hedgewars/GSHandlers.inc
author nemo
Mon, 08 Feb 2010 12:49:41 +0000
changeset 2766 aa3120a9e22c
parent 2762 2fbc8d35eb52
child 2828 e45410eae9ea
permissions -rw-r--r--
redundant

(*
 * 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 makeHogsWorry(x, y: hwFloat; r: LongInt);
var gi: PGear;
     d: LongInt;
begin
	gi:= GearsList;
	while gi <> nil do
		begin
		d:= r - hwRound(Distance(gi^.X - x, gi^.Y - y));
		if (d > 1) and (gi^.Kind = gtHedgehog) and not gi^.Invulnerable and (GetRandom(2) = 0) then
			begin
			if (CurrentHedgehog^.Gear = gi) then
				PlaySound(sndOops, PHedgehog(gi^.Hedgehog)^.Team^.voicepack)
			else
				begin
				if (gi^.State and gstMoving) = 0 then
					gi^.State:= gi^.State or gstLoser;
				if d > r div 2 then
					PlaySound(sndNooo, PHedgehog(gi^.Hedgehog)^.Team^.voicepack)
				else
					PlaySound(sndUhOh, PHedgehog(gi^.Hedgehog)^.Team^.voicepack);
				end;
			end;
		gi:= gi^.NextGear
		end;
end;
////////////////////////////////////////////////////////////////////////////////
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^.RenderTimer:= false;
        Gear^.doStep:= @doStepDrowningGear;
		if Gear^.Kind = gtHedgehog then
			begin
			Gear^.State:= Gear^.State and (not gstHHDriven);
			AddCaption(Format(GetEventString(eidDrowned), PHedgehog(Gear^.Hedgehog)^.Name), cWhiteColor, capgrpMessage);
			end
        end;
    PlaySound(sndSplash)
    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
	dmg:= ModifyDamage(1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70), Gear);
    if dmg < 1 then exit;

	if _0_6 < Gear^.dY then
		PlaySound(sndOw4, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack)
	else
		PlaySound(sndOw1, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack);

    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;
Gear^.X:= Gear^.X + Gear^.dX * cDrownSpeed;
if hwRound(Gear^.Y) > Gear^.Radius + cWaterLine + cVisibleWater then DeleteGear(Gear);
// Create some bubbles (0.5% might be better but causes too few bubbles sometimes)
if (GameTicks and $1F) = 0 then
    if (Gear^.Kind = gtHedgehog) and (Random(4) = 0) then
        AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble)
    else if Random(12) = 0 then
        AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble)
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;
    Fire: PGear;
begin
AllInactive:= false;

doStepFallingGear(Gear);

dec(Gear^.Timer);
if Gear^.Timer = 1000 then // might need adjustments
	case Gear^.Kind of
		gtAmmo_Bomb: makeHogsWorry(Gear^.X, Gear^.Y, 50);
		gtClusterBomb: makeHogsWorry(Gear^.X, Gear^.Y, 20);
		gtWatermelon: makeHogsWorry(Gear^.X, Gear^.Y, 75);
		gtHellishBomb: makeHogsWorry(Gear^.X, Gear^.Y, 90);
	end;
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);
                    Fire:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0);
                    if i mod 2 = 0 then Fire^.State:= Fire^.State or gsttmpFlag;
                    Fire:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0);
                    if i mod 2 <> 0 then Fire^.State:= Fire^.State or gsttmpFlag;
					end
				end;
		end;
	DeleteGear(Gear);
	exit
	end;

CalcRotationDirAngle(Gear);

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

	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)
end;
////////////////////////////////////////////////////////////////////////////////
procedure doStepMolotov(Gear: PGear);
var i: LongInt;
    dX, dY: hwFloat;
	Fire: PGear;
begin
	AllInactive:= false;
	
	doStepFallingGear(Gear);
	CalcRotationDirAngle(Gear);

	if (Gear^.State and gstCollision) <> 0 then begin
		PlaySound(sndMolotov);
		//doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 5, EXPLAutoSound);
		for i:= 0 to 20 do begin
				dX:= AngleCos(i * 2) * ((_0_1*(i div 5))) * (GetRandom + _1);
				dY:= AngleSin(i * 8) * _0_5 * (GetRandom + _1);
				Fire:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0);
				Fire^.State:= Fire^.State or gsttmpFlag;
				Fire:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0);
				Fire^.State:= Fire^.State or gsttmpFlag;
				Fire:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, -dX, dY, 0);
				Fire^.State:= Fire^.State or gsttmpFlag;
				Fire:= AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, -dX, -dY, 0);
				Fire^.State:= Fire^.State or gsttmpFlag;
		end;
		DeleteGear(Gear);
		exit
	end;
end;

procedure doStepWatermelon(Gear: PGear);
begin
AllInactive:= false;
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)
      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(Gear^.SoundChannel);
   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
   Gear^.SoundChannel:= LoopSound(sndUFO);
   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);
		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^.MultiShootAttacks) and
       ((GameFlags and gfArtillery) = 0) then cArtillery:= false;
	Gear^.doStep:= @doStepShotIdle
    end;
end;

procedure doStepDEagleShot(Gear: PGear);
begin
PlaySound(sndGun);
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 does not 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);
    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
    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], cWhiteColor, 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(Gear^.SoundChannel);
	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 CheckLandValue(hwRound(Gear^.X + Gear^.dX + SignAs(_6,Gear^.dX)), hwRound(Gear^.Y + _1_9), 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);

Gear^.SoundChannel:= LoopSound(sndPickhammer);
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
           CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y), COLOR_INDESTRUCTIBLE) then HedgehogStep(HHGear);

        if (prevX = hwRound(HHGear^.X)) and
           CheckLandValue(hwRound(HHGear^.X + SignAs(_6, HHGear^.dX)), hwRound(HHGear^.Y), 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 CheckLandValue(hwRound(HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC) + SignAs(_6,Gear^.dX)), hwRound(HHGear^.Y + Gear^.dY * (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 SetLittle(HHGear^.dX);

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 > _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;
				with RopePoints.rounded[RopePoints.Count] do
					begin
					X:= hwRound(Gear^.X);
					Y:= hwRound(Gear^.Y);
					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
	begin
	if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX);
	if HHGear^.dY.isNegative and TestCollisionYwithGear(HHGear, -1) then HHGear^.dY:= _0;

	HHGear^.X:= HHGear^.X + HHGear^.dX;
	Gear^.X:= Gear^.X + HHGear^.dX;

	if TestCollisionYwithGear(HHGear, 1) then
		begin
		CheckHHDamage(HHGear);
		HHGear^.dY:= _0;
		//HHGear^.State:= HHGear^.State and not (gstHHJumping or gstHHHJump);
		end else
		begin
		HHGear^.Y:= HHGear^.Y + HHGear^.dY;
		Gear^.Y:= Gear^.Y + HHGear^.dY;
		HHGear^.dY:= HHGear^.dY + cGravity;
		end;
		
	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 gstHHJumping 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 gstHHJumping or gstHHHJump);

		RemoveFromAmmo;

		exit
		end;

if (Gear^.Elasticity > Gear^.Friction)
or ((Gear^.Message and gm_Attack) = 0)
or ((HHGear^.State and gstHHDriven) = 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);
		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 = 1000 then // might need better timing
	makeHogsWorry(Gear^.X, Gear^.Y, 75);
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);
		end;
	CheckGearDrowning(Gear);
	end;

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

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

procedure doStepTarget(Gear: PGear);
begin
if (Gear^.Timer = 0) and (Gear^.Tag = 0) then
	PlaySound(sndWarp);

if (Gear^.Tag = 0) and (Gear^.Timer < 1000) then
	inc(Gear^.Timer)
else if Gear^.Tag = 1 then
	begin
		Gear^.Tag:= 2;
		if (TrainingFlags and tfTimeTrial) <> 0 then
			begin
			inc(TurnTimeLeft, TrainingTimeInc);
			
			if TrainingTimeInc > TrainingTimeInM then
				dec(TrainingTimeInc, TrainingTimeInD);
			if TurnTimeLeft > TrainingTimeMax then
				TurnTimeLeft:= TrainingTimeMax;
			end;
	end
else if Gear^.Tag = 2 then
	if Gear^.Timer > 0 then
		dec(Gear^.Timer)
	else
		begin
			if (TrainingFlags and tfTargetRespawn) <> 0 then
				begin
				TrainingTargetGear:= AddGear(0, 0, gtTarget, 0, _0, _0, 0);
				FindPlace(TrainingTargetGear, false, 0, LAND_WIDTH);
				end;
			DeleteGear(Gear);
			exit;
		end;

doStepCase(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);
var i: Integer;
begin
    if (Gear^.State and gsttmpFlag) = 0 then AllInactive:= false;

if not TestCollisionYwithGear(Gear, 1) then
	begin
    AllInactive:= false;
	if hwAbs(Gear^.dX) > _0_01 then
		Gear^.dX:= Gear^.dX * _0_995;
	 if (Gear^.State and gsttmpFlag) <> 0 then Gear^.dY:= Gear^.dY + _2*cGravity else
	Gear^.dY:= Gear^.dY + cGravity;
	if hwAbs(Gear^.dY) > _0_2 then Gear^.dY:= Gear^.dY * _0_995;

	if (Gear^.State and gsttmpFlag) <> 0 then Gear^.X:= Gear^.X + Gear^.dX else
	Gear^.X:= Gear^.X + Gear^.dX + cWindSpeed * 640;
	Gear^.Y:= Gear^.Y + Gear^.dY;

	if (hwRound(Gear^.Y) > cWaterLine) then
		begin
		for i:= 0 to 3 do
			AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 16 + Random(16), vgtSteam);
		PlaySound(sndVaporize);
		DeleteGear(Gear);
		exit
		end
    end else begin
        if (Gear^.State and gsttmpFlag) <> 0 then 
            begin
            Gear^.Radius:= 9;
            AmmoShove(Gear, 2, 30);
            Gear^.Radius:= 1
            end;
	    if Gear^.Timer > 0 then
            begin
            dec(Gear^.Timer);
            inc(Gear^.Damage)
            end
        else begin
// Standard fire
            if (Gear^.State and gsttmpFlag) = 0 then
                begin
                Gear^.Radius:= 9;
                AmmoShove(Gear, 4, 100);
                Gear^.Radius:= 1;
                doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 4, EXPLNoDamage);
                if Random(100) > 90 then
                  for i:= 0 to Random(3) do
                    AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), hwRound(Gear^.Y) - 2, vgtSmoke);
                if Gear^.Health > 0 then dec(Gear^.Health);
                Gear^.Timer:= 450 - Gear^.Tag * 8
                end
                else begin
// Modified fire
                if ((GameTicks and $7FF) = 0) and ((GameFlags and gfSolidLand) = 0) then begin
                    DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 4);
                    
                    for i:= 0 to Random(3) do
                      AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), hwRound(Gear^.Y) - 2, vgtSmoke);
                end;
                // This one is interesting.  I think I understand the purpose, but I wonder if a bit more fuzzy of kicking could be done with getrandom.
        	    Gear^.Timer:= 100 - Gear^.Tag * 3;
                if (Gear^.Damage > 3000+Gear^.Tag*1500) then Gear^.Health:= 0
                end
            end
        end;
if Gear^.Health = 0 then begin
  if (Gear^.State and gsttmpFlag) = 0 then begin
    if Random(100) > 80 then begin
      for i:= 0 to Random(3) do begin
        AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), hwRound(Gear^.Y) - 2, vgtSmoke);
      end;
    end;
  end else begin
    for i:= 0 to Random(3) do begin
      AddVisualGear(hwRound(Gear^.X) - 3 + Random(6), hwRound(Gear^.Y) - 2, vgtSmoke);
    end;
  end;
  
  DeleteGear(Gear)
  end;
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 CheckLandValue(hwRound(HHGear^.X), hwRound(HHGear^.Y + HHGear^.dY + SignAs(_6,Gear^.dY)), 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)), 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) and (Gear^.State <> 2) then
	    Gear^.dX:= Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / cGravity) * Gear^.Tag;

Gear^.Health:= 6;
Gear^.doStep:= @doStepAirAttackWork;
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);
	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);
	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
PHedgehog(Gear^.Hedgehog)^.Unplaced:= false;
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;
		PlaySound(sndDenied)
		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;
		playSound(sndWarp)
		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);

	PlaySound(sndSwitchHog);
	
	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, 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
AllInactive:= false;

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)
	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
AllInactive:= false;

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);
Gear^.Timer:= Gear^.Health*10; // This is not seconds, but at least it is *some* feedback
if (Gear^.Health = 0) or ((Gear^.Message and gm_Attack) <> 0) then
	begin
	FollowGear:= Gear;
    Gear^.RenderTimer:= false;
	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, 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);
    if(CheckGearDrowning(Gear)) then
        begin
        StopSound(Gear^.SoundChannel);
	    exit
        end
	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
    StopSound(Gear^.SoundChannel);
	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^.SoundChannel:= LoopSound(sndPickhammer);
	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);
		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 ((TrainingFlags and tfRCPlane) = 0) and (Gear^.Timer > 0) then dec(Gear^.Timer);

if ((TrainingFlags and tfRCPlane) <> 0) and ((TrainingFlags and tfTimeTrial) <> 0 ) and (TimeTrialStartTime = 0) then TimeTrialStartTime:= RealTicks;

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 (TrainingFlags and tfRCPlane) = 0 then
	begin
	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);
		end;

	// pickup bonuses
	t:= CheckGearNear(Gear, gtCase, 36, 36);
	if t <> nil then
		PickUp(HHGear, t);
	end
else
	begin
	if (GameTicks and $FF) = 0 then
		AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0);

	// pickup targets
	t:= CheckGearNear(Gear, gtTarget, 36, 36);
	if t <> nil then
		begin
		if t^.Tag <> 0 then // collect it only once
			exit;
		PlaySound(sndShotgunReload);
		t^.Tag:= 1;
		TrainingTargetGear:= nil; // remove target cursor
		exit;
		end;

	if (TurnTimeLeft > 0) then 
		dec(TurnTimeLeft)
	end;
		
CheckCollision(Gear);

if ((Gear^.State and gstCollision) <> 0) or (((TrainingFlags and tfRCPlane) <> 0) and (TurnTimeLeft = 0))
	or CheckGearDrowning(Gear) then
	begin
	if ((TrainingFlags and tfRCPlane) <> 0) and ((TrainingFlags and tfTimeTrial) <> 0 ) and (TimeTrialStopTime = 0) then TimeTrialStopTime:= RealTicks;
	StopSound(Gear^.SoundChannel);
	StopSound(sndRideOfTheValkyries);
	ResumeMusic;

	if ((Gear^.State and gstCollision) <> 0) or (((TrainingFlags and tfRCPlane) <> 0) and (TurnTimeLeft = 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;
	
	if (TrainingFlags and tfRCPlane) <> 0 then
		TurnTimeLeft:= 0; // HACK: RCPlane training allows unlimited plane starts in last 2 seconds

	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;

procedure doStepJetpackWork(Gear: PGear);
var HHGear: PGear;
    fuel: LongInt;
    move: hwFloat;
begin
AllInactive:= false;
HHGear:=PHedgehog(Gear^.Hedgehog)^.Gear;
//dec(Gear^.Timer);
move:= _0_1;
fuel:= 50;
(*if (HHGear^.Message and gm_Precise) <> 0 then
    begin
    move:= _0_02;
    fuel:= 5;
    end;*)

if (HHGear^.Message and gm_Up) <> 0 then
    begin
    if (not HHGear^.dY.isNegative) or (HHGear^.Y > -_256) then
        HHGear^.dY:= HHGear^.dY - move;
    HHGear^.dY:= HHGear^.dY - move;
    dec(Gear^.Health, fuel);
    Gear^.MsgParam:= Gear^.MsgParam or gm_Up;
    Gear^.Timer:= GameTicks
    end;
if (HHGear^.Message and gm_Left) <> 0 then move.isNegative:= true;
if (HHGear^.Message and (gm_Left or gm_Right)) <> 0 then
    begin
    HHGear^.dX:= HHGear^.dX + (move * _0_2);
    dec(Gear^.Health, fuel div 5);
    Gear^.MsgParam:= Gear^.MsgParam or (HHGear^.Message and (gm_Left or gm_Right));
    Gear^.Timer:= GameTicks
    end;

// erases them all at once :-/
if (Gear^.Timer <> 0) and (GameTicks - Gear^.Timer > 250) then
    begin
    Gear^.Timer:= 0;
    Gear^.MsgParam:= 0
    end;

if Gear^.Health < 0 then Gear^.Health:= 0;
if (GameTicks and $3F) = 0 then
       begin
//AddCaption('Fuel: '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
       if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
       Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
       end;

if HHGear^.Message and (gm_Attack or gm_Up or gm_Precise or gm_Left or gm_Right) <> 0 then Gear^.State:= Gear^.State and not gsttmpFlag;
HHGear^.Message:= HHGear^.Message and not (gm_Up or gm_Precise or gm_Left or gm_Right);
HHGear^.State:= HHGear^.State or gstMoving;

Gear^.X:= HHGear^.X;
Gear^.Y:= HHGear^.Y;
// For some reason I need to reapply followgear here, something else grabs it otherwise.
if not bShowAmmoMenu then FollowGear:= HHGear;

if ((Gear^.State and gsttmpFlag) = 0) or (HHGear^.dY < _0) then doStepHedgehogMoving(HHGear);

if  (Gear^.Health = 0)
    or (HHGear^.Damage <> 0)
	or CheckGearDrowning(HHGear)
    or (TurnTimeLeft = 0)
    // allow brief ground touches - to be fair on this, might need another counter
    or (((GameTicks and $1FF) = 0) and (not HHGear^.dY.isNegative) and TestCollisionYwithGear(HHGear, 1))
	or ((Gear^.Message and gm_Attack) <> 0) then
	begin
	with HHGear^ do
		begin
		Message:= 0;
        Active:= true;
		State:= State or gstMoving
		end;
	DeleteGear(Gear);
	isCursorVisible:= false;
//    if Gear^.Tex <> nil then FreeTexture(Gear^.Tex);
//    Gear^.Tex:= RenderStringTex(trmsg[sidFuel] + ': ' + inttostr(round(Gear^.Health / 20)) + '%', cWhiteColor, fntSmall)
    //AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', cWhiteColor, capgrpAmmostate);
	end
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepJetpack(Gear: PGear);
var HHGear: PGear;
begin
Gear^.doStep:= @doStepJetpackWork;

HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
FollowGear:= HHGear;
OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
with HHGear^ do
	begin
	State:= State and not gstAttacking;
	Message:= Message and not (gm_Attack or gm_Up or gm_Precise or gm_Left or gm_Right);
    if (dY < _0_1) and (dY > -_0_1) then
        begin
        Gear^.State:= Gear^.State or gsttmpFlag;
        dY:= dY - _0_2
        end
	end
end;