hedgewars/GSHandlers.inc
author unc0rr
Mon, 12 Jan 2009 14:57:42 +0000
changeset 1646 19b3784ac9d2
parent 1643 434e28245dc0
child 1652 2f15a299ffc6
permissions -rw-r--r--
Optimize net server perfomance by substituting List by Data.Sequence for storing spectators data

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2008 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;
begin
if cWaterLine < hwRound(Gear^.Y) + Gear^.Radius then
	begin
	CheckGearDrowning:= true;
	Gear^.State:= gstDrowning;
	Gear^.doStep:= @doStepDrowningGear;
	PlaySound(sndSplash, false)
	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 _0_4 < Gear^.dY then
	begin
	if _0_6 < Gear^.dY then
		PlaySound(sndOw4, false)
	else
		PlaySound(sndOw1, false);

	dmg:= 1 + hwRound((hwAbs(Gear^.dY) - _0_4) * 70);
	inc(Gear^.Damage, dmg);
	AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y) + cHHRadius, dmg, PHedgehog(Gear^.Hedgehog)^.Team^.Clan^.Color);
	end
end;

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

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

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

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

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

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

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

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

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

doStepFallingGear(Gear);

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

CalcRotationDirAngle(Gear);

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

	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)
end;

procedure doStepWatermelon(Gear: PGear);
begin
AllInactive:= false;
PlaySound(sndMelon, 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 then
		PHedgehog(Gear^.Hedgehog)^.Gear^.Active:= true; // to let current hh die
	DeleteGear(Gear)
	end
end;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

if ((Gear^.State and gstAnimation) = 0) then
	begin
	dec(Gear^.Timer);
	if Gear^.Timer = 0 then
		begin
		PlaySound(sndShotgunFire, false);
		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 (Gear^.X < _0) or (Gear^.Y < _0) or (Gear^.X > _2048) or (Gear^.Y > _1024) then
	Gear^.doStep:= @doStepShotIdle
end;

////////////////////////////////////////////////////////////////////////////////
procedure doStepDEagleShotWork(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 $FFFFFC00) = 0) and ((x and $FFFFF800) = 0)
     and (Land[y, x] <> 0) then inc(Gear^.Damage);
  if Gear^.Damage > 5 then AmmoShove(Gear, 7, 20);
  dec(i)
until (i = 0) or (Gear^.Damage > Gear^.Health);
if Gear^.Damage > 0 then
   begin
   DrawTunnel(oX, oY, Gear^.dX, Gear^.dY, 82 - i, 1);
   dec(Gear^.Health, Gear^.Damage);
   Gear^.Damage:= 0
   end;
if (Gear^.Health <= 0) or (Gear^.X < _0) or (Gear^.Y < _0) or (Gear^.X > _2048) or (Gear^.Y > _1024) then
	Gear^.doStep:= @doStepShotIdle
end;

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

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

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

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

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

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

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

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

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

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

PlaySound(sndPickhammer, true);
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^.Damage > 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);
		
		HedgehogStep(HHGear);
		
		if (prevX = hwRound(HHGear^.X)) 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;
		Gear^.X:= HHGear^.X + Gear^.dX * (cHHRadius + cBlowTorchC);
		Gear^.Y:= HHGear^.Y + Gear^.dY * (cHHRadius + cBlowTorchC);
		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 doStepRopeWork(Gear: PGear);
var HHGear: PGear;
	len, cs, cc, tx, ty, nx, ny, ropeDx, ropeDy: hwFloat;
	lx, ly: LongInt;
	haveCollision,
	haveDivided: boolean;

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

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

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

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

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;

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

Gear^.dX:= tx; // for visual purposes only
Gear^.dY:= 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 - _20;
	while len > _5 do
			begin
			lx:= hwRound(Gear^.X + tx * len);
			ly:= hwRound(Gear^.Y + ty * len);
			if ((ly and $FFFFFC00) = 0) and ((lx and $FFFFF800) = 0) and (Land[ly, lx] <> 0) then
				begin
				with RopePoints.ar[RopePoints.Count] do
					begin
					X:= Gear^.X;
					Y:= Gear^.Y;
					if RopePoints.Count = 0 then RopePoints.HookAngle:= DxDy2Angle(Gear^.dY, Gear^.dX);
					b:= (tx * HHGear^.dY) > (ty * 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;

ropeDx:= HHGear^.X - Gear^.X;
ropeDy:= HHGear^.Y - Gear^.Y;

cs:= ropeDy + HHGear^.dY;
cc:= ropeDx + HHGear^.dX;
len:= _1 / Distance(cc, cs);
cc:= cc * len;
cs:= cs * len;

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 + cc*Gear^.Elasticity;
HHGear^.Y:= Gear^.Y + cs*Gear^.Elasticity;

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

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
		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;
begin
Gear^.X:= Gear^.X - Gear^.dX;
Gear^.Y:= Gear^.Y - Gear^.dY;
Gear^.Elasticity:= Gear^.Elasticity + _1;
HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
DeleteCI(HHGear);
if (HHGear^.State and gstMoving) <> 0 then
if TestCollisionYwithGear(HHGear, 1) then
	begin
	CheckHHDamage(HHGear);
	HHGear^.dY:= _0;
	HHGear^.State:= HHGear^.State and not (gstMoving or gstHHJumping);
	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);
			tt:= _0
			end;
		tx:= tx + Gear^.dX + Gear^.dX;
		ty:= ty + Gear^.dY + Gear^.dY;
		tt:= tt - _2;
		end;
	end;

CheckCollision(Gear);

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

	OnUsedAmmo(PHedgehog(HHGear^.Hedgehog)^);
	ApplyAmmoChanges(PHedgehog(HHGear^.Hedgehog)^);
	
	if Gear^.Elasticity < _10 then
		Gear^.Elasticity:= _10000;
	end;

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

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

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

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

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

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

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

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

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

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

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

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

////////////////////////////////////////////////////////////////////////////////
const cSorterWorkTime = 640;
var thexchar: array[0..cMaxTeams] of
			record
			dy, ny, dw: LongInt;
			team: PTeam;
			SortFactor: QWord;
			end;
    currsorter: PGear = nil;

procedure doStepTeamHealthSorterWork(Gear: PGear);
var i: LongInt;
begin
AllInactive:= false;
dec(Gear^.Timer);
if (Gear^.Timer and 15) = 0 then
	for i:= 0 to Pred(TeamsCount) do
		with thexchar[i] do
			begin
			{$WARNINGS OFF}
			team^.DrawHealthY:= ny + dy * Gear^.Timer div 640;
			team^.TeamHealthBarWidth:= team^.NewTeamHealthBarWidth + dw * Gear^.Timer div cSorterWorkTime;
			{$WARNINGS ON}
			end;

if (Gear^.Timer = 0) or (currsorter <> Gear) then
	begin
	if currsorter = Gear then currsorter:= nil;
	DeleteGear(Gear)
	end
end;

procedure doStepTeamHealthSorter(Gear: PGear);
var i: Longword;
	b: boolean;
	t: LongInt;
begin
AllInactive:= false;

for t:= 0 to Pred(TeamsCount) do
	with thexchar[t] do
		begin
		dy:= TeamsArray[t]^.DrawHealthY;
		dw:= TeamsArray[t]^.TeamHealthBarWidth - TeamsArray[t]^.NewTeamHealthBarWidth;
		team:= TeamsArray[t];
		SortFactor:= TeamsArray[t]^.Clan^.ClanHealth;
		SortFactor:= (SortFactor shl  3) + TeamsArray[t]^.Clan^.ClanIndex;
		SortFactor:= (SortFactor shl 30) + TeamsArray[t]^.TeamHealth;
		end;

if TeamsCount > 1 then
	repeat
	b:= true;
	for t:= 0 to TeamsCount - 2 do
		if (thexchar[t].SortFactor > thexchar[Succ(t)].SortFactor) then
			begin
			thexchar[cMaxTeams]:= thexchar[t];
			thexchar[t]:= thexchar[Succ(t)];
			thexchar[Succ(t)]:= thexchar[cMaxTeams];
			b:= false
			end
	until b;

t:= - 4;
for i:= 0 to Pred(TeamsCount) do
	with thexchar[i] do
		begin
		dec(t, team^.HealthTex^.h + 2);
		ny:= t;
		dy:= dy - ny
		end;

Gear^.Timer:= cSorterWorkTime;
Gear^.doStep:= @doStepTeamHealthSorterWork;
currsorter:= Gear
end;

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

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

AmmoShove(Gear, 30, 115);

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

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

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

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

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

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

	Gear^.dY:= Gear^.dY + cGravity;
	if hwAbs(Gear^.dY) > _0_08 then Gear^.dY:= Gear^.dY * _0_995;
	
	Gear^.X:= Gear^.X + Gear^.dX + cWindSpeed * 270;
	Gear^.Y:= Gear^.Y + Gear^.dY;
	
	if not (hwRound(Gear^.Y) < cWaterLine) then
		begin
		DeleteGear(Gear);
		exit
		end
	end else begin
	if Gear^.Timer > 0 then dec(Gear^.Timer)
		else begin
		Gear^.Radius:= 9;
		AmmoShove(Gear, 4, 100);
		Gear^.Radius:= 1;
		doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 4, EXPLNoDamage);
		dec(Gear^.Health);
		Gear^.Timer:= 450 - Gear^.Tag * 8
		end
	end;

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

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

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

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

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

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

HHGear^.dY:= - _0_3;

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

PlaySound(TSound(ord(sndFirePunch1) + GetRandom(6)), false)
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);
	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) > 3072) or (hwRound(Gear^.X) < -1024) then DeleteGear(Gear)
end;

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

if Gear^.X.QWordValue = 0 then
	Gear^.Tag:=  1
else
	Gear^.Tag:= -1;

Gear^.X:= _1024 - _2048 * Gear^.Tag;
Gear^.Y:= -_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)
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;
begin
AllInactive:= false;

HHGear:= PHedgehog(Gear^.Hedgehog)^.Gear;
if not TryPlaceOnLand(TargetPoint.X - SpritesData[sprAmGirder].Width div 2,
                      TargetPoint.Y - SpritesData[sprAmGirder].Height div 2,
                      sprAmGirder, Gear^.State, true) then
	begin
	HHGear^.Message:= HHGear^.Message and not gm_Attack;
	HHGear^.State:= HHGear^.State and not gstAttacking;
	HHGear^.State:= HHGear^.State or gstHHChooseTarget;
	DeleteGear(Gear);
	isCursorVisible:= true
	end
else begin
	DeleteGear(Gear);
	AfterAttack
	end;
TargetPoint.X:= NoPointX
end;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	inc(Gear^.Damage, 2);

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

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

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

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

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

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

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

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

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

Gear^.Timer:= 550;

Gear^.doStep:= @doStepKamikazeIdle
end;

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

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

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

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

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

if Gear^.Pos = 0 then
	begin
	gi:= GearsList;
	while gi <> nil do
		begin
		dmg:= cakeDmg * 2 - hwRound(Distance(gi^.X - Gear^.X, gi^.Y - Gear^.Y));
		if (dmg > 1) and (gi^.Kind = gtHedgehog) then
			gi^.State:= gi^.State or gstWinner;
		gi:= gi^.NextGear
		end;
	Gear^.doStep:= @doStepCakeExpl;
	PlaySound(sndCake, false)
	end else dec(Gear^.Pos)
end;


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

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

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

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

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

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

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

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

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

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

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

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

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

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

FollowGear:= Gear;

Gear^.doStep:= @doStepCakeFall
end;

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

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

if ((y and $FFFFFC00) = 0) and ((x and $FFFFF800) = 0) then
	if (Land[y, x] <> 0) then
		begin
		Gear^.dX.isNegative:= not Gear^.dX.isNegative;
		Gear^.dY.isNegative:= not Gear^.dY.isNegative;
		Gear^.dX:= Gear^.dX * _1_5;
		Gear^.dY:= Gear^.dY * _1_5 - _0_3;
		AmmoShove(Gear, 0, 40);
		AfterAttack;
		DeleteGear(Gear)
		end
	else
else
	begin
	AfterAttack;
	DeleteGear(Gear)
	end
end;

procedure doStepSeductionWear(Gear: PGear);
begin
AllInactive:= false;
inc(Gear^.Timer);
if Gear^.Timer > 250 then
	begin
	Gear^.Timer:= 0;
	inc(Gear^.Pos);
	if Gear^.Pos = 5 then
		PlaySound(sndYoohoo, false)
	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 2047 do
		Land[cWaterLine, i]:= 0;
	SetAllToActive
	end;

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

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

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

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

dec(Gear^.Timer);
end;

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

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

doStepFallingGear(Gear);

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

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

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

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