hedgewars/uWorld.pas
author nemo
Sun, 02 Oct 2011 10:36:43 -0400
changeset 6081 537bbd5c1a62
parent 6016 85410eef7ba4
child 6023 a28be05b20bc
child 6098 959219241c67
permissions -rw-r--r--
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects. In this test variant it is triggered on girders/objects/bridges of the snow/christmas theme, or on a map that uses blue as a mask colour. Probably needs sheepluva's slope detection to make slopes more slippery to climb.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2011 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
 *)

{$INCLUDE "options.inc"}
{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}

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

procedure initModule;
procedure freeModule;

procedure InitWorld;
procedure DrawWorld(Lag: LongInt);
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
procedure HideMission;
procedure ShakeCamera(amount: LongInt);
procedure InitCameraBorders;
procedure MoveCamera;
procedure onFocusStateChanged;

implementation
uses
    uStore,
    uMisc,
    uIO,
    uLocale,
    uSound,
    uAmmos,
    uVisualGears,
    uChat,
    uLandTexture,
    GLunit,
    uVariables,
    uUtils,
    uTextures,
    uRender,
    uCaptions,
    uCursor,
    uCommands,
    uMobile
    ;

var cWaveWidth, cWaveHeight: LongInt;
    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;
    stereoDepth: GLfloat;

const cStereo_Sky           = 0.0500;
      cStereo_Horizon       = 0.0250;
      cStereo_Water_distant = 0.0125;
      cStereo_Land          = 0.0075;
      cStereo_Water_near    = 0.0025;
      cStereo_Outside       = 0.0400;

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

// add custom goals from lua script if there are any
if LuaGoals <> '' then g:= LuaGoals + '|';

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

// 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?
g:= AddGoal(g, gfResetHealth, gidResetHealth);
g:= AddGoal(g, gfAISurvival, gidAISurvival);
g:= AddGoal(g, gfInfAttack, gidInfAttack);
g:= AddGoal(g, gfResetWeps, gidResetWeps);
g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo);

// 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, gfAny, gidNoMineTimer)
    else if cMinesTime < 0 then
        g:= AddGoal(g, gfAny, gidRandomMineTimer)
    else
        g:= AddGoal(g, gfAny, 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;

InitCameraBorders();
uCursor.init();
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 InitCameraBorders;
begin
cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5);
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;
      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
        begin
        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
    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
    if SuddenDeathDmg then
        begin
        SDWaterColorArray[0].a := Alpha;
        SDWaterColorArray[1].a := Alpha;
        SDWaterColorArray[2].a := Alpha;
        SDWaterColorArray[3].a := Alpha
        end
    else
        begin
        WaterColorArray[0].a := Alpha;
        WaterColorArray[1].a := Alpha;
        WaterColorArray[2].a := Alpha;
        WaterColorArray[3].a := Alpha
        end;

    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);
        if SuddenDeathDmg then
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @SDWaterColorArray[0])
        else
            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;
    sprite: TSprite;
begin
if SuddenDeathDmg then
    sprite:= sprSDWater
else
    sprite:= sprWater;

cWaveWidth:= SpritesData[sprite].Width;

lw:= cScreenWidth / cScaleFactor;
waves:= lw * 2 / cWaveWidth;

if SuddenDeathDmg then
    Tint(LongInt(tnt) * SDWaterColorArray[2].r div 255 + 255 - tnt,
         LongInt(tnt) * SDWaterColorArray[2].g div 255 + 255 - tnt,
         LongInt(tnt) * SDWaterColorArray[2].b div 255 + 255 - tnt,
         255
    )
else
    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[sprite].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[sprite].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[sprite].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)) and (SpritesData[spr].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 if SpritesData[spr].Texture <> nil then
        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);
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 cStereoMode = smNone then
        begin
        glClear(GL_COLOR_BUFFER_BIT);
        DrawWorldStereo(Lag, rmDefault)
        end
{$IFNDEF S3D_DISABLED}
    else if (cStereoMode = smAFR) then
        begin
        AFRToggle:= not AFRToggle;
        glClear(GL_COLOR_BUFFER_BIT);
        if AFRToggle then
            DrawWorldStereo(Lag, rmLeftEye)
        else
            DrawWorldStereo(Lag, rmRightEye)
        end
    else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
        begin
        // create left fb
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
        DrawWorldStereo(Lag, rmLeftEye);

        // create right fb
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
        DrawWorldStereo(0, rmRightEye);

        // detatch drawing from fbs
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
        SetScale(cDefaultZoomLevel);

        // draw left frame
        glBindTexture(GL_TEXTURE_2D, texl);
        glBegin(GL_QUADS);
            if cStereoMode = smHorizontal then
                begin
                glTexCoord2f(0.0, 0.0);
                glVertex2d(cScreenWidth / -2, cScreenHeight);
                glTexCoord2f(1.0, 0.0);
                glVertex2d(0, cScreenHeight);
                glTexCoord2f(1.0, 1.0);
                glVertex2d(0, 0);
                glTexCoord2f(0.0, 1.0);
                glVertex2d(cScreenWidth / -2, 0);
                end
            else
                begin
                glTexCoord2f(0.0, 0.0);
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
                glTexCoord2f(1.0, 0.0);
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
                glTexCoord2f(1.0, 1.0);
                glVertex2d(cScreenWidth / 2, 0);
                glTexCoord2f(0.0, 1.0);
                glVertex2d(cScreenWidth / -2, 0);
                end;
        glEnd();

        // draw right frame
        glBindTexture(GL_TEXTURE_2D, texr);
        glBegin(GL_QUADS);
            if cStereoMode = smHorizontal then
                begin
                glTexCoord2f(0.0, 0.0);
                glVertex2d(0, cScreenHeight);
                glTexCoord2f(1.0, 0.0);
                glVertex2d(cScreenWidth / 2, cScreenHeight);
                glTexCoord2f(1.0, 1.0);
                glVertex2d(cScreenWidth / 2, 0);
                glTexCoord2f(0.0, 1.0);
                glVertex2d(0, 0);
                end
            else
                begin
                glTexCoord2f(0.0, 0.0);
                glVertex2d(cScreenWidth / -2, cScreenHeight);
                glTexCoord2f(1.0, 0.0);
                glVertex2d(cScreenWidth / 2, cScreenHeight);
                glTexCoord2f(1.0, 1.0);
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
                glTexCoord2f(0.0, 1.0);
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
                end;
        glEnd();
        SetScale(zoom);
        end
    else
        begin
        // clear scene
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
        // draw left eye in red channel only
        if cStereoMode = smGreenRed then
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
        else if cStereoMode = smBlueRed then
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
        else if cStereoMode = smCyanRed then
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
        else
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
        DrawWorldStereo(Lag, rmLeftEye);
        // draw right eye in selected channel(s) only
        if cStereoMode = smRedGreen then
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
        else if cStereoMode = smRedBlue then
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
        else if cStereoMode = smRedCyan then
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
        else
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
        DrawWorldStereo(Lag, rmRightEye);
        end
{$ENDIF}
end;

procedure ChangeDepth(rm: TRenderMode; d: GLfloat);
begin
{$IFDEF S3D_DISABLED}
    rm:= rm; d:= d; // avoid hint
    exit;
{$ELSE}
    d:= d / 5;
    if rm = rmDefault then exit
    else if rm = rmLeftEye then d:= -d;
    stereoDepth:= stereoDepth + d;
    glMatrixMode(GL_PROJECTION);
    glTranslatef(d, 0, 0);
    glMatrixMode(GL_MODELVIEW);
{$ENDIF}
end;
 
procedure ResetDepth(rm: TRenderMode);
begin
{$IFDEF S3D_DISABLED}
    rm:= rm; // avoid hint
    exit;
{$ELSE}
    if rm = rmDefault then exit;
    glMatrixMode(GL_PROJECTION);
    glTranslatef(-stereoDepth, 0, 0);
    glMatrixMode(GL_MODELVIEW);
    stereoDepth:= 0;
{$ENDIF}
end;
 
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
var i, t: LongInt;
    r: TSDL_Rect;
    tdx, tdy: Double;
    s: string[15];
    highlight: Boolean;
    smallScreenOffset, offsetX, offsetY, screenBottom: LongInt;
    VertexBuffer: array [0..3] of TVertex2f;
begin
    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
        ChangeDepth(RM, cStereo_Sky);
        if SuddenDeathDmg then Tint(SDTint, SDTint, SDTint, $FF);
        DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset);
        ChangeDepth(RM, -cStereo_Horizon);
        DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset);
        if SuddenDeathDmg then Tint($FF, $FF, $FF, $FF);
    end;

    DrawVisualGears(0);

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

    changeDepth(RM, cStereo_Land);
    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) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16,
                            hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16,
                            i)
                end
        end;

    DrawVisualGears(1);
    DrawGears;

    if SuddenDeathDmg then
        DrawWater(cSDWaterOpacity, 0)
    else
        DrawWater(cWaterOpacity, 0);

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

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

// everything after this ChangeDepth will be drawn outside the screen
// note: negative parallax gears should last very little for a smooth stereo effect
    ChangeDepth(RM, cStereo_Outside);
    DrawVisualGears(2);

// everything after this ResetDepth will be drawn at screen level (depth = 0)
// note: everything that needs to be readable should be on this level
    ResetDepth(RM);
    DrawVisualGears(3);

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

// Captions
DrawCaptions;

// Teams Healths
if TeamsCount * 20 > Longword(cScreenHeight) div 7 then  // take up less screen on small displays
    begin
    SetScale(1.5);
    smallScreenOffset:= cScreenHeight div 6;
    if TeamsCount * 20 > Longword(cScreenHeight) div 5 then Tint($FF,$FF,$FF,$80);
    end
else smallScreenOffset:= 0;
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 shl 8 or $FF);

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

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

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

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

      // draw ai kill counter for gfAISurvival
      if (GameFlags and gfAISurvival) <> 0 then begin
          DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset,
              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
         if TeamsCount * 20 > Longword(cScreenHeight) div 5 then Tint($FF,$FF,$FF,$80)
         else Tint($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 + smallScreenOffset + 2, @r, NameTagTex);
         // draw flag
         r.w:= 22;
         r.h:= 15;
         DrawFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex);
         // draw health bar
         r.w:= TeamHealthBarWidth + 1;
         r.h:= HealthTex^.h - 4;
         DrawFromRect(16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, HealthTex);
         end;
      end;
if smallScreenOffset <> 0 then
    begin
    SetScale(cDefaultZoomLevel);
    if TeamsCount * 20 > Longword(cScreenHeight) div 5 then Tint($FF,$FF,$FF,$FF);
    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);

// Chat
DrawChat;

// various captions
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;
if (RM = rmDefault) or (RM = rmRightEye) then
begin
    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);
end;

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
         if (CurAmmoType = amNapalm) or (CurAmmoType = amMineStrike) then
           DrawLine(-3000, topY-300, 7000, topY-300, 3.0, (Team^.Clan^.Color shr 16), (Team^.Clan^.Color shr 8) and $FF, Team^.Clan^.Color and $FF, $FF);
         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 MoveCamera;
var EdgesDist, wdy, shs,z: LongInt;
    PrevSentPointTime: LongWord = 0;
begin
{$IFNDEF IPHONEOS}
if (not (CurrentTeam^.ExtDriven and isCursorVisible and not bShowAmmoMenu)) and cHasFocus and (GameState <> gsConfirm) then
    uCursor.updatePosition();
{$ENDIF}
z:= round(200/zoom);
if (not PlacingHogs) and (FollowGear <> nil) and (not isCursorVisible) and (not fastUntilLag) then
    if (not autoCameraOn) or ((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) * z + WorldDx) div 8;
        if isPhone() then
            CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8
        else
            CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + hwSign(FollowGear^.dY) * z + 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;

    shs:= min(cScreenHeight div 2 - trunc(cScreenHeight / cScaleFactor) + EdgesDist, cScreenHeight - EdgesDist);
    if CursorPoint.Y < shs then
    begin
        WorldDy:= WorldDy + CursorPoint.Y - shs;
        CursorPoint.Y:= shs;
    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 4) * 32;
    r.y:= ((-icon - 1) mod 16) * 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: LongInt);
begin
    if isCursorVisible then exit;
    amount:= Max(1, round(amount*zoom/2));
    WorldDx:= WorldDx - amount + LongInt(random(1 + amount * 2));
    WorldDy:= WorldDy - amount + LongInt(random(1 + amount * 2));
    //CursorPoint.X:= CursorPoint.X - amount + LongInt(random(1 + amount * 2));
    //CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2))
end;


procedure onFocusStateChanged;
begin
if (not cHasFocus) and (GameState <> gsConfirm) then
    ParseCommand('quit', true);
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;
    stereoDepth:= 0;
end;

procedure freeModule;
begin
    stereoDepth:= stereoDepth; // avoid hint
    FreeTexture(fpsTexture);
    FreeTexture(timeTexture);
    FreeTexture(missionTex);
end;

end.