author | unc0rr |
Sat, 07 Jan 2006 15:21:44 +0000 | |
changeset 39 | b78e7185ed13 |
parent 38 | c1ec4b15d70e |
child 42 | 72ffe21f027c |
permissions | -rw-r--r-- |
(* * Hedgewars, a worms-like game * Copyright (c) 2004, 2005 Andrey Korotaev <unC0Rr@gmail.com> * * Distributed under the terms of the BSD-modified licence: * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * with the Software without restriction, including without limitation the * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or * sell copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * 3. The name of the author may not be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *) procedure doStepDrowningGear(Gear: PGear); forward; function CheckGearDrowning(Gear: PGear): boolean; begin Result:= Gear.Y + Gear.HalfHeight >= cWaterLine; if Result then begin Gear.State:= gstDrowning; Gear.doStep:= doStepDrowningGear; PlaySound(sndSplash) end end; procedure CheckCollision(Gear: PGear); begin if TestCollisionXwithGear(Gear, Sign(Gear.X)) or TestCollisionYwithGear(Gear, Sign(Gear.Y)) then Gear.State:= Gear.State or gstCollision else Gear.State:= Gear.State and not gstCollision end; procedure CheckHHDamage(Gear: PGear); begin if Gear.dY > 0.35 then Gear.Damage:= Gear.Damage + round(75 * (abs(Gear.dY) - 0.35)); end; //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// procedure CalcRotationDirAngle(Gear: PGear); var dAngle: real; begin dAngle:= (abs(Gear.dX) + abs(Gear.dY))*0.1; if Gear.dX >= 0 then Gear.DirAngle:= Gear.DirAngle + dAngle else Gear.DirAngle:= Gear.DirAngle - dAngle; if Gear.DirAngle < 0 then Gear.DirAngle:= Gear.DirAngle + 16 else if Gear.DirAngle >= 16 then Gear.DirAngle:= Gear.DirAngle - 16 end; //////////////////////////////////////////////////////////////////////////////// procedure doStepDrowningGear(Gear: PGear); begin AllInactive:= false; Gear.Y:= Gear.Y + cDrownSpeed; if round(Gear.Y) > Gear.HalfHeight + cWaterLine + 48 + cVisibleWater then DeleteGear(Gear) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepFallingGear(Gear: PGear); var b: boolean; begin if TestCollisionYwithGear(Gear, Sign(Gear.dY)) then begin Gear.dX:= Gear.dX * Gear.Friction; Gear.dY:= - Gear.dY * Gear.Elasticity; b:= false end else b:= true; if TestCollisionXwithGear(Gear, Sign(Gear.dX)) then begin Gear.dX:= - Gear.dX * Gear.Elasticity; // Gear.dY:= Gear.dY; b:= false end; if b then begin Gear.dY:= Gear.dY + cGravity; Gear.State:= Gear.State and not gstCollision end else begin if sqr(Gear.dX) + sqr(Gear.dY) < 0.00001 then if (Gear.Timer = 0) then Gear.Active:= false else begin Gear.dX:= 0; Gear.dY:= 0 end; Gear.State:= Gear.State or gstCollision end; Gear.X:= Gear.X + Gear.dX; Gear.Y:= Gear.Y + Gear.dY; CheckGearDrowning(Gear); if (sqr(Gear.dX) + sqr(Gear.dY) < 0.003) then Gear.State:= Gear.State and not gstMoving else Gear.State:= Gear.State or gstMoving end; //////////////////////////////////////////////////////////////////////////////// procedure doStepCloud(Gear: PGear); begin Gear.X:= Gear.X + cWindSpeed * 200 + Gear.dX; if Gear.X < -cScreenWidth-256 then Gear.X:= cScreenWidth + 2048 else if Gear.X > cScreenWidth + 2048 then Gear.X:= -cScreenWidth - 256 end; //////////////////////////////////////////////////////////////////////////////// procedure doStepBomb(Gear: PGear); begin AllInactive:= false; doStepFallingGear(Gear); dec(Gear.Timer); if Gear.Timer = 0 then begin doMakeExplosion(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound); DeleteGear(Gear); exit end; CalcRotationDirAngle(Gear); if (Gear.State and (gstCollision or gstMoving)) = (gstCollision or gstMoving) then PlaySound(sndGrenadeImpact) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepGrenade(Gear: PGear); begin AllInactive:= false; Gear.dX:= Gear.dX + cWindSpeed; doStepFallingGear(Gear); if (Gear.State and gstCollision) <> 0 then begin doMakeExplosion(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound); DeleteGear(Gear); exit end; if (GameTicks and $3F) = 0 then AddGear(round(Gear.X), round(Gear.Y), gtSmokeTrace, 0) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepHealthTag(Gear: PGear); begin AllInactive:= false; dec(Gear.Timer); Gear.Y:= Gear.Y - 0.07; if Gear.Timer = 0 then begin PHedgehog(Gear.Hedgehog).Gear.Active:= true; DeleteGear(Gear) end end; //////////////////////////////////////////////////////////////////////////////// procedure doStepGrave(Gear: PGear); begin AllInactive:= false; if Gear.dY < 0 then if TestCollisionY(Gear, -1) then Gear.dY:= 0; if Gear.dY >=0 then if TestCollisionY(Gear, 1) then begin Gear.dY:= - Gear.dY * Gear.Elasticity; if Gear.dY > - 0.001 then begin Gear.Active:= false; exit end else if Gear.dY < - 0.03 then PlaySound(sndGraveImpact) end; Gear.Y:= Gear.Y + Gear.dY; CheckGearDrowning(Gear); Gear.dY:= Gear.dY + cGravity end; //////////////////////////////////////////////////////////////////////////////// procedure doStepUFOWork(Gear: PGear); var t: real; begin AllInactive:= false; t:= sqrt(sqr(Gear.dX) + sqr(Gear.dY)); Gear.dX:= Gear.Elasticity * (Gear.dX + 0.000004 * (TargetPoint.X - trunc(Gear.X))); Gear.dY:= Gear.Elasticity * (Gear.dY + 0.000004 * (TargetPoint.Y - trunc(Gear.Y))); t:= t / (sqrt(sqr(Gear.dX) + sqr(Gear.dY))); Gear.dX:= Gear.dX * t; Gear.dY:= Gear.dY * t; Gear.X:= Gear.X + Gear.dX; Gear.Y:= Gear.Y + Gear.dY; CheckCollision(Gear); dec(Gear.Timer); if ((Gear.State and gstCollision) <> 0) or (Gear.Timer = 0) then begin doMakeExplosion(round(Gear.X), round(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(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound); DeleteGear(Gear); exit end; dec(Gear.Timer); if Gear.Timer = 0 then begin Gear.Timer:= 5000; Gear.doStep:= doStepUFOWork end; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepShotgunShot(Gear: PGear); var i: LongWord; t: PGear; begin AllInactive:= false; if Gear.Timer > 0 then begin dec(Gear.Timer); if Gear.Timer = 1 then PlaySound(sndShotgunFire); exit end; 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 t:= CheckGearsCollision(Gear, Sign(Gear.dX), true); if t = nil then t:= CheckGearsCollision(Gear, Sign(Gear.dY), false); if t <> nil then AmmoShove(Gear, t, 25); doMakeExplosion(round(Gear.X), round(Gear.Y), 25, EXPLNoDamage); DeleteGear(Gear); exit end; dec(i) until i = 0; if (Gear.X < 0) or (Gear.Y < 0) or (Gear.X > 2048) or (Gear.Y > 1024) then DeleteGear(Gear) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepDEagleShot(Gear: PGear); var i, x, y: LongWord; oX, oY: real; t: PGear; begin AllInactive:= false; i:= 80; oX:= Gear.X; oY:= Gear.Y; repeat Gear.X:= Gear.X + Gear.dX; Gear.Y:= Gear.Y + Gear.dY; x:= round(Gear.X); y:= round(Gear.Y); if ((y and $FFFFFC00) = 0) and ((x and $FFFFF800) = 0) and (Land[y, x] <> 0) then inc(Gear.Damage); t:= CheckGearsCollision(Gear, Sign(Gear.dX), true); if t = nil then t:= CheckGearsCollision(Gear, Sign(Gear.dY), false); if t <> nil then begin AmmoShove(Gear, t, 12); inc(Gear.Damage, 10); if t.CollIndex < High(Longword) then DeleteCR(t) end; dec(i) until (i = 0) or (Gear.Damage > Gear.Health); if Gear.Damage > 0 then begin DrawTunnel(oX, oY, Gear.dX, Gear.dY, 82 - i, 1); dec(Gear.Health, Gear.Damage); Gear.Damage:= 0 end; if (Gear.Health <= 0) or (Gear.X < 0) or (Gear.Y < 0) or (Gear.X > 2048) or (Gear.Y > 1024) then DeleteGear(Gear) end; //////////////////////////////////////////////////////////////////////////////// procedure doStepActionTimer(Gear: PGear); begin case Gear.State of gtsStartGame: begin dec(Gear.Timer); AllInactive:= false; if Gear.Timer > 0 then exit; AddCaption('Let''s fight!', $FFFFFF, capgrpStartGame); DeleteGear(Gear) end; gtsSmoothWindCh: begin if Gear.Timer = 0 then begin Gear.Timer:= 10; if WindBarWidth < Gear.Tag then inc(WindBarWidth) else if WindBarWidth > Gear.Tag then dec(WindBarWidth) else DeleteGear(Gear) end else dec(Gear.Timer) end; end; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepPickHammerWork(Gear: PGear); var i, ei: integer; HHGear: PGear; begin Allinactive:= false; dec(Gear.Timer); if (Gear.Timer = 0)or((Gear.Message and gm_Destroy) <> 0) then begin DeleteGear(Gear); AfterAttack; exit end; HHGear:= PHedgehog(Gear.Hedgehog).Gear; if (Gear.Timer and $3F) = 0 then begin i:= round(Gear.X) - Gear.HalfWidth - GetRandom(2); ei:= round(Gear.X) + Gear.HalfWidth + GetRandom(2); while i <= ei do begin doMakeExplosion(i, round(Gear.Y) + 3, 3, 0); inc(i, 1) end; Gear.X:= Gear.X + Gear.dX; Gear.Y:= Gear.Y + 1.9 end; if TestCollisionYwithGear(Gear, 1) then begin Gear.dY:= 0; HHGear.dX:= 0.0000001 * Sign(PGear(Gear.Hedgehog).dX); HHGear.dY:= 0; end else begin Gear.dY:= Gear.dY + cGravity; Gear.Y:= Gear.Y + Gear.dY; if Gear.Y > 1024 then Gear.Timer:= 1 end; Gear.X:= Gear.X + HHGear.dX; HHGear.X:= Gear.X; HHGear.Y:= Gear.Y - cHHHalfHeight; 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: integer; ar: TRangeArray; begin i:= 0; y:= round(Gear.Y) - cHHHalfHeight*2; while y < round(Gear.Y) do begin ar[i].Left := round(Gear.X) - Gear.HalfWidth - GetRandom(2); ar[i].Right:= round(Gear.X) + Gear.HalfWidth + GetRandom(2); inc(y, 2); inc(i) end; DrawHLineExplosions(@ar, 3, round(Gear.Y) - cHHHalfHeight*2, 2, Pred(i)); Gear.dY:= PHedgehog(Gear.Hedgehog).Gear.dY; doStepPickHammerWork(Gear); Gear.doStep:= doStepPickHammerWork end; //////////////////////////////////////////////////////////////////////////////// procedure doStepRopeWork(Gear: PGear); const pidiv2: real = pi/2; flCheck: boolean = false; var HHGear: PGear; len, cs, cc, tx, ty: real; lx, ly: integer; procedure DeleteMe; begin with HHGear^ do begin Message:= Message and not gm_Attack; State:= State or gstFalling; end; DeleteGear(Gear); OnUsedAmmo(PHedgehog(Gear.Hedgehog)^.Ammo); ApplyAmmoChanges(PHedgehog(Gear.Hedgehog)) end; begin HHGear:= PHedgehog(Gear.Hedgehog).Gear; if (HHGear.State and gstHHDriven) = 0 then begin DeleteMe; exit end; Gear.dX:= HHGear.X - Gear.X; Gear.dY:= HHGear.Y - Gear.Y; if (Gear.Message and gm_Left <> 0) then HHGear.dX:= HHGear.dX - 0.0002 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; HHGear.DirAngle:= arctan(Gear.dY + HHGear.dY, Gear.dX + HHGear.dX); cs:= sin(HHGear.DirAngle); cc:= cos(HHGear.DirAngle); flCheck:= not flCheck; if flCheck then // check whether rope needs dividing begin len:= Gear.Elasticity - 20; while len > 5 do begin tx:= cc*len; ty:= cs*len; lx:= round(Gear.X + tx) + sign(HHGear.dX); ly:= round(Gear.Y + ty) + sign(HHGear.dY); if ((ly and $FFFFFC00) = 0) and ((lx and $FFFFF800) = 0)and (Land[ly, lx] <> 0) then begin with RopePoints.ar[RopePoints.Count] do begin X:= Gear.X; Y:= Gear.Y; if RopePoints.Count = 0 then RopePoints.HookAngle:= DxDy2Angle32(Gear.dY, Gear.dX); b:= (cc * HHGear.dY) > (cs * HHGear.dX); dLen:= len end; Gear.X:= Gear.X + tx; Gear.Y:= Gear.Y + ty; inc(RopePoints.Count); Gear.Elasticity:= Gear.Elasticity - len; Gear.Friction:= Gear.Friction - len; break end; len:= len - 3 end; end else if RopePoints.Count > 0 then // check whether the last dividing point could be removed begin tx:= RopePoints.ar[Pred(RopePoints.Count)].X; ty:= RopePoints.ar[Pred(RopePoints.Count)].Y; if RopePoints.ar[Pred(RopePoints.Count)].b xor ((tx - Gear.X) * (ty - HHGear.Y) > (tx - HHGear.X) * (ty - Gear.Y)) then begin dec(RopePoints.Count); Gear.X:=RopePoints.ar[RopePoints.Count].X; Gear.Y:=RopePoints.ar[RopePoints.Count].Y; Gear.Elasticity:= Gear.Elasticity + RopePoints.ar[RopePoints.Count].dLen; Gear.Friction:= Gear.Friction + RopePoints.ar[RopePoints.Count].dLen end end; Gear.dX:= HHGear.X - Gear.X; Gear.dY:= HHGear.Y - Gear.Y; HHGear.DirAngle:= arctan(Gear.dY + HHGear.dY, Gear.dX + HHGear.dX); cs:= sin(HHGear.DirAngle); cc:= cos(HHGear.DirAngle); HHGear.dX:= HHGear.X; HHGear.dY:= HHGear.Y; if ((Gear.Message and gm_Down) <> 0) and (Gear.Elasticity < Gear.Friction) then if not (TestCollisionXwithGear(HHGear, Sign(Gear.dX)) or TestCollisionYwithGear(HHGear, Sign(Gear.dY))) then Gear.Elasticity:= Gear.Elasticity + 0.3; if ((Gear.Message and gm_Up) <> 0) and (Gear.Elasticity > 30) then if not (TestCollisionXwithGear(HHGear, -Sign(Gear.dX)) or TestCollisionYwithGear(HHGear, -Sign(Gear.dY))) then Gear.Elasticity:= Gear.Elasticity - 0.3; HHGear.X:= Gear.X + cc*Gear.Elasticity; HHGear.Y:= Gear.Y + cs*Gear.Elasticity; HHGear.dX:= HHGear.X - HHGear.dX; HHGear.dY:= HHGear.Y - HHGear.dY; if TestCollisionXwithGear(HHGear, Sign(HHGear.dX)) then HHGear.dX:= -0.9 * HHGear.dX; if TestCollisionYwithGear(HHGear, Sign(HHGear.dY)) then HHGear.dY:= -0.9 * HHGear.dY; 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: real; begin Gear.X:= Gear.X + Gear.dX; Gear.Y:= Gear.Y + Gear.dY; Gear.Elasticity:= Gear.Elasticity + 1.0; HHGear:= PHedgehog(Gear.Hedgehog)^.Gear; if (HHGear.State and gstFalling) <> 0 then if HHTestCollisionYwithGear(HHGear, 1) then begin HHGear.dY:= 0; CheckHHDamage(HHGear); HHGear.State:= HHGear.State and not (gstFalling or gstHHJumping); end else begin if TestCollisionXwithGear(HHGear, Sign(HHGear.dX)) then HHGear.dX:= 0.0000001 * Sign(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, round(tx), round(ty), Sign(Gear.dX)) or TestCollisionYwithXYShift(Gear, round(tx), round(ty), Sign(Gear.dY)) then begin Gear.X:= Gear.X + tx; Gear.Y:= Gear.Y + ty; Gear.Elasticity:= tt; Gear.doStep:= doStepRopeWork; with HHGear^ do State:= State and not gstAttacking; tt:= 0 end; tx:= tx - Gear.dX - Gear.dX; ty:= ty - Gear.dY - Gear.dY; tt:= tt - 2.0; end; end; CheckCollision(Gear); if (Gear.State and gstCollision) <> 0 then begin Gear.doStep:= doStepRopeWork; with HHGear^ do State:= State and not gstAttacking; if Gear.Elasticity < 10 then Gear.Elasticity:= 10000; end; if (Gear.Elasticity >= Gear.Friction) or ((Gear.Message and gm_Attack) = 0) then begin with PHedgehog(Gear.Hedgehog).Gear^ do begin State:= State and not gstAttacking; Message:= Message and not gm_Attack end; DeleteGear(Gear) end end; procedure doStepRope(Gear: PGear); begin 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 doStepExplosion(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 doStepMine(Gear: PGear); begin if (Gear.dX <> 0) or (Gear.dY <> 0) then begin if Gear.CollIndex < High(Longword) then DeleteCR(Gear); doStepFallingGear(Gear); if Gear.Active = false then begin if Gear.CollIndex = High(Longword) then AddGearCR(Gear); Gear.dX:= 0; Gear.dY:= 0 end; CalcRotationDirAngle(Gear); AllInactive:= false end; if ((Gear.State and gsttmpFlag) <> 0) then if ((Gear.State and gstAttacking) = 0) then begin if ((GameTicks and $F) = 0) then if CheckGearNear(Gear, gtHedgehog, 46, 32) <> nil then Gear.State:= Gear.State or gstAttacking end else // gstAttacking <> 0 begin AllInactive:= false; if (Gear.Timer and $FF) = 0 then PlaySound(sndMineTick); if Gear.Timer = 0 then begin doMakeExplosion(round(Gear.X), round(Gear.Y), 50, EXPLAutoSound); DeleteGear(Gear) end; dec(Gear.Timer); end else // gsttmpFlag = 0 if TurnTimeLeft = 0 then Gear.State:= Gear.State or gsttmpFlag; end; //////////////////////////////////////////////////////////////////////////////// procedure doStepDynamite(Gear: PGear); begin if (Gear.dX <> 0) or (Gear.dY <> 0) {or not TestCollisionY(Gear, 1)} then begin doStepFallingGear(Gear); if Gear.Active = false then begin Gear.dX:= 0; Gear.dY:= 0 end; // CalcRotationDirAngle(Gear); AllInactive:= false end; //if ((Gear.State and gsttmpFlag) <> 0) then // if ((Gear.State and gstAttacking) = 0) then begin // AllInactive:= true; if (Gear.Timer and $FF) = 0 then PlaySound(sndMineTick); if Gear.Timer = 0 then begin doMakeExplosion(round(Gear.X), round(Gear.Y), 85, EXPLAutoSound); DeleteGear(Gear) end; dec(Gear.Timer); end;{ else // gsttmpFlag = 0 if TurnTimeLeft = 0 then Gear.State:= Gear.State or gsttmpFlag;} end; //////////////////////////////////////////////////////////////////////////////// procedure doStepCase(Gear: PGear); begin if (Gear.Message and gm_Destroy) > 0 then begin DeleteGear(Gear); exit end; if (Gear.dY <> 0) or (not TestCollisionY(Gear, 1)) then begin AllInactive:= false; Gear.dY:= Gear.dY + cGravity; Gear.Y:= Gear.Y + Gear.dY; if (Gear.dY < 0) and TestCollisionY(Gear, -1) then Gear.dY:= 0 else if (Gear.dY >= 0) and TestCollisionY(Gear, 1) then begin Gear.dY:= - Gear.dY * Gear.Elasticity; if Gear.dY > - 0.001 then Gear.dY:= 0 else if Gear.dY < - 0.03 then PlaySound(sndGraveImpact); end; CheckGearDrowning(Gear); end; if (Gear.CollIndex = High(Longword)) and (Gear.dY = 0) then AddGearCR(Gear) else if (Gear.CollIndex < High(Longword)) and (Gear.dY <> 0) then DeleteCR(Gear); if Gear.Damage > 0 then begin DeleteGear(Gear); doMakeExplosion(round(Gear.X), round(Gear.Y), 20, EXPLAutoSound) end end;