(* * Hedgewars, a worms-like game * Copyright (c) 2004-2007 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;beginif cWaterLine < Gear^.Y + Gear^.Radius then begin CheckGearDrowning:= true; Gear^.State:= gstDrowning; Gear^.doStep:= @doStepDrowningGear; PlaySound(sndSplash, false) end else CheckGearDrowning:= falseend;procedure CheckCollision(Gear: PGear);beginif 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 gstCollisionend;procedure CheckHHDamage(Gear: PGear);beginif _0_4 < Gear^.dY then Gear^.Damage:= Gear^.Damage + 1 + hwRound(70 * (hwAbs(Gear^.dY) - _0_4));end;////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////procedure CalcRotationDirAngle(Gear: PGear);var dAngle: hwFloat;begindAngle:= (hwAbs(Gear^.dX) + hwAbs(Gear^.dY)) * _0_1;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 + 16else if 16 < Gear^.DirAngle then Gear^.DirAngle:= Gear^.DirAngle - 16end;////////////////////////////////////////////////////////////////////////////////procedure doStepDrowningGear(Gear: PGear);beginAllInactive:= false;Gear^.Y:= Gear^.Y + cDrownSpeed;if hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater then DeleteGear(Gear)end;////////////////////////////////////////////////////////////////////////////////procedure doStepFallingGear(Gear: PGear);var b: boolean;beginif TestCollisionYwithGear(Gear, hwSign(Gear^.dY)) then begin Gear^.dX:= Gear^.dX * Gear^.Friction; Gear^.dY:= - Gear^.dY * Gear^.Elasticity; b:= false end else b:= true;if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then begin Gear^.dX:= - Gear^.dX * Gear^.Elasticity;// Gear^.dY:= Gear^.dY; b:= false end;if b then begin Gear^.dY:= Gear^.dY + cGravity; Gear^.State:= Gear^.State and not gstCollision end else begin if hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _1div100000 then if (Gear^.Timer = 0) then Gear^.Active:= false else begin Gear^.dX:= 0; Gear^.dY:= 0 end; Gear^.State:= Gear^.State or gstCollision end;Gear^.X:= Gear^.X + Gear^.dX;Gear^.Y:= Gear^.Y + Gear^.dY;CheckGearDrowning(Gear);if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) < _0_003) then Gear^.State:= Gear^.State and not gstMoving else Gear^.State:= Gear^.State or gstMovingend;////////////////////////////////////////////////////////////////////////////////procedure doStepCloud(Gear: PGear);beginGear^.X:= Gear^.X + cWindSpeed * 200 + Gear^.dX;if Gear^.Y > -160 then Gear^.dY:= Gear^.dY - _1div50000 else Gear^.dY:= Gear^.dY + _1div50000;Gear^.Y:= Gear^.Y + Gear^.dY;if Gear^.X < -cScreenWidth - 256 then Gear^.X:= cScreenWidth + 2048 elseif Gear^.X > cScreenWidth + 2048 then Gear^.X:= -cScreenWidth - 256end;////////////////////////////////////////////////////////////////////////////////procedure doStepBomb(Gear: PGear);var i: LongInt;beginAllInactive:= 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); gtClusterBomb: begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 30, EXPLAutoSound); for i:= 0 to 4 do AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, (getrandom - _0_5) * _0_2, (getrandom - 3) * _0_08, 0); end end; DeleteGear(Gear); exit end;CalcRotationDirAngle(Gear);if (Gear^.State and (gstCollision or gstMoving)) = (gstCollision or gstMoving) then PlaySound(sndGrenadeImpact, false)end;procedure doStepCluster(Gear: PGear);beginAllInactive:= false;doStepFallingGear(Gear);if (Gear^.State and gstCollision) <> 0 then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, EXPLAutoSound); DeleteGear(Gear); exit end;if (GameTicks and $1F) = 0 then AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, 0, 0, 0)end;////////////////////////////////////////////////////////////////////////////////procedure doStepGrenade(Gear: PGear);beginAllInactive:= 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);beginAllInactive:= false;dec(Gear^.Timer);Gear^.Y:= Gear^.Y - _0_08;if Gear^.Timer = 0 then begin PHedgehog(Gear^.Hedgehog)^.Gear^.Active:= true; // to let current hh die DeleteGear(Gear) endend;procedure doStepHealthTagWorkUnderWater(Gear: PGear);beginAllInactive:= false;Gear^.Y:= Gear^.Y - _0_08;if Gear^.Y < cWaterLine + 10 then DeleteGear(Gear)end;procedure doStepHealthTag(Gear: PGear);var s: shortstring;beginAllInactive:= false;str(Gear^.State, s);Gear^.Surf:= RenderString(s, PHedgehog(Gear^.Hedgehog)^.Team^.Color, fnt16);if Gear^.Y < cWaterLine then Gear^.doStep:= @doStepHealthTagWork else Gear^.doStep:= @doStepHealthTagWorkUnderWaterend;////////////////////////////////////////////////////////////////////////////////procedure doStepGrave(Gear: PGear);beginAllInactive:= false;if Gear^.dY < 0 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) end;Gear^.Y:= Gear^.Y + Gear^.dY;CheckGearDrowning(Gear);Gear^.dY:= Gear^.dY + cGravityend;////////////////////////////////////////////////////////////////////////////////procedure doStepUFOWork(Gear: PGear);var t: hwFloat; y: LongInt;beginAllInactive:= 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 doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound); DeleteGear(Gear); end;end;procedure doStepUFO(Gear: PGear);beginAllInactive:= 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 Gear^.Timer:= 5000; Gear^.doStep:= @doStepUFOWork end;end;////////////////////////////////////////////////////////////////////////////////procedure doStepShotgunShot(Gear: PGear);var i: LongWord;beginAllInactive:= false;if Gear^.Timer > 0 then begin dec(Gear^.Timer); if Gear^.Timer = 0 then PlaySound(sndShotgunFire, false); exit end;i:= 200;repeatGear^.X:= Gear^.X + Gear^.dX;Gear^.Y:= Gear^.Y + Gear^.dY;CheckCollision(Gear);if (Gear^.State and gstCollision) <> 0 then begin AmmoShove(Gear, 25, 25); doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, EXPLNoDamage or EXPLDoNotTouchHH); DeleteGear(Gear); AfterAttack; exit end;dec(i)until i = 0;if (Gear^.X < 0) or (Gear^.Y < 0) or (Gear^.X > 2048) or (Gear^.Y > 1024) then begin DeleteGear(Gear); AfterAttack endend;////////////////////////////////////////////////////////////////////////////////procedure doStepDEagleShot(Gear: PGear);var i, x, y: LongWord; oX, oY: hwFloat;beginAllInactive:= false;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 $FFFFFC00) = 0) and ((x and $FFFFF800) = 0) and (Land[y, x] <> 0) then inc(Gear^.Damage); AmmoShove(Gear, 7, 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 (Gear^.X < 0) or (Gear^.Y < 0) or (Gear^.X > 2048) or (Gear^.Y > 1024) then DeleteGear(Gear)end;////////////////////////////////////////////////////////////////////////////////procedure doStepActionTimer(Gear: PGear);begindec(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;beginAllInactive:= 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 doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y) + 6, 6, EXPLDontDraw);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; Gear^.X:= Gear^.X + Gear^.dX; Gear^.Y:= Gear^.Y + _1_9; 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 Gear^.Y > 1024 then Gear^.Timer:= 1 end;Gear^.X:= Gear^.X + HHGear^.dX;HHGear^.X:= Gear^.X;HHGear^.Y:= Gear^.Y - 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;begini:= 0;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:= PHedgehog(Gear^.Hedgehog)^.Gear^.dY;PlaySound(sndPickhammer, true);doStepPickHammerWork(Gear);Gear^.doStep:= @doStepPickHammerWorkend;////////////////////////////////////////////////////////////////////////////////var BTPrevAngle, BTSteps: LongInt;procedure doStepBlowTorchWork(Gear: PGear);var HHGear: PGear; b: boolean;beginAllInactive:= false;dec(Gear^.Timer);HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;HedgehogChAngle(HHGear);b:= false;if abs(LongInt(HHGear^.Angle) - BTPrevAngle) > 7 then begin Gear^.dX:= hwSign(HHGear^.dX) * AngleSin(HHGear^.Angle) * _0_5; Gear^.dY:= AngleCos(HHGear^.Angle) * ( - _0_5); BTPrevAngle:= HHGear^.Angle; b:= true end;if Gear^.Timer mod cHHStepTicks = 0 then begin b:= true; if Gear^.dX < 0 then HHGear^.Message:= (HHGear^.Message or gm_Left) and not gm_Right else HHGear^.Message:= (HHGear^.Message or gm_Right) and not gm_Left; HHGear^.State:= HHGear^.State and not gstAttacking; HedgehogStep(HHGear); HHGear^.State:= HHGear^.State or gstAttacking; inc(BTSteps); if BTSteps = 11 then begin BTSteps:= 0; Gear^.X:= HHGear^.X + Gear^.dX * cHHRadius * 2; Gear^.Y:= HHGear^.Y + Gear^.dY * cHHRadius * 2; HHGear^.State:= HHGear^.State or gstNoDamage; AmmoShove(Gear, 3, 14); HHGear^.State:= HHGear^.State and not gstNoDamage end; if (HHGear^.State and gstFalling) <> 0 then Gear^.Timer:= 0 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 + 6);if (Gear^.Timer = 0) or ((HHGear^.Message and gm_Attack) <> 0) then begin HHGear^.Message:= 0; DeleteGear(Gear); AfterAttack endend;procedure doStepBlowTorch(Gear: PGear);var HHGear: PGear;beginBTPrevAngle:= High(LongInt);BTSteps:= 0;HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;HHGear^.Message:= 0;Gear^.doStep:= @doStepBlowTorchWorkend;////////////////////////////////////////////////////////////////////////////////procedure doStepRopeWork(Gear: PGear);const flCheck: boolean = false;var HHGear: PGear; len, cs, cc, tx, ty: hwFloat; lx, ly: LongInt; procedure DeleteMe; begin with HHGear^ do begin Message:= Message and not gm_Attack; State:= State or gstFalling; end; DeleteGear(Gear); OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^.Ammo); ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^) end;beginHHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;if ((HHGear^.State and gstHHDriven) = 0) or (CheckGearDrowning(HHGear)) then begin DeleteMe; exit end;Gear^.dX:= HHGear^.X - Gear^.X;Gear^.dY:= HHGear^.Y - Gear^.Y;if (Gear^.Message and gm_Left <> 0) then HHGear^.dX:= HHGear^.dX - _0_0002 elseif (Gear^.Message and gm_Right <> 0) then HHGear^.dX:= HHGear^.dX + _0_0002;if not TestCollisionYwithGear(HHGear, 1) then HHGear^.dY:= HHGear^.dY + cGravity;cs:= Gear^.dY + HHGear^.dY;cc:= Gear^.dX + HHGear^.dX;len:= 1 / Distance(cc, cs);cc:= cc * len;cs:= cs * len;flCheck:= not flCheck;if flCheck then // check whether rope needs dividing begin len:= Gear^.Elasticity - 20; while len > 5 do begin tx:= cc*len; ty:= cs*len; lx:= hwRound(Gear^.X + tx) + hwSign(HHGear^.dX); ly:= hwRound(Gear^.Y + ty) + hwSign(HHGear^.dY); if ((ly and $FFFFFC00) = 0) and ((lx and $FFFFF800) = 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:= DxDy2Angle32(Gear^.dY, Gear^.dX); b:= (cc * HHGear^.dY) > (cs * HHGear^.dX); dLen:= len end; Gear^.X:= Gear^.X + tx; Gear^.Y:= Gear^.Y + ty; inc(RopePoints.Count); Gear^.Elasticity:= Gear^.Elasticity - len; Gear^.Friction:= Gear^.Friction - len; break end; len:= len - 3 end; end else 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;Gear^.dX:= HHGear^.X - Gear^.X;Gear^.dY:= HHGear^.Y - Gear^.Y;cs:= Gear^.dY + HHGear^.dY;cc:= Gear^.dX + HHGear^.dX;len:= 1 / Distance(cc, cs);cc:= cc * len;cs:= cs * len;HHGear^.dX:= HHGear^.X;HHGear^.dY:= HHGear^.Y;if ((Gear^.Message and gm_Down) <> 0) and (Gear^.Elasticity < Gear^.Friction) then if not (TestCollisionXwithGear(HHGear, hwSign(Gear^.dX)) or TestCollisionYwithGear(HHGear, hwSign(Gear^.dY))) then Gear^.Elasticity:= Gear^.Elasticity + _0_3;if ((Gear^.Message and gm_Up) <> 0) and (Gear^.Elasticity > 30) then if not (TestCollisionXwithGear(HHGear, -hwSign(Gear^.dX)) or TestCollisionYwithGear(HHGear, -hwSign(Gear^.dY))) then Gear^.Elasticity:= Gear^.Elasticity - _0_3;HHGear^.X:= Gear^.X + cc*Gear^.Elasticity;HHGear^.Y:= Gear^.Y + cs*Gear^.Elasticity;HHGear^.dX:= HHGear^.X - HHGear^.dX;HHGear^.dY:= HHGear^.Y - HHGear^.dY;if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then HHGear^.dX:= -_0_6 * HHGear^.dX;if TestCollisionYwithGear(HHGear, hwSign(HHGear^.dY)) then HHGear^.dY:= -_0_6 * HHGear^.dY;if (Gear^.Message and gm_Attack) <> 0 then if (Gear^.State and gsttmpFlag) <> 0 then DeleteMe elseelse 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;beginGear^.X:= Gear^.X - Gear^.dX;Gear^.Y:= Gear^.Y - Gear^.dY;Gear^.Elasticity:= Gear^.Elasticity + 1;HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;if (HHGear^.State and gstFalling) <> 0 then if TestCollisionYwithGear(HHGear, 1) then begin HHGear^.dY:= 0; CheckHHDamage(HHGear); HHGear^.State:= HHGear^.State and not (gstFalling or gstHHJumping); 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, hwRound(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; tt:= 0 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 begin Gear^.doStep:= @doStepRopeWork; with HHGear^ do State:= State and not gstAttacking; if Gear^.Elasticity < 10 then Gear^.Elasticity:= 10000; end;if (Gear^.Elasticity > Gear^.Friction) or ((Gear^.Message and gm_Attack) = 0) then begin with PHedgehog(Gear^.Hedgehog)^.Gear^ do begin State:= State and not gstAttacking; Message:= Message and not gm_Attack end; DeleteGear(Gear) endend;procedure doStepRope(Gear: PGear);beginGear^.dX:= - Gear^.dX;Gear^.dY:= - Gear^.dY;Gear^.doStep:= @doStepRopeAttachend;////////////////////////////////////////////////////////////////////////////////procedure doStepSmokeTrace(Gear: PGear);begininc(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 doStepExplosion(Gear: PGear);begininc(Gear^.Timer);if Gear^.Timer > 75 then begin inc(Gear^.State); Gear^.Timer:= 0; if Gear^.State > 5 then DeleteGear(Gear) end;end;////////////////////////////////////////////////////////////////////////////////procedure doStepMine(Gear: PGear);beginif (Gear^.dX.QWordValue <> 0) or (Gear^.dY.QWordValue <> 0) then begin if Gear^.CollIndex < High(Longword) then DeleteCI(Gear); doStepFallingGear(Gear); if Gear^.Active = false then begin if Gear^.CollIndex = High(Longword) then AddGearCI(Gear); Gear^.dX:= 0; Gear^.dY:= 0 end; CalcRotationDirAngle(Gear); AllInactive:= false end;if ((Gear^.State and gsttmpFlag) <> 0) then if ((Gear^.State and gstAttacking) = 0) then begin if ((GameTicks and $F) = 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); if Gear^.Timer = 0 then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound); DeleteGear(Gear) end; dec(Gear^.Timer); end else // gsttmpFlag = 0 if TurnTimeLeft = 0 then Gear^.State:= Gear^.State or gsttmpFlag;end;////////////////////////////////////////////////////////////////////////////////procedure doStepDynamite(Gear: PGear);begindoStepFallingGear(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;beginif (Gear^.Message and gm_Destroy) > 0 then begin DeleteGear(Gear); FreeActionsList; exit end;if Gear^.Damage > 0 then begin x:= hwRound(Gear^.X); y:= hwRound(Gear^.Y); DeleteGear(Gear); doMakeExplosion(x, y, 25, EXPLAutoSound); for i:= 0 to 63 do AddGear(x, y, gtFlame, 0, 0, 0, 0); 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 (Gear^.dY.QWordValue <> 0) 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); end; CheckGearDrowning(Gear); end;if (Gear^.CollIndex = High(Longword)) and (Gear^.dY.QWordValue = 0) then AddGearCI(Gear) else if (Gear^.CollIndex < High(Longword)) and (Gear^.dY.QWordValue <> 0) then DeleteCI(Gear);end;////////////////////////////////////////////////////////////////////////////////var thexchar: array[0..5] of record oy, ny: LongInt; team: PTeam; end; thexchcnt: Longword; currsorter: PGear;procedure doStepTeamHealthSorterWork(Gear: PGear);var i: LongInt;beginAllInactive:= false;dec(Gear^.Timer);if (Gear^.Timer and 15) = 0 then for i:= 0 to Pred(thexchcnt) do with thexchar[i] do {$WARNINGS OFF} team^.DrawHealthY:= ny + (oy - ny) * Gear^.Timer div 640; {$WARNINGS ON}if (Gear^.Timer = 0) or (currsorter <> Gear) then begin if currsorter = Gear then currsorter:= nil; DeleteGear(Gear) endend;procedure doStepTeamHealthSorter(Gear: PGear);var team: PTeam; i, t: Longword;beginAllInactive:= false;team:= TeamsList;i:= 0;while team <> nil do begin thexchar[i].oy:= team^.DrawHealthY; thexchar[i].team:= team; inc(i); team:= team^.Next end;thexchcnt:= i;for i:= 1 to thexchcnt do for t:= 0 to thexchcnt - 2 do if thexchar[t].team^.TeamHealthBarWidth > thexchar[Succ(t)].team^.TeamHealthBarWidth then begin thexchar[5]:= thexchar[t]; thexchar[t]:= thexchar[Succ(t)]; thexchar[Succ(t)]:= thexchar[5] end;t:= cScreenHeight - 4;for i:= 0 to Pred(thexchcnt) do with thexchar[i] do begin dec(t, team^.HealthRect.h + 2); ny:= t end;Gear^.Timer:= 640;Gear^.doStep:= @doStepTeamHealthSorterWork;currsorter:= Gearend;////////////////////////////////////////////////////////////////////////////////procedure doStepShover(Gear: PGear);var HHGear: PGear;beginHHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;HHGear^.State:= HHGear^.State or gstNoDamage;AmmoShove(Gear, 30, 115);HHGear^.State:= HHGear^.State and not gstNoDamage;DeleteGear(Gear)end;////////////////////////////////////////////////////////////////////////////////procedure doStepFlame(Gear: PGear);beginAllInactive:= false;if not TestCollisionYwithGear(Gear, 1) then begin Gear^.dX:= Gear^.dX + cWindSpeed; Gear^.dY:= Gear^.dY + cGravity; if hwAbs(Gear^.dX) > _0_1 then Gear^.dX:= Gear^.dX * _0_5; if Gear^.dY > _0_1 then Gear^.dY:= Gear^.dY * _0_995; Gear^.X:= Gear^.X + Gear^.dX; Gear^.Y:= Gear^.Y + Gear^.dY; if Gear^.Y > 1023 then begin DeleteGear(Gear); exit end end else begin if Gear^.Timer > 0 then dec(Gear^.Timer) else begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 2, 0); dec(Gear^.Health); Gear^.Timer:= 1250 - Gear^.Angle * 12 end end;if (((GameTicks div 8) mod 64) = Gear^.Angle) then AmmoFlameWork(Gear);if Gear^.Health = 0 then DeleteGear(Gear)end;////////////////////////////////////////////////////////////////////////////////procedure doStepFirePunchWork(Gear: PGear);var HHGear: PGear;beginAllInactive:= 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 - 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 gstFalling; DeleteGear(Gear); AfterAttack; exit end;HHGear^.Y:= HHGear^.Y + HHGear^.dYend;procedure doStepFirePunch(Gear: PGear);var HHGear: PGear;beginAllInactive:= false;HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;HHGear^.X:= hwRound(HHGear^.X) - _0_5;SetLittle(HHGear^.dX);HHGear^.dY:= - _0_3;Gear^.X:= HHGear^.X;Gear^.dX:= hwSign(HHGear^.dX) * _0_45;Gear^.dY:= - _0_9;Gear^.doStep:= @doStepFirePunchWork;DrawTunnel(HHGear^.X - cHHRadius, HHGear^.Y + 1, _0_5, 0, cHHRadius * 4, 5);end;////////////////////////////////////////////////////////////////////////////////procedure doStepParachute(Gear: PGear);var HHGear: PGear;beginHHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;HHGear^.State:= HHGear^.State and not gstAttacking;if TestCollisionYwithGear(HHGear, 1) or ((HHGear^.State and gstHHDriven) = 0) or CheckGearDrowning(HHGear) then begin with HHGear^ do begin Message:= 0; SetLittle(dx); dY:= 0; State:= State and not (gstAttacking or gstAttacked); State:= State or gstFalling; end; DeleteGear(Gear); OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^.Ammo); ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^); 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 * 40else 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 * 40else if (Gear^.Message and gm_Down) <> 0 then HHGear^.Y:= HHGear^.Y + cGravity * 40;HHGear^.Y:= HHGear^.Y + cGravity * 100;end;////////////////////////////////////////////////////////////////////////////////const cAirPlaneSpeed: hwFloat = (isNegative: false; QWordValue: 6012954214); // 1.4 cBombsDistance: hwFloat = (isNegative: false; QWordValue: 128849018880); // 30 cBombsSpeed : hwFloat = (isNegative: false; QWordValue: 429496729);procedure doStepAirAttackWork(Gear: PGear);beginAllInactive:= false;Gear^.X:= Gear^.X + Gear^.Tag * cAirPlaneSpeed;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, Gear^.Tag * cBombsSpeed, 0, 0); 1: FollowGear:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMine, 0, Gear^.Tag * cBombsSpeed, 0, 0); end; Gear^.dX:= Gear^.dX + Gear^.Tag * cBombsDistance end;if (Gear^.X > 3072) or (Gear^.X < -1024) then DeleteGear(Gear)end;procedure doStepAirAttack(Gear: PGear);var t: LongInt;beginAllInactive:= false;if Gear^.X.QWordValue = 0 then Gear^.Tag:= 1 else Gear^.Tag:= -1;Gear^.X:= 1024 - Gear^.Tag * 2048;Gear^.Y:= -128;Gear^.dX:= TargetPoint.X - Gear^.Tag * cBombsDistance * 5 / 2;if TargetPoint.Y - Gear^.Y > 0 then Gear^.dX:= Gear^.dX - Gear^.Tag * cBombsSpeed * hwSqrt(2 * (TargetPoint.Y - Gear^.Y) / cGravity);Gear^.Health:= 6;Gear^.doStep:= @doStepAirAttackWorkend;////////////////////////////////////////////////////////////////////////////////procedure doStepAirBomb(Gear: PGear);beginAllInactive:= 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;beginAllInactive:= false;HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;if not TryPlaceOnLand(TargetPoint.X - SpritesData[sprAmGirder].Width div 2, TargetPoint.Y - SpritesData[sprAmGirder].Height div 2, sprAmGirder, Gear^.State) 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 DeleteGear(Gear); AfterAttack end;TargetPoint.X:= NoPointXend;