AfterAttack;
      DeleteGear(Gear);
      DeleteGear(HHGear);
      end else
      begin
      dec(Gear^.Health, Gear^.Damage);
      Gear^.Damage:= 0
      end
end;

procedure doStepKamikazeIdle(Gear: PGear);
begin
AllInactive:= false;
dec(Gear^.Timer);
if Gear^.Timer = 0 then
      begin
      Gear^.Pos:= 1;
      PlaySound(sndKamikaze, false, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);
      Gear^.doStep:= @doStepKamikazeWork
      end
end;

procedure doStepKamikaze(Gear: PGear);
var HHGear: PGear;
begin
AllInactive:= false;

HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;

HHGear^.dX:= Gear^.dX;
HHGear^.dY:= Gear^.dY;

Gear^.dX:= SignAs(_0_45, Gear^.dX);
Gear^.dY:= - _0_9;

Gear^.Timer:= 550;

Gear^.doStep:= @doStepKamikazeIdle
end;

////////////////////////////////////////////////////////////////////////////////
const cakeh = 27;
      cakeDmg = 75;
var CakePoints: array[0..Pred(cakeh)] of record x, y: hwFloat; end;
      CakeI: Longword;

procedure doStepCakeExpl(Gear: PGear);
begin
inc(Gear^.Tag);
if Gear^.Tag < 2250 then exit;

doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cakeDmg, EXPLAutoSound);
AfterAttack;
DeleteGear(Gear)
end;

procedure doStepCakeDown(Gear: PGear);
var gi: PGear;
      dmg: LongInt;
begin
AllInactive:= false;

inc(Gear^.Tag);
if Gear^.Tag < 100 then exit;
Gear^.Tag:= 0;

if Gear^.Pos = 0 then
      begin
      gi:= GearsList;
      while gi <> nil do
            begin
            dmg:= cakeDmg * 2 - hwRound(Distance(gi^.X - Gear^.X, gi^.Y - Gear^.Y));
            if (dmg > 1) and (gi^.Kind = gtHedgehog) then
            if (CurrentHedgehog^.Gear = gi) and (not gi^.Invulnerable) then
                      gi^.State:= gi^.State or gstLoser
            else
                      gi^.State:= gi^.State or gstWinner;
            gi:= gi^.NextGear
            end;
      Gear^.doStep:= @doStepCakeExpl;
      PlaySound(sndCake, false, nil)
      end else dec(Gear^.Pos)
end;


procedure doStepCakeWork(Gear: PGear);
const dirs: array[0..3] of TPoint = ((x: 0; y: -1), (x: 1; y: 0),(x: 0; y: 1),(x: -1; y: 0));
var xx, yy, xxn, yyn: LongInt;
      da: LongInt;
      tdx, tdy: hwFloat;

      procedure PrevAngle;
      begin
      Gear^.Angle:= (LongInt(Gear^.Angle) + 4 - dA) mod 4
      end;
      
      procedure NextAngle;
      begin
      Gear^.Angle:= (LongInt(Gear^.Angle) + 4 + dA) mod 4
      end;
      
begin
inc(Gear^.Tag);
if Gear^.Tag < 7 then exit;

dA:= hwSign(Gear^.dX);
xx:= dirs[Gear^.Angle].x;
yy:= dirs[Gear^.Angle].y;
xxn:= dirs[(LongInt(Gear^.Angle) + 4 + dA) mod 4].x;
yyn:= dirs[(LongInt(Gear^.Angle) + 4 + dA) mod 4].y;

if (xx = 0) then
      if TestCollisionYwithGear(Gear, yy) then
            PrevAngle
      else begin
            Gear^.Tag:= 0;
            Gear^.Y:= Gear^.Y + int2hwFloat(yy);
            if not TestCollisionXwithGear(Gear, xxn) then
                  begin
                  Gear^.X:= Gear^.X + int2hwFloat(xxn);
                  NextAngle
                  end;
            end;

if (yy = 0) then
      if TestCollisionXwithGear(Gear, xx) then
            PrevAngle
      else begin
            Gear^.Tag:= 0;
            Gear^.X:= Gear^.X + int2hwFloat(xx);
            if not TestCollisionYwithGear(Gear, yyn) then
                  begin
                  Gear^.Y:= Gear^.Y + int2hwFloat(yyn);
                  NextAngle
                  end;
            end;

if Gear^.Tag = 0 then
      begin
      CakeI:= (CakeI + 1) mod cakeh;
      tdx:= CakePoints[CakeI].x - Gear^.X;
      tdy:= - CakePoints[CakeI].y + Gear^.Y;
      CakePoints[CakeI].x:= Gear^.X;
      CakePoints[CakeI].y:= Gear^.Y;
      Gear^.DirAngle:= DxDy2Angle(tdx, tdy);
      end;

dec(Gear^.Health);
if (Gear^.Health = 0) or ((Gear^.Message and gm_Attack) <> 0) then
      begin
      FollowGear:= Gear;
      Gear^.doStep:= @doStepCakeDown
      end
end;

procedure doStepCakeUp(Gear: PGear);
var i: Longword;
begin
AllInactive:= false;

inc(Gear^.Tag);
if Gear^.Tag < 100 then exit;
Gear^.Tag:= 0;

if Gear^.Pos = 6 then
      begin
      for i:= 0 to Pred(cakeh) do
            begin
            CakePoints[i].x:= Gear^.X;
            CakePoints[i].y:= Gear^.Y
            end;
      CakeI:= 0;
      Gear^.doStep:= @doStepCakeWork
      end else inc(Gear^.Pos)
end;

procedure doStepCakeFall(Gear: PGear);
begin
AllInactive:= false;

Gear^.dY:= Gear^.dY + cGravity;
if TestCollisionYwithGear(Gear, 1) then
      Gear^.doStep:= @doStepCakeUp
else
      begin
      Gear^.Y:= Gear^.Y + Gear^.dY;
      if CheckGearDrowning(Gear) then AfterAttack
      end
end;

procedure doStepCake(Gear: PGear);
var HHGear: PGear;
begin
AllInactive:= false;

HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.Message:= HHGear^.Message and (not gm_Attack);
DeleteCI(HHGear);

FollowGear:= Gear;

Gear^.doStep:= @doStepCakeFall
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepSeductionWork(Gear: PGear);
var x, y: LongInt;
begin
AllInactive:= false;

Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;
x:= hwRound(Gear^.X);
y:= hwRound(Gear^.Y);

if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) then
      if (Land[y, x] <> 0) then
            begin
            Gear^.dX.isNegative:= not Gear^.dX.isNegative;
            Gear^.dY.isNegative:= not Gear^.dY.isNegative;
            Gear^.dX:= Gear^.dX * _1_5;
            Gear^.dY:= Gear^.dY * _1_5 - _0_3;
            AmmoShove(Gear, 0, 40);
            AfterAttack;
            DeleteGear(Gear)
            end
      else
else
      begin
      AfterAttack;
      DeleteGear(Gear)
      end
end;

procedure doStepSeductionWear(Gear: PGear);
begin
AllInactive:= false;
inc(Gear^.Timer);
if Gear^.Timer > 250 then
      begin
      Gear^.Timer:= 0;
      inc(Gear^.Pos);
      if Gear^.Pos = 5 then
            PlaySound(sndYoohoo, false, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack)
      end;

if Gear^.Pos = 14 then
      Gear^.doStep:= @doStepSeductionWork
end;

procedure doStepSeduction(Gear: PGear);
begin
AllInactive:= false;
DeleteCI(PHedgehog(Gear^.Hedgehog)^.Gear);
Gear^.doStep:= @doStepSeductionWear
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepWaterUp(Gear: PGear);
var i: LongWord;
begin
AllInactive:= false;

inc(Gear^.Timer);
if Gear^.Timer = 17 then
      Gear^.Timer:= 0
else
      exit;

if cWaterLine > 0 then
      begin
      dec(cWaterLine);
      for i:= 0 to LAND_WIDTH - 1 do
            Land[cWaterLine, i]:= 0;
      SetAllToActive
      end;

inc(Gear^.Tag);
if (Gear^.Tag = 47) or (cWaterLine = 0) then
      DeleteGear(Gear)
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepDrillDrilling(Gear: PGear);
var t: PGearArray;
      ox, oy: hwFloat;
begin
AllInactive:= false;

if (Gear^.Timer > 0) and ((Gear^.Timer mod 10) = 0) then
      begin
      ox:= Gear^.X;
      oy:= Gear^.Y;
      Gear^.X:= Gear^.X + Gear^.dX;
      Gear^.Y:= Gear^.Y + Gear^.dY;
      DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 2, 6);
      CheckGearDrowning(Gear);
      end;

t:= CheckGearsCollision(Gear); //fixes drill not exploding when touching HH bug
if (Gear^.Timer = 0)
or (t^.Count <> 0)
or (not TestCollisionYWithGear(Gear, hwSign(Gear^.dY))
and not TestCollisionXWithGear(Gear, hwSign(Gear^.dX)))
or (Land[hwRound(Gear^.Y), hwRound(Gear^.X)] = COLOR_INDESTRUCTIBLE) then
      begin //out of time or exited ground
      doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
      DeleteGear(Gear);
      exit
      end;

dec(Gear^.Timer);
end;

procedure doStepDrill(Gear: PGear);
var t: PGearArray;
      oldDx, oldDy: hwFloat;
      t2: hwFloat;
begin
AllInactive:= false;

Gear^.dX:= Gear^.dX + cWindSpeed;
oldDx:= Gear^.dX;
oldDy:= Gear^.dY;

doStepFallingGear(Gear);

if (GameTicks and $3F) = 0 then
      AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0);

if ((Gear^.State and gstCollision) <> 0) then begin //hit
      Gear^.dX:= oldDx;
      Gear^.dY:= oldDy;

      t:= CheckGearsCollision(Gear);
      if (t^.Count = 0) then begin //hit the ground not the HH
            t2 := _0_5 / Distance(Gear^.dX, Gear^.dY);
            Gear^.dX:= Gear^.dX * t2;
            Gear^.dY:= Gear^.dY * t2;
      end else begin //explode right on contact with HH
            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound);
            DeleteGear(Gear);
            exit;
            end;
      
      Gear^.doStep:= @doStepDrillDrilling;
      dec(Gear^.Timer)
      end
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepBallgunWork(Gear: PGear);
var HHGear: PGear;
      rx, ry: hwFloat;
begin
      AllInactive:= false;
      dec(Gear^.Timer);
      HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
      HedgehogChAngle(HHGear);
      if (Gear^.Timer mod 100) = 0 then
            begin
            rx:= rndSign(getRandom * _0_1);
            ry:= rndSign(getRandom * _0_1);
            
            AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtBall, 0,
                        SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx,
                        AngleCos(HHGear^.Angle) * ( - _0_8) + ry,
                        0);
            
            PlaySound(sndGun, false, nil);
            end;

      if (Gear^.Timer = 0) or (HHGear^.Damage <> 0) then
            begin
            DeleteGear(Gear);
            AfterAttack
            end
end;

procedure doStepBallgun(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.Message:= HHGear^.Message and not (gm_Up or gm_Down);
HHGear^.State:= HHGear^.State or gstNotKickable;
Gear^.doStep:= @doStepBallgunWork
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepRCPlaneWork(Gear: PGear);
const cAngleSpeed = 3;
var HHGear: PGear;
      i: LongInt;
      dX, dY: hwFloat;
      fChanged: boolean;
      trueAngle: Longword;
      t: PGear;
begin
AllInactive:= false;

if Gear^.Timer > 0 then dec(Gear^.Timer);

HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
FollowGear:= Gear;

fChanged:= false;
if ((HHGear^.State and gstHHDriven) = 0) or (Gear^.Timer = 0) then
      begin
      fChanged:= true;
      if Gear^.Angle > 2048 then dec(Gear^.Angle) else
            if Gear^.Angle < 2048 then inc(Gear^.Angle) else fChanged:= false
      end
else
      begin
      if ((Gear^.Message and gm_Left) <> 0) then
            begin
            fChanged:= true;
            Gear^.Angle:= (Gear^.Angle + (4096 - cAngleSpeed)) mod 4096
            end;

      if ((Gear^.Message and gm_Right) <> 0) then
            begin
            fChanged:= true;
            Gear^.Angle:= (Gear^.Angle + cAngleSpeed) mod 4096
            end
      end;

if fChanged then
      begin
      Gear^.dX.isNegative:= (Gear^.Angle > 2048);
      if Gear^.dX.isNegative then
            trueAngle:= 4096 - Gear^.Angle
      else
            trueAngle:= Gear^.Angle;

      Gear^.dX:= SignAs(AngleSin(trueAngle), Gear^.dX) * _0_25;
      Gear^.dY:= AngleCos(trueAngle) * -_0_25;
      end;

Gear^.X:= Gear^.X + Gear^.dX;
Gear^.Y:= Gear^.Y + Gear^.dY;

if (GameTicks and $FF) = 0 then
      if Gear^.Timer < 3500 then
            AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtEvilTrace, 0, _0, _0, 0)
      else
            AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0);

if ((HHGear^.Message and gm_Attack) <> 0) and (Gear^.Health <> 0) then
      begin
      HHGear^.Message := HHGear^.Message and not gm_Attack;
      AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, Gear^.dX * _0_5, Gear^.dY * _0_5, 0);
      dec(Gear^.Health)
    end;

if ((HHGear^.Message and gm_LJump) <> 0)
      and ((Gear^.State and gsttmpFlag) = 0) then
    begin
    Gear^.State:= Gear^.State or gsttmpFlag;
    PauseMusic;
    playSound(sndRideOfTheValkyries, false, nil);
    end;

// pickup bonuses
t:= CheckGearNear(Gear, gtCase, 36, 36);
if t <> nil then
      PickUp(HHGear, t);

CheckCollision(Gear);

if ((Gear^.State and gstCollision) <> 0)
      or CheckGearDrowning(Gear) then
      begin
      StopSound(sndRCPlane);
      StopSound(sndRideOfTheValkyries);
      ResumeMusic;
      
      if ((Gear^.State and gstCollision) <> 0) then
            begin
            doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, EXPLAutoSound);
            for i:= 0 to 32 do
                  begin
                  dX:= AngleCos(i * 64) * _0_5 * (GetRandom + _1);
                  dY:= AngleSin(i * 64) * _0_5 * (GetRandom + _1);
                  AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0);
                  AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0);
                  end;
            DeleteGear(Gear)
            end;

      AfterAttack;
      CurAmmoGear:= nil;
      TurnTimeLeft:= 14 * 125;
      HHGear^.Message:= 0;
      ParseCommand('/taunt '#1, true)
      end
end;

procedure doStepRCPlane(Gear: PGear);
var HHGear: PGear;
begin
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
HHGear^.Message:= 0;
HHGear^.State:= HHGear^.State or gstNotKickable;
Gear^.Angle:= HHGear^.Angle;
Gear^.Tag:= hwSign(HHGear^.dX);
if HHGear^.dX.isNegative then Gear^.Angle:= 4096 - Gear^.Angle;
Gear^.doStep:= @doStepRCPlaneWork
end;

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