hedgewars/uWorld.pas
author koda
Mon, 11 Oct 2010 03:28:15 +0200
changeset 3952 d6412423da45
parent 3890 e4b7b30232fd
child 3966 cbec77b5f706
permissions -rw-r--r--
moved some utilities to a separate column with round buttons some improvements to rotation handling, overlay appears later so device shouldn't be stressed removed some code and autoset to default only when textfield is empty (for weaps and schemes)

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2010 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
 *)

{$INCLUDE "options.inc"}

unit uWorld;
interface
uses SDLh, uGears, uConsts, uFloat, uRandom;


var FollowGear: PGear;
    WindBarWidth: LongInt;
    bShowAmmoMenu: boolean;
    bSelected: boolean;
    bShowFinger: boolean;
    Frames: Longword;
    WaterColor, DeepWaterColor: TSDL_Color;
    WorldDx: LongInt;
    WorldDy: LongInt;
    SkyOffset: LongInt;
    HorizontOffset: LongInt;
{$IFDEF COUNTTICKS}
    cntTicks: LongWord;
{$ENDIF}
    cOffsetY: LongInt;

procedure initModule;
procedure freeModule;

procedure InitWorld;
procedure DrawWorld(Lag: LongInt);
procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
procedure HideMission;
procedure ShakeCamera(amount: LongWord);
procedure MoveCamera;

implementation
uses    uStore, uMisc, uTeams, uIO, uKeys, uLocale, uSound, uAmmos, uVisualGears, uChat, uLandTexture, uLand, GLunit;

type TCaptionStr = record
                   Tex: PTexture;
                   EndTime: LongWord;
                   end;

var cWaveWidth, cWaveHeight: LongInt;
    Captions: array[TCapGroup] of TCaptionStr;
    AMSlotSize, AMxOffset, AMyOffset, AMWidth, AMxShift, SlotsNum: LongInt;
    tmpSurface: PSDL_Surface;
    fpsTexture: PTexture;
    timeTexture: PTexture;
    FPS: Longword;
    CountTicks: Longword;
    SoundTimerTicks: Longword;
    prevPoint: TPoint;
    amSel: TAmmoType = amNothing;
    missionTex: PTexture;
    missionTimer: LongInt;

procedure InitWorld;
var i, t: LongInt;
    cp: PClan;
    g: ansistring;

    // helper functions to create the goal/game mode string
    function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring;
    var t: ansistring;
    begin
        if (GameFlags and gf) <> 0 then
            begin
            t:= inttostr(i);
            s:= s + format(trgoal[si], t) + '|'
            end;
        AddGoal:= s;
    end;

    function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring;
    begin
        if (GameFlags and gf) <> 0 then
            s:= s + trgoal[si] + '|';
        AddGoal:= s;
    end;
begin
missionTimer:= 0;

if (GameFlags and gfRandomOrder) <> 0 then  // shuffle them up a bit
   begin
   for i:= 0 to ClansCount * 4 do
      begin
      t:= GetRandom(ClansCount);
      if t <> 0 then
         begin
         cp:= ClansArray[0];
         ClansArray[0]:= ClansArray[t];
         ClansArray[t]:= cp;
         ClansArray[t]^.ClanIndex:= t;
         ClansArray[0]^.ClanIndex:= 0;
         if (LocalClan = t) then LocalClan:= 0
         else if (LocalClan = 0) then LocalClan:= t
         end;
      end;
   CurrentTeam:= ClansArray[0]^.Teams[0];
   end;

// if special game flags/settings are changed, add them to the game mode notice window and then show it
g:= ''; // no text/things to note yet

// check different game flags (goals/game modes first for now)
g:= AddGoal(g, gfKing, gidKing); // king?

// other important flags
g:= AddGoal(g, gfForts, gidForts); // forts?
g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity?
g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability?
g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism?
g:= AddGoal(g, gfKarma, gidKarma); // karma?
g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement?
g:= AddGoal(g, gfArtillery, gidArtillery); // artillery?
g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land?
g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo?

// modified damage modificator?
if cDamagePercent <> 100 then
    g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent);

// fade in
ScreenFade:= sfFromBlack;
ScreenFadeValue:= sfMax;
ScreenFadeSpeed:= 1;

// modified mine timers?
if cMinesTime <> 3000 then
    begin
    if cMinesTime = 0 then
        g:= AddGoal(g, gfMines, gidNoMineTimer)
    else if cMinesTime < 0 then
        g:= AddGoal(g, gfMines, gidRandomMineTimer)
    else
        g:= AddGoal(g, gfMines, gidMineTimer, cMinesTime div 1000);
    end;

// if the string has been set, show it for (default timeframe) seconds
if g <> '' then ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);

cWaveWidth:= SpritesData[sprWater].Width;
//cWaveHeight:= SpritesData[sprWater].Height;
cWaveHeight:= 32;

cGearScrEdgesDist:= Min(cScreenWidth div 2 - 100, cScreenHeight div 2 - 50);
SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);
prevPoint.X:= 0;
prevPoint.Y:= cScreenHeight div 2;
WorldDx:=  - (LAND_WIDTH div 2) + cScreenWidth div 2;
WorldDy:=  - (LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
AMSlotSize:= 33;
{$IFDEF IPHONEOS}
AMxOffset:= 10;
AMyOffset:= 10 + 123;   // moved downwards
AMWidth:= (cMaxSlotAmmoIndex + 1) * AMSlotSize + AMxOffset;
{$ELSE}
AMxOffset:= 10;
AMyOffset:= 60;
AMWidth:= (cMaxSlotAmmoIndex + 2) * AMSlotSize + AMxOffset;
{$ENDIF}
AMxShift:= AMWidth;
SkyOffset:= 0;
HorizontOffset:= 0;
end;


procedure ShowAmmoMenu;
const MENUSPEED = 15;
const BORDERSIZE = 2;
var x, y, i, t, g: LongInt;
    Slot, Pos, STurns: LongInt;
    Ammo: PHHAmmo;
begin
if (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) then
    bShowAmmoMenu:= false;
if bShowAmmoMenu then
   begin
   FollowGear:= nil;
   if AMxShift = AMWidth then prevPoint.X:= 0;
   if (cReducedQuality and rqSlowMenu) <> 0 then
       AMxShift:= 0
   else
       if AMxShift > MENUSPEED then
      	   dec(AMxShift, MENUSPEED)
       else
           AMxShift:= 0;
   end else
   begin
   if AMxShift = 0 then
      begin
      CursorPoint.X:= cScreenWidth shr 1;
      CursorPoint.Y:= cScreenHeight shr 1;
      prevPoint:= CursorPoint;
      SDL_WarpMouse(CursorPoint.X  + cScreenWidth div 2, cScreenHeight - CursorPoint.Y)
      end;
   if (cReducedQuality and rqSlowMenu) <> 0 then
       AMxShift:= AMWidth
   else
       if AMxShift < (AMWidth - MENUSPEED) then
           inc(AMxShift, MENUSPEED)
       else
           AMxShift:= AMWidth;
   end;
Ammo:= nil;
if (CurrentTeam <> nil) and (CurrentHedgehog <> nil) and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
   Ammo:= CurrentHedgehog^.Ammo
else if (LocalAmmo <> -1) then
   Ammo:= GetAmmoByNum(LocalAmmo);
Pos:= -1;
if Ammo = nil then
    begin
    bShowAmmoMenu:= false;
    exit
    end;
SlotsNum:= 0;
x:= (cScreenWidth shr 1) - AMWidth + AMxShift;

{$IFDEF IPHONEOS}
Slot:= cMaxSlotIndex;
x:= x - cOffsetY;
y:= AMyOffset;
dec(y, BORDERSIZE);
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 0);
for i:= 0 to cMaxSlotAmmoIndex do
	DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 0);
DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 1);
inc(y, BORDERSIZE);

for i:= 0 to cMaxSlotIndex do
    if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
        begin
        if (cScreenHeight - CursorPoint.Y >= y) and (cScreenHeight - CursorPoint.Y < y + AMSlotSize) then Slot:= i;
        inc(SlotsNum);
        DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
        t:= 0;
        g:= 0;
        while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
            begin
            DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
            if (Ammo^[i, t].AmmoType <> amNothing) then
                begin
                STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;

                if STurns >= 0 then
                    begin
                    DrawSprite(sprAMAmmosBW, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
                    if STurns < 100 then DrawSprite(sprTurnsLeft, x + (g + 1) * AMSlotSize - 16, y + AMSlotSize - 16, STurns);
                    end else
                    DrawSprite(sprAMAmmos, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
                if (Slot = i)
                and (CursorPoint.X >= x + g * AMSlotSize)
                and (CursorPoint.X < x + (g + 1) * AMSlotSize) then
                    begin
                    if (STurns < 0) then DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 0);
                    Pos:= t;
                    end;
                inc(g)
                end;
                inc(t)
            end;
        for g:= g to cMaxSlotAmmoIndex do
            DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
        DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
        inc(y, AMSlotSize);
        end;

DrawSprite(sprAMCorners, x - BORDERSIZE, y, 2);
for i:= 0 to cMaxSlotAmmoIndex do
	DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 1);
DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 3);
{$ELSE}
Slot:= 0;
y:= cScreenHeight - AMyOffset;
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 2);
for i:= 0 to cMaxSlotAmmoIndex + 1 do
	DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 1);
DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 3);
dec(y, AMSlotSize);
DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
for i:= 0 to cMaxSlotAmmoIndex do
	DrawSprite(sprAMSlot, x + i * AMSlotSize, y, 2);
DrawSprite(sprAMSlot, x + (cMaxSlotAmmoIndex + 1) * AMSlotSize, y, 1);
DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);

for i:= cMaxSlotIndex downto 0 do
    if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
        begin
        if (cScreenHeight - CursorPoint.Y >= y - AMSlotSize) and (cScreenHeight - CursorPoint.Y < y) then Slot:= i;
        dec(y, AMSlotSize);
        inc(SlotsNum);
        DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
        DrawSprite(sprAMSlot, x, y, 1);
        DrawSprite(sprAMSlotKeys, x, y + 1, i);
        t:= 0;
        g:= 1;
        while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
            begin
            DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
            if (Ammo^[i, t].AmmoType <> amNothing) then
                begin
                STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;

                if STurns >= 0 then
                    begin
                    DrawSprite(sprAMAmmosBW, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
                    if STurns < 100 then DrawSprite(sprTurnsLeft, x + (g + 1) * AMSlotSize - 16, y + AMSlotSize - 16, STurns);
                    end else
                    DrawSprite(sprAMAmmos, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
                if (Slot = i)
                and (CursorPoint.X >= x + g * AMSlotSize)
                and (CursorPoint.X < x + (g + 1) * AMSlotSize) then
                    begin
                    if (STurns < 0) then DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 0);
                    Pos:= t;
                    end;
                inc(g)
                end;
                inc(t)
            end;
        for g:= g to cMaxSlotAmmoIndex + 1 do
            DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
        DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
        end;

dec(y, BORDERSIZE);
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 0);
for i:= 0 to cMaxSlotAmmoIndex + 1 do
	DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 0);
DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 1);
{$ENDIF}

if (Pos >= 0) then
    begin
    if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
        if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then
            begin
            amSel:= Ammo^[Slot, Pos].AmmoType;
            RenderWeaponTooltip(amSel)
            end;

{$IFDEF IPHONEOS}
        DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);

        if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
            DrawTexture(cScreenWidth div 2 + AMxOffset - 45, AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]);
{$ELSE}
        DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, cScreenHeight - AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);

        if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
            DrawTexture(cScreenWidth div 2 + AMxOffset - 45, cScreenHeight - AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]);
{$ENDIF}

        if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
            begin
            bShowAmmoMenu:= false;
            SetWeapon(Ammo^[Slot, Pos].AmmoType);
            bSelected:= false;
            FreeWeaponTooltip;
            exit
            end;
    end
else
    FreeWeaponTooltip;
if (WeaponTooltipTex <> nil) and (AMxShift = 0) then
{$IFDEF IPHONEOS}
    ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, AMyOffset - 1);
{$ELSE}
    ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, min(y + 1, cScreenHeight - WeaponTooltipTex^.h - 40));
{$ENDIF}

bSelected:= false;
if AMxShift = 0 then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
end;

procedure DrawWater(Alpha: byte; OffsetY: LongInt);
var VertexBuffer: array [0..3] of TVertex2f;
    r: TSDL_Rect;
    lw, lh: GLfloat;
begin
    WaterColorArray[0].a := Alpha;
    WaterColorArray[1].a := Alpha;
    WaterColorArray[2].a := Alpha;
    WaterColorArray[3].a := Alpha;

    lw:= cScreenWidth / cScaleFactor;
    lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16;

    // Water
    r.y:= OffsetY + WorldDy + cWaterLine;
    if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then
    begin
        if r.y < 0 then
            r.y:= 0;

        glDisable(GL_TEXTURE_2D);
        VertexBuffer[0].X:= -lw;
        VertexBuffer[0].Y:= r.y;
        VertexBuffer[1].X:= lw;
        VertexBuffer[1].Y:= r.y;
        VertexBuffer[2].X:= lw;
        VertexBuffer[2].Y:= lh;
        VertexBuffer[3].X:= -lw;
        VertexBuffer[3].Y:= lh;

        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
        glEnableClientState(GL_COLOR_ARRAY);
        glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]);

        glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);

        glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));

        glDisableClientState(GL_COLOR_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
        glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
        glEnable(GL_TEXTURE_2D);
    end;
end;

procedure DrawWaves(Dir, dX, dY: LongInt; tnt: Byte);
var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
    lw, waves, shift: GLfloat;
begin
lw:= cScreenWidth / cScaleFactor;
waves:= lw * 2 / cWaveWidth;

Tint(LongInt(tnt) * WaterColorArray[2].r div 255 + 255 - tnt,
     LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt,
     LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt,
     255
);

glBindTexture(GL_TEXTURE_2D, SpritesData[sprWater].Texture^.id);

VertexBuffer[0].X:= -lw;
VertexBuffer[0].Y:= cWaterLine + WorldDy + dY;
VertexBuffer[1].X:= lw;
VertexBuffer[1].Y:= VertexBuffer[0].Y;
VertexBuffer[2].X:= lw;
VertexBuffer[2].Y:= VertexBuffer[0].Y + SpritesData[sprWater].Height;
VertexBuffer[3].X:= -lw;
VertexBuffer[3].Y:= VertexBuffer[2].Y;

shift:= - lw / cWaveWidth;
TextureBuffer[0].X:= shift + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1);
TextureBuffer[0].Y:= 0;
TextureBuffer[1].X:= TextureBuffer[0].X + waves;
TextureBuffer[1].Y:= TextureBuffer[0].Y;
TextureBuffer[2].X:= TextureBuffer[1].X;
TextureBuffer[2].Y:= SpritesData[sprWater].Texture^.ry;
TextureBuffer[3].X:= TextureBuffer[0].X;
TextureBuffer[3].Y:= TextureBuffer[2].Y;


glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));

Tint($FF, $FF, $FF, $FF);

{for i:= -1 to cWaterSprCount do
    DrawSprite(sprWater,
        i * cWaveWidth + ((WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) - (cScreenWidth div 2),
        cWaterLine + WorldDy + dY,
        0)}
end;

procedure DrawRepeated(spr, sprL, sprR: TSprite; Shift, OffsetY: LongInt);
var i, w, h, lw, lh, rw, rh, sw: LongInt;
begin
    sw:= round(cScreenWidth / cScaleFactor);
    if (SpritesData[sprL].Texture = nil) or (SpritesData[sprR].Texture = nil) then
    begin
        w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
        h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
        i:= Shift mod w;
        if i > 0 then dec(i, w);
        dec(i, w * (sw div w + 1));
        repeat
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
            inc(i, w)
        until i > sw
    end
    else
    begin
        w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
        h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
        lw:= SpritesData[sprL].Width * SpritesData[spr].Texture^.Scale;
        lh:= SpritesData[sprL].Height * SpritesData[spr].Texture^.Scale;
        rw:= SpritesData[sprR].Width * SpritesData[spr].Texture^.Scale;
        rh:= SpritesData[sprR].Height * SpritesData[spr].Texture^.Scale;
        dec(Shift, w div 2);
        DrawTexture(Shift, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);

        i:= Shift - lw;
        while i >= -sw - lw do
        begin
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
            dec(i, lw);
        end;

        i:= Shift + w;
        while i <= sw do
        begin
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - rh, SpritesData[sprR].Texture, SpritesData[sprR].Texture^.Scale);
            inc(i, rw)
        end
    end
end;


procedure DrawWorld(Lag: LongInt);
var i, t: LongInt;
    r: TSDL_Rect;
    tdx, tdy: Double;
    grp: TCapGroup;
    s: string[15];
    highlight: Boolean;
    offset, offsetX, offsetY, ScreenBottom: LongInt;
    VertexBuffer: array [0..3] of TVertex2f;
begin
    if not isPaused then
    begin
        if ZoomValue < zoom then
        begin
            zoom:= zoom - 0.002 * Lag;
            if ZoomValue > zoom then
                zoom:= ZoomValue
        end
        else
        if ZoomValue > zoom then
        begin
            zoom:= zoom + 0.002 * Lag;
            if ZoomValue < zoom then
                zoom:= ZoomValue
            end
        end
    else
        ZoomValue:= zoom;

    // Sky
    glClear(GL_COLOR_BUFFER_BIT);
    //glPushMatrix;
    //glScalef(1.0, 1.0, 1.0);

    if not isPaused then
        MoveCamera;

    if (cReducedQuality and rqNoBackground) = 0 then
    begin
        // Offsets relative to camera - spare them to wimpier cpus, no bg or flakes for them anyway
        ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine);
        offsetY:= 10 * min(0, -145 - ScreenBottom);
        SkyOffset:= offsetY div 35 + cWaveHeight;
        HorizontOffset:= SkyOffset;
        if ScreenBottom > SkyOffset then
            HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20);

        // background
        DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset);
        DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset);
    end;

    DrawVisualGears(0);

    if (cReducedQuality and rq2DWater) = 0 then
    begin
        // Waves
        DrawWater(255, SkyOffset);
        DrawWaves( 1,  0 - WorldDx div 32, - cWaveHeight + offsetY div 35, 64);
        DrawWaves( -1,  25 + WorldDx div 25, - cWaveHeight + offsetY div 38, 48);
        DrawWaves( 1,  75 - WorldDx div 19, - cWaveHeight + offsetY div 45, 32);
        DrawWaves(-1, 100 + WorldDx div 14, - cWaveHeight + offsetY div 70, 24);
    end
    else
        DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0);

    DrawLand(WorldDx, WorldDy);

    DrawWater(255, 0);

// Attack bar
    if CurrentTeam <> nil then
        case AttackBar of
(*        1: begin
        r:= StuffPoz[sPowerBar];
        {$WARNINGS OFF}
        r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor;
        {$WARNINGS ON}
        DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
        end;*)
        2: with CurrentHedgehog^ do
                begin
                tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
                tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
                for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
                    DrawSprite(sprPower,
                            hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + round(WorldDx + tdx * (24 + i * 2)) - 16,
                            hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + round(WorldDy + tdy * (24 + i * 2)) - 16,
                            i)
                end
        end;

    DrawVisualGears(1);

    DrawGears;

    DrawVisualGears(2);

    DrawWater(cWaterOpacity, 0);

    // Waves
    DrawWaves( 1, 25 - WorldDx div 9, - cWaveHeight, 12);

    if (cReducedQuality and rq2DWater) = 0 then
    begin
        //DrawWater(cWaterOpacity, - offsetY div 40);
        DrawWaves(-1, 50 + WorldDx div 6, - cWaveHeight - offsetY div 40, 8);
        DrawWater(cWaterOpacity, - offsetY div 20);
        DrawWaves( 1, 75 - WorldDx div 4, - cWaveHeight - offsetY div 20, 2);
        DrawWater(cWaterOpacity, - offsetY div 10);
        DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0);
    end
    else
        DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);


{$WARNINGS OFF}
// Target
if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
    begin
    with PHedgehog(CurrentHedgehog)^ do
        begin
        if (CurAmmoType = amBee) then
            DrawRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
        else
            DrawRotatedF(sprTargetP, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360);
        end;
    end;
{$WARNINGS ON}

// this scale is used to keep the various widgets at the same dimension at all zoom levels
SetScale(cDefaultZoomLevel);


// Turn time
{$IFDEF IPHONEOS}
offsetX:= cScreenHeight - 13;
{$ELSE}
offsetX:= 48;
{$ENDIF}
offsetY:= cOffsetY;
if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) or (ReadyTimeLeft <> 0) then
    begin
    if ReadyTimeLeft <> 0 then
        i:= Succ(Pred(ReadyTimeLeft) div 1000)
    else
        i:= Succ(Pred(TurnTimeLeft) div 1000);
   
   if i>99 then t:= 112
      else if i>9 then t:= 96
                  else t:= 80;
   DrawSprite(sprFrame, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, 1);
   while i > 0 do
         begin
         dec(t, 32);
         DrawSprite(sprBigDigit, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, i mod 10);
         i:= i div 10
         end;
   DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4 + offsetY, cScreenHeight - offsetX, 0);
   end;

{$IFNDEF IPHONEOS}
// Timetrial
if ((TrainingFlags and tfTimeTrial) <> 0) and (TimeTrialStartTime > 0) then
    begin
    if TimeTrialStopTime = 0 then i:= RealTicks - TimeTrialStartTime else i:= TimeTrialStopTime - TimeTrialStartTime;
    t:= 272;
    // right frame
    DrawSprite(sprFrame, -cScreenWidth div 2 + t, 8, 1);
    dec(t, 32);
    // 1 ms
    DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
    dec(t, 32);
    i:= i div 10;
    // 10 ms
    DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
    dec(t, 32);
    i:= i div 10;
    // 100 ms
    DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
    dec(t, 16);
    // Point
    DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, 11);
    dec(t, 32);
    i:= i div 10;
    // 1 s
    DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
    dec(t, 32);
    i:= i div 10;
    // 10s
    DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 6);
    dec(t, 16);
    // Point
    DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, 10);
    dec(t, 32);
    i:= i div 6;
    // 1 m
    DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
    dec(t, 32);
    i:= i div 10;
    // 10 m
    DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
    // left frame
    DrawSprite(sprFrame, -cScreenWidth div 2 + t - 4, 8, 0);
    end;
{$ENDIF}

// Captions
{$IFDEF IPHONEOS}
offset:= 40;
{$ELSE}
if ((TrainingFlags and tfTimeTrial) <> 0) and (TimeTrialStartTime > 0) then offset:= 48
else offset:= 8;
{$ENDIF}

    for grp:= Low(TCapGroup) to High(TCapGroup) do
        with Captions[grp] do
            if Tex <> nil then
            begin
                DrawCentered(0, offset, Tex);
                inc(offset, Tex^.h + 2);
                if EndTime <= RealTicks then
                begin
                    FreeTexture(Tex);
                    Tex:= nil;
                    EndTime:= 0
                end;
            end;

// Teams Healths
for t:= 0 to Pred(TeamsCount) do
   with TeamsArray[t]^ do
      begin
      highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);

      if highlight then
         Tint(Clan^.Color);

      // draw name
      DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY, NameTagTex);

      // draw flag
      DrawTexture(-14, cScreenHeight + DrawHealthY, FlagTex);

      // draw health bar
      r.x:= 0;
      r.y:= 0;
      r.w:= 2 + TeamHealthBarWidth;
      r.h:= HealthTex^.h;
      DrawFromRect(14, cScreenHeight + DrawHealthY, @r, HealthTex);

      // draw health bar's right border
      inc(r.x, cTeamHealthWidth + 2);
      r.w:= 3;
      DrawFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY, @r, HealthTex);

      // draw ai kill counter for gfAISurvival
      if (GameFlags and gfAISurvival) <> 0 then begin
          DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY,
              AIKillsTex);
      end;

      // if highlighted, draw flag and other contents again to keep their colors
      // this approach should be faster than drawing all borders one by one tinted or not
      if highlight then
         begin
         Tint($FF, $FF, $FF, $FF);

         // draw name
         r.x:= 2;
         r.y:= 2;
         r.w:= NameTagTex^.w - 4;
         r.h:= NameTagTex^.h - 4;
         DrawFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + 2, @r, NameTagTex);
         // draw flag
         r.w:= 22;
         r.h:= 15;
         DrawFromRect(-12, cScreenHeight + DrawHealthY + 2, @r, FlagTex);
         // draw health bar
         r.w:= TeamHealthBarWidth + 1;
         r.h:= HealthTex^.h - 4;
         DrawFromRect(16, cScreenHeight + DrawHealthY + 2, @r, HealthTex);
         end;
      end;

// Lag alert
if isInLag then DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);

// Wind bar
{$IFDEF IPHONEOS}
    offsetX:= cScreenHeight - 13;
    offsetY:= (cScreenWidth shr 1) + 74;
{$ELSE}
    offsetX:= 30;
    offsetY:= 180;
{$ENDIF}
    DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);
    if WindBarWidth > 0 then
    begin
        {$WARNINGS OFF}
        r.x:= 8 - (RealTicks shr 6) mod 8;
        {$WARNINGS ON}
        r.y:= 0;
        r.w:= WindBarWidth;
        r.h:= 13;
        DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0);
    end
    else
        if WindBarWidth < 0 then
        begin
            {$WARNINGS OFF}
            r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8;
            {$WARNINGS ON}
            r.y:= 0;
            r.w:= - WindBarWidth;
            r.h:= 13;
            DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0);
        end;

// AmmoMenu
if (AMxShift < AMWidth) or bShowAmmoMenu then ShowAmmoMenu;

// Cursor
if isCursorVisible and bShowAmmoMenu then
   DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);

DrawChat;

if fastUntilLag then DrawCentered(0, (cScreenHeight shr 1), SyncTexture);
if isPaused then DrawCentered(0, (cScreenHeight shr 1), PauseTexture);
if not isFirstFrame and (missionTimer <> 0) or isPaused or fastUntilLag or (GameState = gsConfirm) then
    begin
    if (ReadyTimeLeft = 0) and (missionTimer > 0) then dec(missionTimer, Lag);
    if missionTimer < 0 then missionTimer:= 0; // avoid subtracting below 0
    if missionTex <> nil then
        DrawCentered(0, min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex);
    end;

// fps
{$IFDEF IPHONEOS}
offsetX:= 8;
{$ELSE}
offsetX:= 10;
{$ENDIF}
offsetY:= cOffsetY;
inc(Frames);

if cShowFPS or (GameType = gmtDemo) then inc(CountTicks, Lag);
if (GameType = gmtDemo) and (CountTicks >= 1000) then
   begin
   i:=GameTicks div 1000;
   t:= i mod 60;
   s:= inttostr(t);
   if t < 10 then s:= '0' + s;
   i:= i div 60;
   t:= i mod 60;
   s:= inttostr(t) + ':' + s;
   if t < 10 then s:= '0' + s;
   s:= inttostr(i div 60) + ':' + s;

   if timeTexture <> nil then
        FreeTexture(timeTexture);
    timeTexture:= nil;

   tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
   tmpSurface:= doSurfaceConversion(tmpSurface);
   timeTexture:= Surface2Tex(tmpSurface, false);
   SDL_FreeSurface(tmpSurface)
   end;

if timeTexture <> nil then
   DrawTexture((cScreenWidth shr 1) - 20 - timeTexture^.w - offsetY, offsetX + timeTexture^.h+5, timeTexture);

if cShowFPS then
   begin
   if CountTicks >= 1000 then
      begin
      FPS:= Frames;
      Frames:= 0;
      CountTicks:= 0;
      s:= inttostr(FPS) + ' fps';
      if fpsTexture <> nil then
        FreeTexture(fpsTexture);
    fpsTexture:= nil;
      tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
      tmpSurface:= doSurfaceConversion(tmpSurface);
      fpsTexture:= Surface2Tex(tmpSurface, false);
      SDL_FreeSurface(tmpSurface)
      end;
   if fpsTexture <> nil then
      DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture);
   end;

if CountTicks >= 1000 then CountTicks:= 0;

// lag warning (?)
inc(SoundTimerTicks, Lag);
if SoundTimerTicks >= 50 then
   begin
   SoundTimerTicks:= 0;
   if cVolumeDelta <> 0 then
      begin
      str(ChangeVolume(cVolumeDelta), s);
      AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume)
      end
   end;

if GameState = gsConfirm then
    DrawCentered(0, (cScreenHeight shr 1), ConfirmTexture);

if ScreenFade <> sfNone then
    begin
    if not isFirstFrame then
        case ScreenFade of
            sfToBlack, sfToWhite:     if ScreenFadeValue + Lag * ScreenFadeSpeed < sfMax then
                                          inc(ScreenFadeValue, Lag * ScreenFadeSpeed)
                                      else
                                          ScreenFadeValue:= sfMax;
            sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then
                                          dec(ScreenFadeValue, Lag * ScreenFadeSpeed)
                                      else
                                          ScreenFadeValue:= 0;
            end;
    if ScreenFade <> sfNone then
        begin
        case ScreenFade of
            sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000);
            sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000);
            end;

        VertexBuffer[0].X:= -cScreenWidth;
        VertexBuffer[0].Y:= cScreenHeight;
        VertexBuffer[1].X:= -cScreenWidth;
        VertexBuffer[1].Y:= 0;
        VertexBuffer[2].X:= cScreenWidth;
        VertexBuffer[2].Y:= 0;
        VertexBuffer[3].X:= cScreenWidth;
        VertexBuffer[3].Y:= cScreenHeight;

        glDisable(GL_TEXTURE_2D);

        glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
        glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));

        glEnable(GL_TEXTURE_2D);
        Tint($FF, $FF, $FF, $FF);
        if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then ScreenFade:= sfNone
        end
    end;

SetScale(zoom);

// Cursor
if isCursorVisible then
   begin
   if not bShowAmmoMenu then
     begin
     with CurrentHedgehog^ do
       if (Gear <> nil) and ((Gear^.State and gstHHChooseTarget) <> 0) then
         begin
         i:= GetAmmoEntry(CurrentHedgehog^)^.Pos;
         with Ammoz[CurAmmoType] do
           if PosCount > 1 then
             DrawSprite(PosSprite, CursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - CursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i);
         end;
     DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
     end
   end;
isFirstFrame:= false
end;

procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
begin
//if Group in [capgrpGameState] then WriteLnToConsole(s);
    if Captions[Group].Tex <> nil then
        FreeTexture(Captions[Group].Tex);
    Captions[Group].Tex:= nil;

    Captions[Group].Tex:= RenderStringTex(s, Color, fntBig);

    case Group of
        capgrpGameState: Captions[Group].EndTime:= RealTicks + 2200
    else
        Captions[Group].EndTime:= RealTicks + 1400 + LongWord(Captions[Group].Tex^.w) * 3;
    end;
end;

procedure MoveCamera;
var EdgesDist,  wdy: LongInt;
    PrevSentPointTime: LongWord = 0;
begin
{$IFNDEF IPHONEOS}
if (not (CurrentTeam^.ExtDriven and isCursorVisible and not bShowAmmoMenu)) and cHasFocus then
begin
    SDL_GetMouseState(@CursorPoint.X, @CursorPoint.Y);
    CursorPoint.X:= CursorPoint.X - (cScreenWidth shr 1);
    CursorPoint.Y:= cScreenHeight - CursorPoint.Y;
end;
{$ENDIF}

if (not PlacingHogs) and (FollowGear <> nil) and (not isCursorVisible) and (not fastUntilLag) then
    if abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y) > 4 then
    begin
        FollowGear:= nil;
        prevPoint:= CursorPoint;
        exit
    end
    else
    begin
        CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * 100 + WorldDx) div 8;
        CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8;
    end;

wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater;
if WorldDy < wdy then WorldDy:= wdy;

if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then exit;

if AMxShift < AMWidth then
begin
{$IFDEF IPHONEOS}
    if CursorPoint.X < cScreenWidth div 2 + AMxShift - AMWidth then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMWidth;
    if CursorPoint.X > cScreenWidth div 2 + AMxShift - AMxOffset then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMxOffset;
    if CursorPoint.Y < cScreenHeight - AMyOffset - SlotsNum * AMSlotSize then CursorPoint.Y:= cScreenHeight - AMyOffset - SlotsNum * AMSlotSize;
    if CursorPoint.Y > cScreenHeight - AMyOffset then CursorPoint.Y:= cScreenHeight - AMyOffset;
{$ELSE}
    if CursorPoint.X < cScreenWidth div 2 + AMxShift - AMWidth + AMSlotSize then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMWidth + AMSlotSize;
    if CursorPoint.X > cScreenWidth div 2 + AMxShift - AMxOffset then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMxOffset;
    if CursorPoint.Y > AMyOffset + (SlotsNum + 1) * AMSlotSize then CursorPoint.Y:= AMyOffset + (SlotsNum + 1) * AMSlotSize;
    if CursorPoint.Y < AMyOffset + AMSlotSize then CursorPoint.Y:= AMyOffset + AMSlotSize;
{$ENDIF}
    prevPoint:= CursorPoint;
    if cHasFocus then SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y);
    exit
end;

if isCursorVisible then
begin
    if (not CurrentTeam^.ExtDriven) and (GameTicks >= PrevSentPointTime + cSendCursorPosTime) then
    begin
        SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy);
        PrevSentPointTime:= GameTicks
    end;
    EdgesDist:= cCursorEdgesDist
end
else
    EdgesDist:= cGearScrEdgesDist;

// this generates the border around the screen that moves the camera when cursor is near it
if isCursorVisible or (FollowGear <> nil) then
begin
    if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then
    begin
        WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist;
        CursorPoint.X:= - cScreenWidth div 2 + EdgesDist
    end
    else
        if CursorPoint.X > cScreenWidth div 2 - EdgesDist then
        begin
            WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist;
            CursorPoint.X:= cScreenWidth div 2 - EdgesDist
        end;
    if CursorPoint.Y < EdgesDist then
    begin
        WorldDy:= WorldDy + CursorPoint.Y - EdgesDist;
        CursorPoint.Y:= EdgesDist
    end
    else
        if CursorPoint.Y > cScreenHeight - EdgesDist then
        begin
           WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist;
           CursorPoint.Y:= cScreenHeight - EdgesDist
        end;
end
else
    if cHasFocus then
    begin
        WorldDx:= WorldDx - CursorPoint.X + prevPoint.X;
        WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y;
        CursorPoint.X:= 0;
        CursorPoint.Y:= cScreenHeight div 2;
    end;

// this moves the camera according to CursorPoint X and Y
prevPoint:= CursorPoint;
if cHasFocus then SDL_WarpMouse(CursorPoint.X + (cScreenWidth shr 1), cScreenHeight - CursorPoint.Y);
if WorldDy > LAND_HEIGHT + 1024 then WorldDy:= LAND_HEIGHT + 1024;
if WorldDy < wdy then WorldDy:= wdy;
if WorldDx < - LAND_WIDTH - 1024 then WorldDx:= - LAND_WIDTH - 1024;
if WorldDx > 1024 then WorldDx:= 1024;
end;

procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
var r: TSDL_Rect;
begin
r.w:= 32;
r.h:= 32;

if time = 0 then time:= 5000;
missionTimer:= time;
if missionTex <> nil then
    FreeTexture(missionTex);
missionTex:= nil;

if icon > -1 then
    begin
    r.x:= 0;
    r.y:= icon * 32;
    missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, MissionIcons, @r)
    end
else
    begin
    r.x:= ((-icon - 1) shr 5) * 32;
    r.y:= ((-icon - 1) mod 32) * 32;
    missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, SpritesData[sprAMAmmos].Surface, @r)
    end;
end;

procedure HideMission;
begin
    missionTimer:= 0;
    if missionTex <> nil then FreeTexture(missionTex);
end;

procedure ShakeCamera(amount: LongWord);
begin
    amount:= max(1, amount);
    WorldDx:= WorldDx - amount + LongInt(getRandom(1 + amount * 2));
    WorldDy:= WorldDy - amount + LongInt(getRandom(1 + amount * 2));
end;

procedure initModule;
begin
    fpsTexture:= nil;
    FollowGear:= nil;
    WindBarWidth:= 0;
    bShowAmmoMenu:= false;
    bSelected:= false;
    bShowFinger:= false;
    Frames:= 0;
    WorldDx:= -512;
    WorldDy:= -256;

    FPS:= 0;
    CountTicks:= 0;
    SoundTimerTicks:= 0;
    prevPoint.X:= 0;
    prevPoint.Y:= 0;
    missionTimer:= 0;
    missionTex:= nil;
    cOffsetY:= 0;

    FillChar(Captions, sizeof(Captions), 0)
end;

procedure freeModule;
begin
end;

end.