(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2009 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *)procedure doStepDrowningGear(Gear: PGear); forward;function CheckGearDrowning(Gear: PGear): boolean;var skipSpeed, skipAngle, skipDecay: hwFloat;begin// probably needs tweaking. might need to be in a case statement based upon gear type//(not Gear^.dY.isNegative) and this should not be necessaryif cWaterLine < hwRound(Gear^.Y) + Gear^.Radius then begin skipSpeed:= _0_25; // was 0.36 - couldn't manage baseball bat. Tiy's build is 0.36... skipAngle:= _1 + _0_9; // these should perhaps also be constants, once work out what proper values are skipDecay:= _0_87; // this could perhaps be a tiny bit higher. if (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed) and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY)) then begin Gear^.dY.isNegative:= true; Gear^.dY:= Gear^.dY * skipDecay; Gear^.dX:= Gear^.dX * skipDecay; CheckGearDrowning:= false end else begin CheckGearDrowning:= true; Gear^.State:= gstDrowning; Gear^.doStep:= @doStepDrowningGear; if Gear^.Kind = gtHedgehog then AddCaption(Format(GetEventString(eidDrowned), PHedgehog(Gear^.Hedgehog)^.Name), $FFFFFF, capgrpMessage); end; PlaySound(sndSplash, false, nil) 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);var dmg: Longword;beginif(Gear^.Invulnerable) then exit;if _0_4 < Gear^.dY then begin if _0_6 < Gear^.dY then PlaySound(sndOw4, false, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack) else PlaySound(sndOw1, false, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack); dmg:= modifyDamage(1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70)); ApplyDamage(Gear, dmg); endend;////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////procedure CalcRotationDirAngle(Gear: PGear);var dAngle: real;begindAngle:= (hwAbs(Gear^.dX) + hwAbs(Gear^.dY)).QWordValue / $80000000;if not Gear^.dX.isNegative then Gear^.DirAngle:= Gear^.DirAngle + dAngleelse Gear^.DirAngle:= Gear^.DirAngle - dAngle;if Gear^.DirAngle < 0 then Gear^.DirAngle:= Gear^.DirAngle + 360else if 360 < Gear^.DirAngle then Gear^.DirAngle:= Gear^.DirAngle - 360end;////////////////////////////////////////////////////////////////////////////////procedure doStepDrowningGear(Gear: PGear);beginAllInactive:= false;Gear^.Y:= Gear^.Y + 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 Random(1000) < 10 then AddVisualGear(hwRound(Gear^.X) - Gear^.Radius, hwRound(Gear^.Y) - Gear^.Radius, vgtBubble);end;////////////////////////////////////////////////////////////////////////////////procedure doStepFallingGear(Gear: PGear);var isFalling: boolean;beginGear^.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 gstMovingelse Gear^.State:= Gear^.State or gstMovingend;////////////////////////////////////////////////////////////////////////////////procedure doStepBomb(Gear: PGear);var i: LongInt; dX, dY: hwFloat;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); gtBall: doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 40, EXPLAutoSound); gtClusterBomb: begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, EXPLAutoSound); for i:= 0 to 4 do begin dX:= rndSign(GetRandom * _0_1); dY:= (GetRandom - _3) * _0_08; AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtCluster, 0, dX, dY, 25); end end; gtWatermelon: begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 75, EXPLAutoSound); for i:= 0 to 5 do begin dX:= rndSign(GetRandom * _0_1); dY:= (GetRandom - _1_5) * _0_3; AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtMelonPiece, 0, dX, dY, 75)^.DirAngle:= i * 60; end end; gtHellishBomb: begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 90, EXPLAutoSound); for i:= 0 to 127 do begin dX:= AngleCos(i * 16) * _0_5 * (GetRandom + _1); dY:= AngleSin(i * 16) * _0_5 * (GetRandom + _1); AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0); AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0); end end; end; DeleteGear(Gear); exit end;CalcRotationDirAngle(Gear);if Gear^.Kind = gtHellishBomb then begin if Gear^.Timer = 3000 then PlaySound(sndHellish, false, nil); if (GameTicks and $3F) = 0 then if (Gear^.State and gstCollision) = 0 then AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtEvilTrace, 0, _0, _0, 0); end;if (Gear^.State and (gstCollision or gstMoving)) = (gstCollision or gstMoving) then if (hwAbs(Gear^.dX) > _0_1) or (hwAbs(Gear^.dY) > _0_1) then PlaySound(sndGrenadeImpact, false, nil)end;procedure doStepWatermelon(Gear: PGear);beginAllInactive:= false;PlaySound(sndMelon, false, nil);Gear^.doStep:= @doStepBombend;procedure doStepCluster(Gear: PGear);beginAllInactive:= 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);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);beginif 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) endend;procedure doStepHealthTagWorkUnderWater(Gear: PGear);beginAllInactive:= false;Gear^.Y:= Gear^.Y - _0_08;if hwRound(Gear^.Y) < cWaterLine + 10 then DeleteGear(Gear)end;procedure doStepHealthTag(Gear: PGear);var s: shortstring;beginAllInactive:= 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:= @doStepHealthTagWorkelse Gear^.doStep:= @doStepHealthTagWorkUnderWater;Gear^.Y:= Gear^.Y - int2hwFloat(Gear^.Tex^.h)end;////////////////////////////////////////////////////////////////////////////////procedure doStepGrave(Gear: PGear);beginAllInactive:= false;if Gear^.dY.isNegative then if TestCollisionY(Gear, -1) then Gear^.dY:= _0;if not Gear^.dY.isNegative then if TestCollisionY(Gear, 1) then begin Gear^.dY:= - Gear^.dY * Gear^.Elasticity; if Gear^.dY > - _1div1024 then begin Gear^.Active:= false; exit end else if Gear^.dY < - _0_03 then PlaySound(sndGraveImpact, false, nil) end;Gear^.Y:= Gear^.Y + Gear^.dY;CheckGearDrowning(Gear);Gear^.dY:= Gear^.dY + 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 StopSound(sndUFO); 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 PlaySound(sndUFO, true, nil); Gear^.Timer:= 5000; Gear^.doStep:= @doStepUFOWork end;end;////////////////////////////////////////////////////////////////////////////////procedure doStepShotIdle(Gear: PGear);beginAllInactive:= false;inc(Gear^.Timer);if Gear^.Timer > 75 then begin DeleteGear(Gear); AfterAttack endend;procedure doStepShotgunShot(Gear: PGear);var i: LongWord;beginAllInactive:= false;if ((Gear^.State and gstAnimation) = 0) then begin dec(Gear^.Timer); if Gear^.Timer = 0 then begin PlaySound(sndShotgunFire, false, nil); Gear^.State:= Gear^.State or gstAnimation end; exit end else inc(Gear^.Timer);i:= 200;repeatGear^.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:= @doStepShotIdleend;////////////////////////////////////////////////////////////////////////////////procedure doStepBulletWork(Gear: PGear);var i, x, y: LongWord; oX, oY: hwFloat;beginAllInactive:= false;inc(Gear^.Timer);i:= 80;oX:= Gear^.X;oY:= Gear^.Y;repeat Gear^.X:= Gear^.X + Gear^.dX; Gear^.Y:= Gear^.Y + Gear^.dY; x:= hwRound(Gear^.X); y:= hwRound(Gear^.Y); if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] <> 0) then inc(Gear^.Damage); if Gear^.Damage > 5 then if Gear^.Ammo^.AmmoType = amDEagle then AmmoShove(Gear, 7, 20) else AmmoShove(Gear, Gear^.Timer, 20); dec(i)until (i = 0) or (Gear^.Damage > Gear^.Health);if Gear^.Damage > 0 then begin DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 82 - i, 1); dec(Gear^.Health, Gear^.Damage); Gear^.Damage:= 0 end;if (Gear^.Health <= 0) or (hwRound(Gear^.X) and LAND_WIDTH_MASK <> 0) or (hwRound(Gear^.Y) and LAND_HEIGHT_MASK <> 0) then begin if (Gear^.Kind = gtSniperRifleShot) and ((GameFlags and gfLaserSight) = 0) then cLaserSighting:= false; if (Gear^.Ammo^.NumPerTurn <= CurrentHedgehog^.AttacksNum) and ((GameFlags and gfArtillery) = 0) then cArtillery:= false; Gear^.doStep:= @doStepShotIdle end;end;procedure doStepDEagleShot(Gear: PGear);beginif Ammoz[amDEagle].Ammo.NumPerTurn>CurrentHedgehog^.AttacksNum then AddCaption(inttostr(Ammoz[amDEagle].Ammo.NumPerTurn-CurrentHedgehog^.AttacksNum)+' '+trmsg[sidRemaining], $FFFFFF, capgrpAmmostate);PlaySound(sndGun, false, nil);Gear^.doStep:= @doStepBulletWorkend;procedure doStepSniperRifleShot(Gear: PGear);var HHGear: PGear;begincArtillery:= true;HHGear:=PHedgehog(Gear^.Hedgehog)^.Gear;HHGear^.State:= HHGear^.State or gstNotKickable;HedgehogChAngle(HHGear);if not cLaserSighting then // game doesn't have default laser sight. turn it on and give them a chance to aim begin cLaserSighting:= true; HHGear^.Message:= 0; if(HHGear^.Angle - 32 >= 0) then dec(HHGear^.Angle,32) end;if (HHGear^.Message and gm_Attack) <> 0 then begin Gear^.State:= Gear^.State or gstAnimation; Gear^.dX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX) * _0_5; Gear^.dY:= -AngleCos(HHGear^.Angle) * _0_5; PlaySound(sndGun, false, nil); Gear^.doStep:= @doStepBulletWork; endelse 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 PHedgehog(Gear^.Hedgehog)^.AttacksNum:= Gear^.Ammo^.NumPerTurn+1; DeleteGear(Gear); AfterAttack; TurnTimeLeft:= 0 end;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 begin HHGear^.State:= HHGear^.State or gstNoDamage; doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y) + 7, 6, EXPLDontDraw); HHGear^.State:= HHGear^.State and not gstNoDamage end;if (Gear^.Timer mod 47) = 0 then begin i:= hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2)); ei:= hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2)); while i <= ei do begin DrawExplosion(i, hwRound(Gear^.Y) + 3, 3); inc(i, 1) end; if Land[hwRound(Gear^.Y + _1_9) , hwRound(Gear^.X + Gear^.dX)] <> COLOR_INDESTRUCTIBLE then begin Gear^.X:= Gear^.X + Gear^.dX; Gear^.Y:= Gear^.Y + _1_9; end; SetAllHHToActive; end;if TestCollisionYwithGear(Gear, 1) then begin Gear^.dY:= _0; SetLittle(HHGear^.dX); HHGear^.dY:= _0; end else begin Gear^.dY:= Gear^.dY + cGravity; Gear^.Y:= Gear^.Y + Gear^.dY; if hwRound(Gear^.Y) > cWaterLine then Gear^.Timer:= 1 end;Gear^.X:= Gear^.X + HHGear^.dX;HHGear^.X:= Gear^.X;HHGear^.Y:= Gear^.Y - int2hwFloat(cHHRadius);if (Gear^.Message and gm_Attack) <> 0 then if (Gear^.State and gsttmpFlag) <> 0 then Gear^.Timer:= 1 else else if (Gear^.State and gsttmpFlag) = 0 then Gear^.State:= Gear^.State or gsttmpFlag;if ((Gear^.Message and gm_Left) <> 0) then Gear^.dX:= - _0_3 else if ((Gear^.Message and gm_Right) <> 0) then Gear^.dX:= _0_3 else Gear^.dX:= _0;end;procedure doStepPickHammer(Gear: PGear);var i, y: LongInt; ar: TRangeArray; HHGear: PGear;begini:= 0;HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;y:= hwRound(Gear^.Y) - cHHRadius * 2;while y < hwRound(Gear^.Y) do begin ar[i].Left := hwRound(Gear^.X) - Gear^.Radius - LongInt(GetRandom(2)); ar[i].Right:= hwRound(Gear^.X) + Gear^.Radius + LongInt(GetRandom(2)); inc(y, 2); inc(i) end;DrawHLinesExplosions(@ar, 3, hwRound(Gear^.Y) - cHHRadius * 2, 2, Pred(i));Gear^.dY:= HHGear^.dY;DeleteCI(HHGear);PlaySound(sndPickhammer, true, nil);doStepPickHammerWork(Gear);Gear^.doStep:= @doStepPickHammerWorkend;////////////////////////////////////////////////////////////////////////////////var BTPrevAngle, BTSteps: LongInt;procedure doStepBlowTorchWork(Gear: PGear);var HHGear: PGear; b: boolean; prevX: LongInt;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:= SignAs(AngleSin(HHGear^.Angle) * _0_5, HHGear^.dX); Gear^.dY:= AngleCos(HHGear^.Angle) * ( - _0_5); BTPrevAngle:= HHGear^.Angle; b:= true end;if ((HHGear^.State and gstMoving) <> 0) then begin doStepHedgehogMoving(HHGear); if (HHGear^.State and gstHHDriven) = 0 then Gear^.Timer:= 0 end;if Gear^.Timer mod cHHStepTicks = 0 then begin b:= true; if Gear^.dX.isNegative then HHGear^.Message:= (HHGear^.Message and (gm_Attack or gm_Up or gm_Down)) or gm_Left else HHGear^.Message:= (HHGear^.Message and (gm_Attack or gm_Up or gm_Down)) or gm_Right; if ((HHGear^.State and gstMoving) = 0) then begin HHGear^.State:= HHGear^.State and not gstAttacking; prevX:= hwRound(HHGear^.X);// why the call to HedgehogStep then a further increment of X? if (prevX = hwRound(HHGear^.X)) and (Land[hwRound(HHGear^.Y) , hwRound(HHGear^.X + SignAs(_1, HHGear^.dX))] <> COLOR_INDESTRUCTIBLE) then HedgehogStep(HHGear); if (prevX = hwRound(HHGear^.X)) and (Land[hwRound(HHGear^.Y) , hwRound(HHGear^.X + SignAs(_1, HHGear^.dX))] <> COLOR_INDESTRUCTIBLE) then HHGear^.X:= HHGear^.X + SignAs(_1, HHGear^.dX); HHGear^.State:= HHGear^.State or gstAttacking end; inc(BTSteps); if BTSteps = 7 then begin BTSteps:= 0; if Land[hwRound(HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC)) , hwRound(HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC))] <> COLOR_INDESTRUCTIBLE then begin Gear^.X:= HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC); Gear^.Y:= HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC); end; HHGear^.State:= HHGear^.State or gstNoDamage; AmmoShove(Gear, 2, 15); HHGear^.State:= HHGear^.State and not gstNoDamage end; end;if b then DrawTunnel(HHGear^.X - Gear^.dX * cHHRadius, HHGear^.Y - _4 - Gear^.dY * cHHRadius + hwAbs(Gear^.dY) * 7, Gear^.dX, Gear^.dY, cHHRadius * 5, cHHRadius * 2 + 7);if (Gear^.Timer = 0) or ((HHGear^.Message and gm_Attack) <> 0) then begin HHGear^.Message:= 0; HHGear^.State:= HHGear^.State and (not gstNotKickable); DeleteGear(Gear); AfterAttack endend;procedure doStepBlowTorch(Gear: PGear);var HHGear: PGear;beginBTPrevAngle:= High(LongInt);BTSteps:= 0;HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;HHGear^.Message:= 0;HHGear^.State:= HHGear^.State or gstNotKickable;Gear^.doStep:= @doStepBlowTorchWorkend;////////////////////////////////////////////////////////////////////////////////procedure doStepRope(Gear: PGear); forward;procedure doStepRopeAfterAttack(Gear: PGear);var HHGear: PGear;beginHHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;if ((HHGear^.State and gstHHDriven) = 0) or (CheckGearDrowning(HHGear)) or TestCollisionYwithGear(HHGear, 1) then begin DeleteGear(Gear); isCursorVisible:= false; exit end;HedgehogChAngle(HHGear);if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then begin {$IFDEF DEBUGFILE}if HHGear^.dX.QWordValue > 1 then AddFileLog('Stopping hedgehog after rope attack due to wall collision');{$ENDIF} SetLittle(HHGear^.dX); end;if HHGear^.dY.isNegative and TestCollisionYwithGear(HHGear, -1) then HHGear^.dY:= _0;HHGear^.X:= HHGear^.X + HHGear^.dX;HHGear^.Y:= HHGear^.Y + HHGear^.dY;HHGear^.dY:= HHGear^.dY + cGravity;if (Gear^.Message and gm_Attack) <> 0 then begin Gear^.X:= HHGear^.X; Gear^.Y:= HHGear^.Y; ApplyAngleBounds(PHedgehog(Gear^.Hedgehog)^, amRope); Gear^.dX:= SignAs(AngleSin(HHGear^.Angle), HHGear^.dX); Gear^.dY:= -AngleCos(HHGear^.Angle); Gear^.Friction:= _450; Gear^.Elasticity:= _0; Gear^.State:= Gear^.State and not gsttmpflag; Gear^.doStep:= @doStepRope endend;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;beginHHGear:= 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 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;ropeDx:= HHGear^.X - Gear^.X; // vector between hedgehog and rope attaching pointropeDy:= 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 normalizedmdY:= mdY * len;Gear^.dX:= mdX; // for visual purposes onlyGear^.dY:= mdY;///// tx:= HHGear^.X; ty:= HHGear^.Y; if ((Gear^.Message and gm_Down) <> 0) and (Gear^.Elasticity < Gear^.Friction) then if not (TestCollisionXwithGear(HHGear, hwSign(ropeDx)) or TestCollisionYwithGear(HHGear, hwSign(ropeDy))) then Gear^.Elasticity:= Gear^.Elasticity + _0_3; if ((Gear^.Message and gm_Up) <> 0) and (Gear^.Elasticity > _30) then if not (TestCollisionXwithGear(HHGear, -hwSign(ropeDx)) or TestCollisionYwithGear(HHGear, -hwSign(ropeDy))) then Gear^.Elasticity:= Gear^.Elasticity - _0_3; HHGear^.X:= Gear^.X + mdX * Gear^.Elasticity; HHGear^.Y:= Gear^.Y + mdY * Gear^.Elasticity; HHGear^.dX:= HHGear^.X - tx; HHGear^.dY:= HHGear^.Y - ty;//// haveDivided:= false; // check whether rope needs dividing len:= _1 / Distance(ropeDx, ropeDy); // old rope pos nx:= ropeDx * len; ny:= ropeDy * len; len:= Gear^.Elasticity - _0_3x70; while len > _0_3 do begin lx:= hwRound(Gear^.X + mdX * len); ly:= hwRound(Gear^.Y + mdY * len); if ((ly and LAND_HEIGHT_MASK) = 0) and ((lx and LAND_WIDTH_MASK) = 0) and (Land[ly, lx] <> 0) then begin with RopePoints.ar[RopePoints.Count] do begin X:= Gear^.X; Y:= Gear^.Y; if RopePoints.Count = 0 then RopePoints.HookAngle:= DxDy2Angle(Gear^.dY, Gear^.dX); b:= (nx * HHGear^.dY) > (ny * HHGear^.dX); dLen:= len end; Gear^.X:= Gear^.X + nx * len; Gear^.Y:= Gear^.Y + ny * len; inc(RopePoints.Count); TryDo(RopePoints.Count <= MAXROPEPOINTS, 'Rope points overflow', true); Gear^.Elasticity:= Gear^.Elasticity - len; Gear^.Friction:= Gear^.Friction - len; haveDivided:= true; break end; len:= len - _0_3 // should be the same as increase step end;if not haveDivided then if RopePoints.Count > 0 then // check whether the last dividing point could be removed begin tx:= RopePoints.ar[Pred(RopePoints.Count)].X; ty:= RopePoints.ar[Pred(RopePoints.Count)].Y; if RopePoints.ar[Pred(RopePoints.Count)].b xor ((tx - Gear^.X) * (ty - HHGear^.Y) > (tx - HHGear^.X) * (ty - Gear^.Y)) then begin dec(RopePoints.Count); Gear^.X:= RopePoints.ar[RopePoints.Count].X; Gear^.Y:= RopePoints.ar[RopePoints.Count].Y; Gear^.Elasticity:= Gear^.Elasticity + RopePoints.ar[RopePoints.Count].dLen; Gear^.Friction:= Gear^.Friction + RopePoints.ar[RopePoints.Count].dLen end end;haveCollision:= false;if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then begin HHGear^.dX:= -_0_6 * HHGear^.dX; haveCollision:= true end;if TestCollisionYwithGear(HHGear, hwSign(HHGear^.dY)) then begin HHGear^.dY:= -_0_6 * HHGear^.dY; haveCollision:= true end;if haveCollision and (Gear^.Message and (gm_Left or gm_Right) <> 0) and (Gear^.Message and (gm_Up or gm_Down) <> 0) then begin HHGear^.dX:= SignAs(hwAbs(HHGear^.dX) + _0_2, HHGear^.dX); HHGear^.dY:= SignAs(hwAbs(HHGear^.dY) + _0_2, HHGear^.dY) end;len:= Distance(HHGear^.dX, HHGear^.dY);if len > _0_8 then begin len:= _0_8 / len; HHGear^.dX:= HHGear^.dX * len; HHGear^.dY:= HHGear^.dY * len; end;if (Gear^.Message and gm_Attack) <> 0 then if (Gear^.State and gsttmpFlag) <> 0 then with PHedgehog(Gear^.Hedgehog)^ do if Ammo^[CurSlot, CurAmmo].AmmoType <> amParachute then WaitCollision else DeleteMe 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; 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;beginGear^.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 thenif TestCollisionYwithGear(HHGear, 1) then begin CheckHHDamage(HHGear); HHGear^.dY:= _0; HHGear^.State:= HHGear^.State and not (gstMoving or gstHHJumping or gstHHHJump); end else begin if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX); HHGear^.X:= HHGear^.X + HHGear^.dX; HHGear^.Y:= HHGear^.Y + HHGear^.dY; Gear^.X:= Gear^.X + HHGear^.dX; Gear^.Y:= Gear^.Y + HHGear^.dY; HHGear^.dY:= HHGear^.dY + cGravity; tt:= Gear^.Elasticity; tx:= _0; ty:= _0; while tt > _20 do begin if TestCollisionXwithXYShift(Gear, tx, hwRound(ty), -hwSign(Gear^.dX)) or TestCollisionYwithXYShift(Gear, hwRound(tx), hwRound(ty), -hwSign(Gear^.dY)) then begin Gear^.X:= Gear^.X + tx; Gear^.Y:= Gear^.Y + ty; Gear^.Elasticity:= tt; Gear^.doStep:= @doStepRopeWork; with HHGear^ do State:= State and not (gstAttacking or gstMoving or gstHHHJump); RemoveFromAmmo; tt:= _0; exit end; tx:= tx + Gear^.dX + Gear^.dX; ty:= ty + Gear^.dY + Gear^.dY; tt:= tt - _2; end; end;CheckCollision(Gear);if (Gear^.State and gstCollision) <> 0 then if Gear^.Elasticity < _10 then Gear^.Elasticity:= _10000 else begin Gear^.doStep:= @doStepRopeWork; with HHGear^ do State:= State and not (gstAttacking or gstHHHJump); RemoveFromAmmo; exit end;if (Gear^.Elasticity > Gear^.Friction)or ((Gear^.Message and gm_Attack) = 0)or (HHGear^.Damage > 0) then begin with PHedgehog(Gear^.Hedgehog)^.Gear^ do begin State:= State and not gstAttacking; Message:= Message and not gm_Attack end; DeleteGear(Gear) 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 doStepExplosionWork(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 doStepExplosion(Gear: PGear);var i: LongWord;beginfor 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:= @doStepExplosionWorkend;////////////////////////////////////////////////////////////////////////////////procedure doStepMine(Gear: PGear);beginif (Gear^.State and gstMoving) <> 0 then begin DeleteCI(Gear); doStepFallingGear(Gear); if (Gear^.State and gstMoving) = 0 then begin AddGearCI(Gear); Gear^.dX:= _0; Gear^.dY:= _0 end; CalcRotationDirAngle(Gear); AllInactive:= false end else if ((GameTicks and $3F) = 25) then doStepFallingGear(Gear);if ((Gear^.State and gsttmpFlag) <> 0) then if ((Gear^.State and gstAttacking) = 0) then begin if ((GameTicks and $1F) = 0) then if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then Gear^.State:= Gear^.State or gstAttacking end else // gstAttacking <> 0 begin AllInactive:= false; if (Gear^.Timer and $FF) = 0 then PlaySound(sndMineTick, false, nil); if Gear^.Timer = 0 then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound); DeleteGear(Gear); exit end; dec(Gear^.Timer); end else // gsttmpFlag = 0 if TurnTimeLeft = 0 then Gear^.State:= Gear^.State or gsttmpFlag;end;////////////////////////////////////////////////////////////////////////////////procedure doStepDynamite(Gear: PGear);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; k: TGearType;beginif (Gear^.Message and gm_Destroy) > 0 then begin DeleteGear(Gear); FreeActionsList; SetAllToActive; // something (hh, mine, etc...) could be on top of the case with CurrentHedgehog^ do if Gear <> nil then Gear^.Message:= Gear^.Message and not (gm_LJump or gm_HJump); exit end;if Gear^.Damage > 0 then begin x:= hwRound(Gear^.X); y:= hwRound(Gear^.Y); k:= Gear^.Kind; DeleteGear(Gear); // <-- delete gear! if k = gtCase then begin doMakeExplosion(x, y, 25, EXPLAutoSound); for i:= 0 to 63 do AddGear(x, y, gtFlame, 0, _0, _0, 0); end; exit end;if (Gear^.dY.QWordValue <> 0) or (not TestCollisionYwithGear(Gear, 1)) then begin AllInactive:= false; Gear^.dY:= Gear^.dY + cGravity; Gear^.Y:= Gear^.Y + Gear^.dY; if (Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, -1) then Gear^.dY:= _0 else if (not Gear^.dY.isNegative) and TestCollisionYwithGear(Gear, 1) then begin Gear^.dY:= - Gear^.dY * Gear^.Elasticity; if Gear^.dY > - _0_001 then Gear^.dY:= _0 else if Gear^.dY < - _0_03 then PlaySound(sndGraveImpact, false, nil); end; CheckGearDrowning(Gear); end;if (Gear^.dY.QWordValue = 0) then AddGearCI(Gear) else if (Gear^.dY.QWordValue <> 0) then DeleteCI(Gear)end;////////////////////////////////////////////////////////////////////////////////procedure doStepIdle(Gear: PGear);beginAllInactive:= false;dec(Gear^.Timer);if Gear^.Timer = 0 then begin DeleteGear(Gear); AfterAttack endend;procedure doStepShover(Gear: PGear);var HHGear: PGear;beginHHGear:= 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:= @doStepIdleend;////////////////////////////////////////////////////////////////////////////////procedure doStepWhip(Gear: PGear);var HHGear: PGear; i: LongInt;beginHHGear:= 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:= @doStepIdleend;////////////////////////////////////////////////////////////////////////////////procedure doStepFlame(Gear: PGear);var i: Integer;beginAllInactive:= false;if not TestCollisionYwithGear(Gear, 1) then begin if hwAbs(Gear^.dX) > _0_01 then Gear^.dX:= Gear^.dX * _0_995; Gear^.dY:= Gear^.dY + cGravity; if hwAbs(Gear^.dY) > _0_2 then Gear^.dY:= Gear^.dY * _0_995; Gear^.X:= Gear^.X + Gear^.dX + cWindSpeed * 640; Gear^.Y:= Gear^.Y + Gear^.dY; if (hwRound(Gear^.Y) > cWaterLine) then begin for i:= 0 to 3 do begin AddVisualGear(hwRound(Gear^.X) - 16 + Random(32), hwRound(Gear^.Y) - 16 + Random(16), vgtSteam); PlaySound(sndVaporize, false, nil); end; DeleteGear(Gear); exit end end else begin if Gear^.Timer > 0 then dec(Gear^.Timer) else begin Gear^.Radius:= 9; AmmoShove(Gear, 4, 100); Gear^.Radius:= 1; doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 4, EXPLNoDamage); dec(Gear^.Health); Gear^.Timer:= 450 - Gear^.Tag * 8 end end;//if (((GameTicks div 8) mod 64) = Gear^.Tag) then// AmmoFlameWork(Gear);if Gear^.Health = 0 then DeleteGear(Gear)end;////////////////////////////////////////////////////////////////////////////////procedure doStepFirePunchWork(Gear: PGear);var HHGear: PGear;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 - int2hwFloat(cHHRadius), HHGear^.Y - _1, _0_5, _0, cHHRadius * 4, 2); HHGear^.State:= HHGear^.State or gstNoDamage; Gear^.Y:= HHGear^.Y; AmmoShove(Gear, 30, 40); HHGear^.State:= HHGear^.State and not gstNoDamage end;HHGear^.dY:= HHGear^.dY + cGravity;if not (HHGear^.dY.isNegative) then begin HHGear^.State:= HHGear^.State or gstMoving; DeleteGear(Gear); AfterAttack; exit end;if Land[hwRound(HHGear^.Y + HHGear^.dY), hwRound(HHGear^.X)] <> COLOR_INDESTRUCTIBLE then HHGear^.Y:= HHGear^.Y + HHGear^.dYend;procedure doStepFirePunch(Gear: PGear);var HHGear: PGear;beginAllInactive:= false;HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;DeleteCI(HHGear);HHGear^.X:= int2hwFloat(hwRound(HHGear^.X)) - _0_5;HHGear^.dX:= SignAs(cLittle, Gear^.dX);HHGear^.dY:= - _0_3;Gear^.X:= HHGear^.X;Gear^.dX:= SignAs(_0_45, Gear^.dX);Gear^.dY:= - _0_9;Gear^.doStep:= @doStepFirePunchWork;DrawTunnel(HHGear^.X - int2hwFloat(cHHRadius), HHGear^.Y + _1, _0_5, _0, cHHRadius * 4, 5);PlaySound(TSound(ord(sndFirePunch1) + GetRandom(6)), false, PHedgehog(HHGear^.Hedgehog)^.Team^.voicepack)end;////////////////////////////////////////////////////////////////////////////////procedure doStepParachuteWork(Gear: PGear);var HHGear: PGear;beginHHGear:= 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 * 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;Gear^.X:= HHGear^.X;Gear^.Y:= HHGear^.Yend;procedure doStepParachute(Gear: PGear);var HHGear: PGear;beginHHGear:= 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;beginAllInactive:= 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);beginAllInactive:= false;if Gear^.X.QWordValue = 0 then begin Gear^.Tag:= 1; Gear^.X:= -_1024; endelse begin Gear^.Tag:= -1; Gear^.X:= int2hwFloat(LAND_WIDTH + 1024); end;Gear^.Y:= int2hwFloat(topY-300);Gear^.dX:= int2hwFloat(TargetPoint.X - 5 * Gear^.Tag * 15);if int2hwFloat(TargetPoint.Y) - Gear^.Y > _0 then Gear^.dX:= Gear^.dX - cBombsSpeed * hwSqrt((int2hwFloat(TargetPoint.Y) - Gear^.Y) * 2 / cGravity) * Gear^.Tag;Gear^.Health:= 6;Gear^.doStep:= @doStepAirAttackWork;PlaySound(sndIncoming, false, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack)end;////////////////////////////////////////////////////////////////////////////////procedure doStepAirBomb(Gear: PGear);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; x, y, tx, ty: hwFloat;beginAllInactive:= false;HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;tx:= int2hwFloat(TargetPoint.X);ty:= int2hwFloat(TargetPoint.Y);x:= HHGear^.X;y:= HHGear^.Y;if (Distance(tx - x, ty - y) > _256) or not TryPlaceOnLand(TargetPoint.X - SpritesData[sprAmGirder].Width div 2, TargetPoint.Y - SpritesData[sprAmGirder].Height div 2, sprAmGirder, Gear^.State, true) then begin PlaySound(sndDenied, false, nil); HHGear^.Message:= HHGear^.Message and not gm_Attack; HHGear^.State:= HHGear^.State and not gstAttacking; HHGear^.State:= HHGear^.State or gstHHChooseTarget; isCursorVisible:= true; DeleteGear(Gear) endelse begin PlaySound(sndPlaced, false, nil); DeleteGear(Gear); OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^); ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^) end;HHGear^.State:= HHGear^.State and not (gstAttacking or gstAttacked);HHGear^.Message:= HHGear^.Message and not gm_Attack;TargetPoint.X:= NoPointXend;////////////////////////////////////////////////////////////////////////////////procedure doStepTeleportAfter(Gear: PGear);var HHGear: PGear;beginHHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;HHGear^.Y:= HHGear^.Y + HHGear^.dY; // hedgehog falling to collect casesHHGear^.dY:= HHGear^.dY + cGravity;if TestCollisionYwithGear(HHGear, 1) or CheckGearDrowning(HHGear) then begin DeleteGear(Gear); AfterAttack endend;procedure doStepTeleportAnim(Gear: PGear);begininc(Gear^.Timer);if Gear^.Timer = 65 then begin Gear^.Timer:= 0; inc(Gear^.Pos); if Gear^.Pos = 11 then Gear^.doStep:= @doStepTeleportAfter endend;procedure doStepTeleport(Gear: PGear);var HHGear: PGear;beginAllInactive:= false;HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;if not TryPlaceOnLand(TargetPoint.X - SpritesData[sprHHTelepMask].Width div 2, TargetPoint.Y - SpritesData[sprHHTelepMask].Height div 2, sprHHTelepMask, 0, false) then begin HHGear^.Message:= HHGear^.Message and not gm_Attack; HHGear^.State:= HHGear^.State and not gstAttacking; HHGear^.State:= HHGear^.State or gstHHChooseTarget; DeleteGear(Gear); isCursorVisible:= true end else begin DeleteCI(HHGear); SetAllHHToActive; Gear^.doStep:= @doStepTeleportAnim; Gear^.X:= HHGear^.X; Gear^.Y:= HHGear^.Y; HHGear^.X:= int2hwFloat(TargetPoint.X); HHGear^.Y:= int2hwFloat(TargetPoint.Y); HHGear^.State:= HHGear^.State or gstMoving end;TargetPoint.X:= NoPointXend;////////////////////////////////////////////////////////////////////////////////procedure doStepSwitcherWork(Gear: PGear);var HHGear: PGear; Msg, State: Longword;beginAllInactive:= false;if ((Gear^.Message and not gm_Switch) <> 0) or (TurnTimeLeft = 0) then begin HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; Msg:= Gear^.Message and not gm_Switch; DeleteGear(Gear); OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^); ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^); HHGear:= CurrentHedgehog^.Gear; ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^); HHGear^.Message:= Msg; exit end;if (Gear^.Message and gm_Switch) <> 0 then begin HHGear:= CurrentHedgehog^.Gear; HHGear^.Message:= HHGear^.Message and not gm_Switch; Gear^.Message:= Gear^.Message and not gm_Switch; State:= HHGear^.State; HHGear^.State:= 0; HHGear^.Active:= false; HHGear^.Z:= cHHZ; RemoveGearFromList(HHGear); InsertGearToList(HHGear); repeat CurrentTeam^.CurrHedgehog:= Succ(CurrentTeam^.CurrHedgehog) mod (CurrentTeam^.HedgehogsNumber); until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil); CurrentHedgehog:= @CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]; HHGear:= CurrentHedgehog^.Gear; HHGear^.State:= State; HHGear^.Active:= true; FollowGear:= HHGear; HHGear^.Z:= cCurrHHZ; RemoveGearFromList(HHGear); InsertGearToList(HHGear); Gear^.X:= HHGear^.X; Gear^.Y:= HHGear^.Y end;end;procedure doStepSwitcher(Gear: PGear);var HHGear: PGear;beginGear^.doStep:= @doStepSwitcherWork;HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;with HHGear^ do begin State:= State and not gstAttacking; Message:= Message and not gm_Attack endend;////////////////////////////////////////////////////////////////////////////////procedure doStepMortar(Gear: PGear);var dX, dY: hwFloat; i: LongInt; dxn, dyn: boolean;beginAllInactive:= 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;beginAllInactive:= 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 endend;procedure doStepKamikazeIdle(Gear: PGear);beginAllInactive:= false;dec(Gear^.Timer);if Gear^.Timer = 0 then begin Gear^.Pos:= 1; PlaySound(sndKamikaze, false, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack); Gear^.doStep:= @doStepKamikazeWork endend;procedure doStepKamikaze(Gear: PGear);var HHGear: PGear;beginAllInactive:= 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:= @doStepKamikazeIdleend;////////////////////////////////////////////////////////////////////////////////const cakeh = 27; cakeDmg = 75;var CakePoints: array[0..Pred(cakeh)] of record x, y: hwFloat; end; CakeI: Longword;procedure doStepCakeExpl(Gear: PGear);beginAllInactive:= 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;beginAllInactive:= false;inc(Gear^.Tag);if Gear^.Tag < 100 then exit;Gear^.Tag:= 0;if Gear^.Pos = 0 then begin gi:= GearsList; while gi <> nil do begin dmg:= cakeDmg * 2 - hwRound(Distance(gi^.X - Gear^.X, gi^.Y - Gear^.Y)); if (dmg > 1) and (gi^.Kind = gtHedgehog) then if (CurrentHedgehog^.Gear = gi) and (not gi^.Invulnerable) then gi^.State:= gi^.State or gstLoser else gi^.State:= gi^.State or gstWinner; gi:= gi^.NextGear end; Gear^.doStep:= @doStepCakeExpl; PlaySound(sndCake, false, nil) end else dec(Gear^.Pos)end;procedure doStepCakeWork(Gear: PGear);const dirs: array[0..3] of TPoint = ((x: 0; y: -1), (x: 1; y: 0),(x: 0; y: 1),(x: -1; y: 0));var xx, yy, xxn, yyn: LongInt; da: LongInt; tdx, tdy: hwFloat; procedure PrevAngle; begin Gear^.Angle:= (LongInt(Gear^.Angle) + 4 - dA) mod 4 end; procedure NextAngle; begin Gear^.Angle:= (LongInt(Gear^.Angle) + 4 + dA) mod 4 end;beginAllInactive:= 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);if (Gear^.Health = 0) or ((Gear^.Message and gm_Attack) <> 0) then begin FollowGear:= Gear; Gear^.doStep:= @doStepCakeDown endend;procedure doStepCakeUp(Gear: PGear);var i: Longword;beginAllInactive:= 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);beginAllInactive:= false;Gear^.dY:= Gear^.dY + cGravity;if TestCollisionYwithGear(Gear, 1) then Gear^.doStep:= @doStepCakeUpelse begin Gear^.Y:= Gear^.Y + Gear^.dY; if CheckGearDrowning(Gear) then AfterAttack endend;procedure doStepCake(Gear: PGear);var HHGear: PGear;beginAllInactive:= false;HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;HHGear^.Message:= HHGear^.Message and (not gm_Attack);DeleteCI(HHGear);FollowGear:= Gear;Gear^.doStep:= @doStepCakeFallend;////////////////////////////////////////////////////////////////////////////////procedure doStepSeductionWork(Gear: PGear);var x, y: LongInt;beginAllInactive:= 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 elseelse begin AfterAttack; DeleteGear(Gear) endend;procedure doStepSeductionWear(Gear: PGear);beginAllInactive:= false;inc(Gear^.Timer);if Gear^.Timer > 250 then begin Gear^.Timer:= 0; inc(Gear^.Pos); if Gear^.Pos = 5 then PlaySound(sndYoohoo, false, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack) end;if Gear^.Pos = 14 then Gear^.doStep:= @doStepSeductionWorkend;procedure doStepSeduction(Gear: PGear);beginAllInactive:= false;DeleteCI(PHedgehog(Gear^.Hedgehog)^.Gear);Gear^.doStep:= @doStepSeductionWearend;////////////////////////////////////////////////////////////////////////////////procedure doStepWaterUp(Gear: PGear);var i: LongWord;beginAllInactive:= false;inc(Gear^.Timer);if Gear^.Timer = 17 then Gear^.Timer:= 0else 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;beginAllInactive:= false;if (Gear^.Timer > 0) and ((Gear^.Timer mod 10) = 0) then begin ox:= Gear^.X; oy:= Gear^.Y; Gear^.X:= Gear^.X + Gear^.dX; Gear^.Y:= Gear^.Y + Gear^.dY; DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 2, 6); CheckGearDrowning(Gear); end;t:= CheckGearsCollision(Gear); //fixes drill not exploding when touching HH bugif (Gear^.Timer = 0)or (t^.Count <> 0)or (not TestCollisionYWithGear(Gear, hwSign(Gear^.dY))and not TestCollisionXWithGear(Gear, hwSign(Gear^.dX)))or (Land[hwRound(Gear^.Y), hwRound(Gear^.X)] = COLOR_INDESTRUCTIBLE) then begin //out of time or exited ground doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound); DeleteGear(Gear); exit end;dec(Gear^.Timer);end;procedure doStepDrill(Gear: PGear);var t: PGearArray; oldDx, oldDy: hwFloat; t2: hwFloat;beginAllInactive:= false;Gear^.dX:= Gear^.dX + cWindSpeed;oldDx:= Gear^.dX;oldDy:= Gear^.dY;doStepFallingGear(Gear);if (GameTicks and $3F) = 0 then AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0);if ((Gear^.State and gstCollision) <> 0) then begin //hit Gear^.dX:= oldDx; Gear^.dY:= oldDy; t:= CheckGearsCollision(Gear); if (t^.Count = 0) then begin //hit the ground not the HH t2 := _0_5 / Distance(Gear^.dX, Gear^.dY); Gear^.dX:= Gear^.dX * t2; Gear^.dY:= Gear^.dY * t2; end else begin //explode right on contact with HH doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, EXPLAutoSound); DeleteGear(Gear); exit; end; Gear^.doStep:= @doStepDrillDrilling; dec(Gear^.Timer) endend;////////////////////////////////////////////////////////////////////////////////procedure doStepBallgunWork(Gear: PGear);var HHGear: PGear; rx, ry: hwFloat;begin AllInactive:= false; dec(Gear^.Timer); HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear; HedgehogChAngle(HHGear); if (Gear^.Timer mod 100) = 0 then begin rx:= rndSign(getRandom * _0_1); ry:= rndSign(getRandom * _0_1); AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtBall, 0, SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - _0_8) + ry, 0); PlaySound(sndGun, false, nil); end; if (Gear^.Timer = 0) or (HHGear^.Damage <> 0) then begin DeleteGear(Gear); AfterAttack endend;procedure doStepBallgun(Gear: PGear);var HHGear: PGear;beginHHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;HHGear^.Message:= HHGear^.Message and not (gm_Up or gm_Down);HHGear^.State:= HHGear^.State or gstNotKickable;Gear^.doStep:= @doStepBallgunWorkend;////////////////////////////////////////////////////////////////////////////////procedure doStepRCPlaneWork(Gear: PGear);const cAngleSpeed = 3;var HHGear: PGear; i: LongInt; dX, dY: hwFloat; fChanged: boolean; trueAngle: Longword; t: PGear;beginAllInactive:= false;if Gear^.Timer > 0 then dec(Gear^.Timer);HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;FollowGear:= Gear;fChanged:= false;if ((HHGear^.State and gstHHDriven) = 0) or (Gear^.Timer = 0) then begin fChanged:= true; if Gear^.Angle > 2048 then dec(Gear^.Angle) else if Gear^.Angle < 2048 then inc(Gear^.Angle) else fChanged:= false endelse begin if ((Gear^.Message and gm_Left) <> 0) then begin fChanged:= true; Gear^.Angle:= (Gear^.Angle + (4096 - cAngleSpeed)) mod 4096 end; if ((Gear^.Message and gm_Right) <> 0) then begin fChanged:= true; Gear^.Angle:= (Gear^.Angle + cAngleSpeed) mod 4096 end end;if fChanged then begin Gear^.dX.isNegative:= (Gear^.Angle > 2048); if Gear^.dX.isNegative then trueAngle:= 4096 - Gear^.Angle else trueAngle:= Gear^.Angle; Gear^.dX:= SignAs(AngleSin(trueAngle), Gear^.dX) * _0_25; Gear^.dY:= AngleCos(trueAngle) * -_0_25; end;Gear^.X:= Gear^.X + Gear^.dX;Gear^.Y:= Gear^.Y + Gear^.dY;if (GameTicks and $FF) = 0 then if Gear^.Timer < 3500 then AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtEvilTrace, 0, _0, _0, 0) else AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtSmokeTrace, 0, _0, _0, 0);if ((HHGear^.Message and gm_Attack) <> 0) and (Gear^.Health <> 0) then begin HHGear^.Message := HHGear^.Message and not gm_Attack; AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtAirBomb, 0, Gear^.dX * _0_5, Gear^.dY * _0_5, 0); dec(Gear^.Health) end;if ((HHGear^.Message and gm_LJump) <> 0) and ((Gear^.State and gsttmpFlag) = 0) then begin Gear^.State:= Gear^.State or gsttmpFlag; PauseMusic; playSound(sndRideOfTheValkyries, false, nil); end;// pickup bonusest:= CheckGearNear(Gear, gtCase, 36, 36);if t <> nil then PickUp(HHGear, t);CheckCollision(Gear);if ((Gear^.State and gstCollision) <> 0) or CheckGearDrowning(Gear) then begin StopSound(sndRCPlane); StopSound(sndRideOfTheValkyries); ResumeMusic; if ((Gear^.State and gstCollision) <> 0) then begin doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 25, EXPLAutoSound); for i:= 0 to 32 do begin dX:= AngleCos(i * 64) * _0_5 * (GetRandom + _1); dY:= AngleSin(i * 64) * _0_5 * (GetRandom + _1); AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, dY, 0); AddGear(hwRound(Gear^.X), hwRound(Gear^.Y), gtFlame, 0, dX, -dY, 0); end; DeleteGear(Gear) end; AfterAttack; CurAmmoGear:= nil; TurnTimeLeft:= 14 * 125; HHGear^.Message:= 0; ParseCommand('/taunt '#1, true) endend;procedure doStepRCPlane(Gear: PGear);var HHGear: PGear;beginHHGear:= 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:= @doStepRCPlaneWorkend;procedure doStepJetpackWork(Gear: PGear);var HHGear: PGear; fuel: LongInt; move: hwFloat;beginAllInactive:= false;HHGear:=PHedgehog(Gear^.Hedgehog)^.Gear;//dec(Gear^.Timer);move:= _0_2;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 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 'em 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 AddCaption('Fuel: '+inttostr(round(Gear^.Health/20))+'%', $FFFFFF, capgrpAmmostate);//AddCaption(inttostr(round(Gear^.Health/20))+'% : '+inttostr(round(Gear^.Timer/1000)), $FFFFFF, capgrpMessage);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;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; AddCaption(trmsg[sidFuel]+': '+inttostr(round(Gear^.Health/20))+'%', $FFFFFF, capgrpAmmostate); endend;procedure doStepJetpack(Gear: PGear);var HHGear: PGear;beginGear^.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; dY:= dY - _0_2 endend;