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1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3
4 This file is part of Lugaru.
5
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
14
15 See the GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
20 */
21
22 #include "Game.h"
23 #include "openal_wrapper.h"
24 #include "Input.h"
25 #include "Awards.h"
26
27 #include <dirent.h>
28
29 using namespace std;
30
31 extern XYZ viewer;
32 extern int environment;
33 extern float texscale;
34 extern Light light;
35 extern Terrain terrain;
36 //extern Sprites sprites;
37 extern float multiplier;
38 extern float sps;
39 extern float viewdistance;
40 extern float fadestart;
41 extern float screenwidth,screenheight;
42 extern int kTextureSize;
43 extern FRUSTUM frustum;
44 extern Light light;
45 extern Objects objects;
46 extern int detail;
47 extern float usermousesensitivity;
48 extern bool osx;
49 extern float camerashake;
50 extern int slomo;
51 extern float slomodelay;
52 extern bool ismotionblur;
53 extern float woozy;
54 extern float blackout;
55 extern bool damageeffects;
56 extern float volume;
57 extern bool texttoggle;
58 extern float blurness;
59 extern float targetblurness;
60 extern float playerdist;
61 extern bool cellophane;
62 extern bool freeze;
63 extern float flashamount,flashr,flashg,flashb;
64 extern int flashdelay;
65 extern int netstate;
66 extern float motionbluramount;
67 extern bool isclient;
68 extern bool alwaysblur;
69 extern int test;
70 extern bool tilt2weird;
71 extern bool tiltweird;
72 extern bool midweird;
73 extern bool proportionweird;
74 extern bool vertexweird[6];
75 extern bool velocityblur;
76 extern bool debugmode;
77 extern int mainmenu;
78 extern int oldmainmenu;
79 extern int bloodtoggle;
80 extern int difficulty;
81 extern bool decals;
82 // MODIFIED GWC
83 //extern int texdetail;
84 extern float texdetail;
85 extern bool musictoggle;
86 extern int tutoriallevel;
87 extern float smoketex;
88 extern float tutorialstagetime;
89 extern float tutorialmaxtime;
90 extern int tutorialstage;
91 extern bool againbonus;
92 extern float damagedealt;
93 extern bool invertmouse;
94
95 extern int numhotspots;
96 extern int winhotspot;
97 extern int killhotspot;
98 extern XYZ hotspot[40];
99 extern int hotspottype[40];
100 extern float hotspotsize[40];
101 extern char hotspottext[40][256];
102 extern int currenthotspot;;
103
104 extern bool campaign;
105 extern bool winfreeze;
106
107 extern float menupulse;
108
109 extern bool gamestart;
110
111 extern bool gamestarted;
112
113 extern bool showdamagebar;
114
115 enum drawmodes {
116   normalmode, motionblurmode, radialzoommode,
117   realmotionblurmode, doublevisionmode, glowmode,
118 };
119
120 void Game::flash() { // shouldn't be that way, these should be attributes and Person class should not change rendering.
121         flashr=1;
122         flashg=0;
123         flashb=0;
124         flashamount=1;
125         flashdelay=1;
126 }
127 /*********************> DrawGLScene() <*****/
128 int Game::DrawGLScene(StereoSide side)
129 {       
130         static float texcoordwidth,texcoordheight;
131         static float texviewwidth, texviewheight;
132         static int i,j,k,l;
133         static GLubyte color;
134         static XYZ checkpoint;
135         static float tempmult;
136         float tutorialopac;
137         static char string[256]="";
138         static char string2[256]="";
139         static char string3[256]="";
140
141         if ( stereomode == stereoAnaglyph ) {
142                 switch(side) {
143                         case stereoLeft: glColorMask( 0.0, 1.0, 1.0, 1.0 ); break;
144                         case stereoRight: glColorMask( 1.0, 0.0, 0.0, 1.0 ); break;
145                 }
146         } else {
147                 glColorMask( 1.0, 1.0, 1.0, 1.0 );
148                 
149                 if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
150                         glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
151                 }
152         }
153
154         if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
155                 tempmult=multiplier;
156                 multiplier=0;
157         }
158
159         if(!mainmenu){
160                 if(editorenabled){
161                         numboundaries=mapradius*2;
162                         if(numboundaries>360)numboundaries=360;
163                         for(i=0;i<numboundaries;i++){
164                                 boundary[i]=0;
165                                 boundary[i].z=1;
166                                 boundary[i]=mapcenter+DoRotation(boundary[i]*mapradius,0,i*(360/((float)(numboundaries))),0);
167                         }
168                 }
169
170                 SetUpLighting();
171
172                 static int changed;
173                 changed=0;
174
175                 olddrawmode=drawmode;
176                 if(ismotionblur&&!loading){
177                         if((findLengthfast(&player[0].velocity)>200)&&velocityblur&&!cameramode){
178                                 drawmode=motionblurmode;
179                                 motionbluramount=200/(findLengthfast(&player[0].velocity));
180                                 changed=1;
181                         }
182                         if(player[0].damage-player[0].superpermanentdamage>(player[0].damagetolerance-player[0].superpermanentdamage)*1/2&&damageeffects&&!cameramode){
183                                 drawmode=doublevisionmode;
184                                 changed=1;
185                         }
186                 }
187
188                 if(slomo&&!loading){
189                         if(ismotionblur)
190                                 drawmode=motionblurmode;
191                         motionbluramount=.2;
192                         slomodelay-=multiplier;
193                         if(slomodelay<0)slomo=0;
194                         camerashake=0;
195                         changed=1;
196                 }
197                 if((!changed&&!slomo)||loading){
198                         drawmode=normalmode;
199                         if(ismotionblur&&(/*fps>100||*/alwaysblur)){
200                                 if(olddrawmode!=realmotionblurmode)change=1;
201                                 else change=0;
202                                 drawmode=realmotionblurmode;
203                         }
204                         else if(olddrawmode==realmotionblurmode)change=2;
205                         else change=0;
206                 }
207
208                 if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted))drawmode=normalmode;
209                 if((freeze||winfreeze)&&ismotionblur&&!mainmenu)drawmode=radialzoommode;
210
211                 if(winfreeze||mainmenu)drawmode=normalmode;
212
213 #if PLATFORM_MACOSX
214                 if(drawmode==glowmode){
215                         RGBColor color2;
216                         color2.red=0;
217                         color2.green=0;
218                         color2.blue=0;
219                         DSpContext_FadeGamma(NULL,200,&color2);
220                 }
221 #endif
222
223                 if(drawtoggle!=2)drawtoggle=1-drawtoggle;
224
225                 if(!texcoordwidth){
226
227                         texviewwidth=kTextureSize;
228                         if(texviewwidth>screenwidth)texviewwidth=screenwidth;
229                         texviewheight=kTextureSize;
230                         if(texviewheight>screenheight)texviewheight=screenheight;
231
232                         texcoordwidth=screenwidth/kTextureSize;
233                         texcoordheight=screenheight/kTextureSize;
234                         if(texcoordwidth>1)texcoordwidth=1;
235                         if(texcoordheight>1)texcoordheight=1;
236                 }
237
238                 glDrawBuffer(GL_BACK);
239                 glReadBuffer(GL_BACK);
240
241                 if(abs(blurness-targetblurness)<multiplier*10||abs(blurness-targetblurness)>2){
242                         blurness=targetblurness;
243                         targetblurness=(float)(abs(Random()%100))/40;
244                 }
245                 if(blurness<targetblurness) 
246                         blurness+=multiplier*5;
247                 else
248                         blurness-=multiplier*5;
249
250                 //glFinish();
251                 static XYZ terrainlight;
252                 static float distance;
253                 if(drawmode==normalmode)ReSizeGLScene(90,.1f);
254                 if(drawmode!=normalmode)glViewport(0,0,texviewwidth,texviewheight);     
255                 glDepthFunc(GL_LEQUAL);
256                 glDepthMask(1);
257                 glAlphaFunc(GL_GREATER, 0.0001f);
258                 glEnable(GL_ALPHA_TEST);
259                 glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
260                 glClear(GL_DEPTH_BUFFER_BIT);
261
262                 glMatrixMode (GL_MODELVIEW);
263                 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
264                 glLoadIdentity ();
265                 
266                 // Move the camera for the current eye's point of view.
267                 // Reverse the movement if we're reversing stereo
268                 glTranslatef((stereoseparation/2) * side * (stereoreverse  ? -1 : 1), 0, 0);
269                 
270                 if(!cameramode&&!freeze&&!winfreeze){
271                         glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1);
272                         glRotatef(rotation2+sin(woozy/2)*(player[0].damage/player[0].damagetolerance)*5,1,0,0);
273                         glRotatef(rotation+sin(woozy)*(player[0].damage/player[0].damagetolerance)*5,0,1,0);
274                 }
275                 if(cameramode||freeze||winfreeze){
276                         glRotatef(rotation2,1,0,0);
277                         glRotatef(rotation,0,1,0);
278                 }
279
280                 if(environment==desertenvironment){
281                         glRotatef((float)(abs(Random()%100))/3000-1,1,0,0);
282                         glRotatef((float)(abs(Random()%100))/3000-1,0,1,0);
283                 }
284                 SetUpLight(&light,0);
285                 glPushMatrix();
286                 if(environment==desertenvironment&&detail==2)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness+.4 );
287                 if(environment==desertenvironment){
288                         glRotatef((float)(abs(Random()%100))/1000,1,0,0);
289                         glRotatef((float)(abs(Random()%100))/1000,0,1,0);
290                 }       
291                 skybox.draw();
292                 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
293                 glPopMatrix();
294                 glTranslatef(-viewer.x,-viewer.y,-viewer.z);
295                 frustum.GetFrustum();
296
297                 //Make Shadow
298                 static XYZ point;
299                 static float size,opacity,rotation;
300                 rotation=0;
301                 for(k=0;k<numplayers;k++){
302                         if(!player[k].skeleton.free&&player[k].playerdetail&&player[k].howactive<typesleeping)
303                                 if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y+player[k].scale*3,player[k].coords.z,player[k].scale*7)&&player[k].occluded<25)
304                                         for(i=0;i<player[k].skeleton.num_joints;i++){
305                                                 if(player[k].skeleton.joints[i].label==leftknee||player[k].skeleton.joints[i].label==rightknee||player[k].skeleton.joints[i].label==groin){
306                                                         point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
307                                                         size=.4f;
308                                                         opacity=.4-player[k].skeleton.joints[i].position.y*player[k].scale/5-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/10;
309                                                         if(k!=0&&tutoriallevel==1){
310                                                                 opacity=.2+.2*sin(smoketex*6+i)-player[k].skeleton.joints[i].position.y*player[k].scale/5-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/10;
311                                                         }
312                                                         terrain.MakeDecal(shadowdecal,point,size,opacity,rotation);
313                                                         for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
314                                                                 j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
315                                                                 if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
316                                                                         point=DoRotation(DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords-objects.position[j],0,-objects.rotation[j],0);
317                                                                         size=.4f;
318                                                                         opacity=.4f;
319                                                                         if(k!=0&&tutoriallevel==1){
320                                                                                 opacity=.2+.2*sin(smoketex*6+i);
321                                                                         }
322                                                                         objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
323                                                                 }
324                                                         }
325                                                 }
326                                         }
327                                         if((player[k].skeleton.free||player[k].howactive>=typesleeping)&&player[k].playerdetail)
328                                                 if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)&&player[k].occluded<25)
329                                                         for(i=0;i<player[k].skeleton.num_joints;i++){
330                                                                 if(player[k].skeleton.joints[i].label==leftknee||player[k].skeleton.joints[i].label==rightknee||player[k].skeleton.joints[i].label==groin||player[k].skeleton.joints[i].label==leftelbow||player[k].skeleton.joints[i].label==rightelbow||player[k].skeleton.joints[i].label==neck){
331                                                                         if(player[k].skeleton.free)point=player[k].skeleton.joints[i].position*player[k].scale+player[k].coords;
332                                                                         else point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
333                                                                         size=.4f;
334                                                                         opacity=.4-player[k].skeleton.joints[i].position.y*player[k].scale/5-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/5;
335                                                                         if(k!=0&&tutoriallevel==1){
336                                                                                 opacity=.2+.2*sin(smoketex*6+i)-player[k].skeleton.joints[i].position.y*player[k].scale/5-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/10;
337                                                                         }
338                                                                         terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
339                                                                         for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
340                                                                                 j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
341                                                                                 if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
342                                                                                         if(player[k].skeleton.free)point=DoRotation(player[k].skeleton.joints[i].position*player[k].scale+player[k].coords-objects.position[j],0,-objects.rotation[j],0);
343                                                                                         else point=DoRotation(DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords-objects.position[j],0,-objects.rotation[j],0);
344                                                                                         size=.4f;
345                                                                                         opacity=.4f;
346                                                                                         if(k!=0&&tutoriallevel==1){
347                                                                                                 opacity=.2+.2*sin(smoketex*6+i);
348                                                                                         }
349                                                                                         objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
350                                                                                 }
351                                                                         }
352                                                                 }
353                                                         }
354
355                                                         if(!player[k].playerdetail)
356                                                                 if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5))
357                                                                 {
358                                                                         point=player[k].coords;
359                                                                         size=.7;
360                                                                         opacity=.4-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/5;
361                                                                         terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
362                                                                         for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
363                                                                                 j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
364                                                                                 point=DoRotation(player[k].coords-objects.position[j],0,-objects.rotation[j],0);
365                                                                                 size=.7;
366                                                                                 opacity=.4f;
367                                                                                 objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
368                                                                         }
369                                                                 }
370                 }
371
372                 //Terrain
373                 glEnable(GL_TEXTURE_2D);
374                 glDepthMask(1);
375                 glEnable(GL_DEPTH_TEST);
376                 glEnable(GL_CULL_FACE);
377                 glDisable(GL_BLEND);
378                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
379                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 
380                 glBindTexture( GL_TEXTURE_2D, terraintexture);
381                 terrain.draw(0);
382                 glBindTexture( GL_TEXTURE_2D, terraintexture2);
383                 terrain.draw(1);
384                 //glBindTexture( GL_TEXTURE_2D, terraintexture3);
385                 //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
386                 //terrain.draw(2);
387
388                 terrain.drawdecals();
389
390                 //Model
391                 glEnable(GL_CULL_FACE);
392                 glEnable(GL_LIGHTING);
393                 glDisable(GL_BLEND);
394                 glEnable(GL_TEXTURE_2D);
395                 glDepthMask(1);
396
397                 glEnable(GL_COLOR_MATERIAL);
398
399                 test=2;
400                 tilt2weird=0;
401                 tiltweird=0;
402                 midweird=0;
403                 proportionweird=0;
404                 vertexweird[0]=0;
405                 vertexweird[1]=0;
406                 vertexweird[2]=0;
407                 vertexweird[3]=0;
408                 vertexweird[4]=0;
409                 vertexweird[5]=0;
410
411                 if(!cellophane){
412                         glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
413                         glEnable(GL_CULL_FACE);
414                         glCullFace(GL_FRONT);
415                         glDepthMask(1);
416                         for(k=0;k<numplayers;k++){
417                                 if(k==0||tutoriallevel!=1){
418                                         glEnable(GL_BLEND);
419                                         glEnable(GL_LIGHTING);
420                                         terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
421                                         distance=findDistancefast(&viewer,&player[k].coords);
422                                         distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance;
423                                         glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance);
424                                         if(distance>=1)glDisable(GL_BLEND);
425                                         if(distance>=.5){
426                                                 checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
427                                                 checkpoint.y+=1;
428                                                 if(!player[k].occluded==0)i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
429                                                 if(i==-1||player[k].occluded==0)i=checkcollide(viewer,checkpoint);
430                                                 if(i!=-1){
431                                                         player[k].occluded+=1;
432                                                         player[k].lastoccluded=i;
433                                                 }
434                                                 else player[k].occluded=0;
435                                                 if(player[k].occluded<25)player[k].DrawSkeleton();
436                                         }
437                                 }
438                         }
439                 }
440
441                 if(!cameramode&&musictype==stream_fighttheme)playerdist=findDistancefastflat(&player[0].coords,&viewer);
442                 else playerdist=-100;
443                 glPushMatrix();
444                 glCullFace(GL_BACK);
445                 glEnable(GL_TEXTURE_2D);
446                 objects.Draw();
447                 glPopMatrix();
448
449                 glPushMatrix();
450                 if(frustum.SphereInFrustum(realhawkcoords.x+hawk.boundingspherecenter.x,realhawkcoords.y+hawk.boundingspherecenter.y,realhawkcoords.z+hawk.boundingspherecenter.z,2)){   
451                         glAlphaFunc(GL_GREATER, 0.0001f);
452                         glDepthMask(1);
453                         glDisable(GL_CULL_FACE);
454                         glDisable(GL_LIGHTING);
455                         glEnable(GL_BLEND);
456                         glTranslatef(hawkcoords.x,hawkcoords.y,hawkcoords.z);
457                         glRotatef(hawkrotation,0,1,0);
458                         glTranslatef(25,0,0);
459                         distance=findDistancefast(&viewer,&realhawkcoords)*1.2;
460                         glColor4f(light.color[0],light.color[1],light.color[2],(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance);
461                         if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>1)glColor4f(light.color[0],light.color[1],light.color[2],1);
462                         if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>0)
463                                 hawk.drawdifftex(hawktexture);
464                 }
465                 glPopMatrix();
466
467                 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
468                 glEnable(GL_CULL_FACE);
469                 glCullFace(GL_FRONT);
470                 glDepthMask(1);
471                 for(k=0;k<numplayers;k++){
472                         if(!(k==0||tutoriallevel!=1)){
473                                 glEnable(GL_BLEND);
474                                 glEnable(GL_LIGHTING);
475                                 terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
476                                 distance=findDistancefast(&viewer,&player[k].coords);
477                                 distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance;
478                                 glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance);
479                                 if(distance>=1)glDisable(GL_BLEND);
480                                 if(distance>=.5){
481                                         checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
482                                         checkpoint.y+=1;
483                                         if(!player[k].occluded==0)i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
484                                         if(i==-1||player[k].occluded==0)i=checkcollide(viewer,checkpoint);
485                                         if(i!=-1){
486                                                 player[k].occluded+=1;
487                                                 player[k].lastoccluded=i;
488                                         }
489                                         else player[k].occluded=0;
490                                         if(player[k].occluded<25)player[k].DrawSkeleton();
491                                 }
492                         }
493                 }
494
495                 glPushMatrix();
496                 glEnable(GL_TEXTURE_2D);
497                 weapons.Draw();
498                 glPopMatrix();
499                 glCullFace(GL_BACK);
500
501                 glDisable(GL_COLOR_MATERIAL);
502
503                 glDisable(GL_LIGHTING);
504                 glDisable(GL_TEXTURE_2D);
505
506                 glDepthMask(0);
507
508                 Sprite::Draw();
509
510                 if(editorenabled){
511                         glEnable(GL_BLEND);
512                         glDisable(GL_LIGHTING);
513                         glDisable(GL_TEXTURE_2D);
514                         glDisable(GL_COLOR_MATERIAL);
515                         glColor4f(1,1,0,1);
516
517                         for(k=0;k<numplayers;k++){
518                                 if(player[k].numwaypoints>1){
519                                         glBegin(GL_LINE_LOOP);
520                                         for(i=0;i<player[k].numwaypoints;i++){
521                                                 glVertex3f(player[k].waypoints[i].x,player[k].waypoints[i].y+.5,player[k].waypoints[i].z);
522                                         }
523                                         glEnd();
524                                 }
525                         }
526
527
528                         if(numpathpoints>1){
529                                 glColor4f(0,1,0,1);
530                                 for(k=0;k<numpathpoints;k++){
531                                         if(numpathpointconnect[k]){
532                                                 for(i=0;i<numpathpointconnect[k];i++){
533                                                         glBegin(GL_LINE_LOOP);
534                                                         glVertex3f(pathpoint[k].x,pathpoint[k].y+.5,pathpoint[k].z);
535                                                         glVertex3f(pathpoint[pathpointconnect[k][i]].x,pathpoint[pathpointconnect[k][i]].y+.5,pathpoint[pathpointconnect[k][i]].z);                                     
536                                                         glEnd();
537                                                 }
538                                         }
539                                 }
540                                 glColor4f(1,1,1,1);
541                                 glPointSize(4);
542                                 glBegin(GL_POINTS);
543                                 glVertex3f(pathpoint[pathpointselected].x,pathpoint[pathpointselected].y+.5,pathpoint[pathpointselected].z);
544                                 glEnd();
545                         }
546                 }
547
548                 //Text
549
550                 glEnable(GL_TEXTURE_2D);
551                 glColor4f(.5,.5,.5,1);
552                 if(!console){
553                         sprintf (string, " ",(int)(fps));
554                         text.glPrint(10,30,string,0,.8,screenwidth,screenheight);
555
556                         if(!tutoriallevel)
557                                 if(bonus>0&&bonustime<1&&!winfreeze&&indialogue==-1/*bonustime<4*/){
558                                         const char *bonus_name;
559                                         if (bonus < bonus_count)
560                                           bonus_name = bonus_names[bonus];
561                                         else
562                                           bonus_name = "Excellent!"; // When does this happen?
563
564                                         glColor4f(0,0,0,1-bonustime);
565                                         text.glPrintOutline(1024/2-10*strlen(bonus_name)-4,768/16-4+768*4/5,bonus_name,1,2.5,1024,768);
566                                         glColor4f(1,0,0,1-bonustime);
567                                         text.glPrint(1024/2-10*strlen(bonus_name),768/16+768*4/5,bonus_name,1,2,1024,768);
568
569                                         sprintf (string, "%d",(int)bonusvalue);
570                                         glColor4f(0,0,0,1-bonustime);
571                                         text.glPrintOutline(1024/2-10*strlen(string)-4,768/16-4-20+768*4/5,string,1,2.5*.8,1024,768);
572                                         glColor4f(1,0,0,1-bonustime);
573                                         text.glPrint(1024/2-10*strlen(string),768/16-20+768*4/5,string,1,2*.8,1024,768);
574                                         glColor4f(.5,.5,.5,1);
575                                 }
576
577                                 if(tutoriallevel==1){
578                                         tutorialopac=tutorialmaxtime-tutorialstagetime;
579                                         if(tutorialopac>1)tutorialopac=1;
580                                         if(tutorialopac<0)tutorialopac=0;
581
582                                         sprintf (string, " ");
583                                         sprintf (string2, " ");
584                                         sprintf (string3, " ");
585                                         if(tutorialstage==0){
586                                                 sprintf (string, " ");
587                                                 sprintf (string2, " ");
588                                                 sprintf (string3, " ");
589                                         }
590                                         if(tutorialstage==1){
591                                                 sprintf (string, "Welcome to the Lugaru training level!");
592                                                 sprintf (string2, " ");
593                                                 sprintf (string3, " ");
594                                         }
595                                         if(tutorialstage==2){
596                                                 sprintf (string, "BASIC MOVEMENT:");
597                                                 sprintf (string2, " ");
598                                                 sprintf (string3, " ");
599                                         }
600                                         if(tutorialstage==3){
601                                                 sprintf (string, "You can move the mouse to rotate the camera.");
602                                                 sprintf (string2, " ");
603                                                 sprintf (string3, " ");
604                                         }
605                                         if(tutorialstage==4){
606                                                 sprintf (string, "Try using the %s, %s, %s and %s keys to move around.",Input::keyToChar(forwardkey),Input::keyToChar(leftkey),Input::keyToChar(backkey),Input::keyToChar(rightkey));
607                                                 sprintf (string2, "All movement is relative to the camera.");
608                                                 sprintf (string3, " ");
609                                         }
610                                         if(tutorialstage==5){
611                                                 sprintf (string, "Please press %s to jump.",Input::keyToChar(jumpkey));
612                                                 sprintf (string2, "You can hold it longer to jump higher.");
613                                                 sprintf (string3, " ");
614                                         }
615                                         if(tutorialstage==6){
616                                                 sprintf (string, "You can press %s to crouch.",Input::keyToChar(crouchkey));
617                                                 sprintf (string2, "You can jump higher from a crouching position.");
618                                                 sprintf (string3, " ");
619                                         }
620                                         if(tutorialstage==7){
621                                                 sprintf (string, "While running, you can press %s to roll.",Input::keyToChar(crouchkey));
622                                                 sprintf (string2, " ");
623                                                 sprintf (string3, " ");
624                                         }
625                                         if(tutorialstage==8){
626                                                 sprintf (string, "While crouching, you can sneak around silently");
627                                                 sprintf (string2, "using the movement keys.");
628                                                 sprintf (string3, " ");
629                                         }
630                                         if(tutorialstage==9){
631                                                 sprintf (string, "Release the crouch key while sneaking and hold the movement keys");
632                                                 sprintf (string2, "to run animal-style.");
633                                                 sprintf (string3, " ");
634                                         }
635                                         if(tutorialstage==10){
636                                                 sprintf (string, "ADVANCED MOVEMENT:");
637                                                 sprintf (string2, " ");
638                                                 sprintf (string3, " ");
639                                         }
640                                         if(tutorialstage==11){
641                                                 sprintf (string, "When you jump at a wall, you can hold %s again",Input::keyToChar(jumpkey));
642                                                 sprintf (string2, "during impact to perform a walljump.");
643                                                 sprintf (string3, "Be sure to use the movement keys to press against the wall");
644                                         }
645                                         if(tutorialstage==12){
646                                                 sprintf (string, "While in the air, you can press crouch to flip.",Input::keyToChar(jumpkey));
647                                                 sprintf (string2, "Walljumps and flips confuse enemies and give you more control.");
648                                                 sprintf (string3, " ");
649                                         }
650                                         if(tutorialstage==13){
651                                                 sprintf (string, "BASIC COMBAT:");
652                                                 sprintf (string2, " ");
653                                                 sprintf (string3, " ");
654                                         }
655                                         if(tutorialstage==14){
656                                                 sprintf (string, "There is now an imaginary enemy");
657                                                 sprintf (string2, "in the middle of the training area.");
658                                                 sprintf (string3, " ");
659                                         }
660                                         if(tutorialstage==15){
661                                                 if(attackkey==MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy.");
662                                                 else sprintf (string, "Press %s to attack when you are near an enemy.",Input::keyToChar(attackkey));
663                                                 sprintf (string2, "You can punch by standing still near an enemy and attacking.");
664                                                 sprintf (string3, " ");
665                                         }
666                                         if(tutorialstage==16){
667                                                 sprintf (string, "If you are close, you will perform a weak punch.");
668                                                 sprintf (string2, "The weak punch is excellent for starting attack combinations.");
669                                                 sprintf (string3, " ");
670                                         }
671                                         if(tutorialstage==17){
672                                                 sprintf (string, "Attacking while running results in a spin kick.");
673                                                 sprintf (string2, "This is one of your most powerful ground attacks.");
674                                                 sprintf (string3, " ");
675                                         }
676                                         if(tutorialstage==18){
677                                                 sprintf (string, "Sweep the enemy's legs out by attacking while crouched.");
678                                                 sprintf (string2, "This is a very fast attack, and easy to follow up.");
679                                                 sprintf (string3, " ");
680                                         }
681                                         if(tutorialstage==19){
682                                                 sprintf (string, "When an enemy is on the ground, you can deal some extra");
683                                                 sprintf (string2, "damage by running up and drop-kicking him.");
684                                                 sprintf (string3, "(Try knocking them down with a sweep first)");
685                                         }
686                                         if(tutorialstage==20){
687                                                 sprintf (string, "Your most powerful individual attack is the rabbit kick.");
688                                                 if(attackkey==MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press");
689                                                 else sprintf (string2, "Run at the enemy while holding %s, and press", Input::keyToChar(attackkey));
690                                                 sprintf (string3, "the jump key (%s) to attack.",Input::keyToChar(jumpkey));
691                                         }
692                                         if(tutorialstage==21){
693                                                 sprintf (string, "This attack is devastating if timed correctly.");
694                                                 sprintf (string2, "Even if timed incorrectly, it will knock the enemy over.");
695                                                 if(againbonus)sprintf (string3, "Try rabbit-kicking the imaginary enemy again.");
696                                                 else sprintf (string3, "Try rabbit-kicking the imaginary enemy.");
697                                         }
698                                         if(tutorialstage==22){
699                                                 sprintf (string, "If you sneak behind an enemy unnoticed, you can kill");
700                                                 sprintf (string2, "him instantly. Move close behind this enemy");
701                                                 sprintf (string3, "and attack.");
702                                         }
703                                         if(tutorialstage==23){
704                                                 sprintf (string, "Another important attack is the wall kick. When an enemy");
705                                                 sprintf (string2, "is near a wall, perform a walljump nearby and hold");
706                                                 sprintf (string3, "the attack key during impact with the wall.");
707                                         }
708                                         if(tutorialstage==24){
709                                                 sprintf (string, "You can tackle enemies by running at them animal-style");
710                                                 if(attackkey==MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",Input::keyToChar(jumpkey));
711                                                 else sprintf (string2, "and pressing jump (%s) or attack(%s).",Input::keyToChar(jumpkey),Input::keyToChar(attackkey));
712                                                 sprintf (string3, "This is especially useful when they are running away.");
713                                         }
714                                         if(tutorialstage==25){
715                                                 sprintf (string, "Dodge by pressing back and attack. Dodging is essential");
716                                                 sprintf (string2, "against enemies with swords or other long weapons.");
717                                                 sprintf (string3, " ");
718                                         }
719                                         if(tutorialstage==26){
720                                                 sprintf (string, "REVERSALS AND COUNTER-REVERSALS");
721                                                 sprintf (string2, " ");
722                                                 sprintf (string3, " ");
723                                         }
724                                         if(tutorialstage==27){
725                                                 sprintf (string, "The enemy can now reverse your attacks.");
726                                                 sprintf (string2, " ");
727                                                 sprintf (string3, " ");
728                                         }
729                                         if(tutorialstage==28){
730                                                 sprintf (string, "If you attack, you will notice that the enemy now sometimes");
731                                                 sprintf (string2, "catches your attack and uses it against you. Hold");
732                                                 sprintf (string3, "crouch (%s) after attacking to escape from reversals.",Input::keyToChar(crouchkey));
733                                         }
734                                         if(tutorialstage==29){
735                                                 sprintf (string, "Try escaping from two more reversals in a row.");
736                                                 sprintf (string2, " ");
737                                                 sprintf (string3, " ");
738                                         }
739                                         if(tutorialstage==30){
740                                                 sprintf (string, "Good!");
741                                                 sprintf (string2, " ");
742                                                 sprintf (string3, " ");
743                                         }
744                                         if(tutorialstage==31){
745                                                 sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",Input::keyToChar(crouchkey));
746                                                 sprintf (string2, "enemy's attack. You must also be close to the enemy;");
747                                                 sprintf (string3, "this is especially important against armed opponents.");
748                                         }
749                                         if(tutorialstage==32){
750                                                 sprintf (string, "The enemy can attack in %d seconds.", (int)(tutorialmaxtime-tutorialstagetime));
751                                                 sprintf (string2, "This imaginary opponents attacks will be highlighted");
752                                                 sprintf (string3, "to make this easier.");
753                                         }
754                                         if(tutorialstage==33){
755                                                 sprintf (string, "Reverse three enemy attacks!");
756                                                 sprintf (string2, " ");
757                                                 sprintf (string3, " ");
758                                         }
759                                         if(tutorialstage==34){
760                                                 sprintf (string, "Reverse two more enemy attacks!");
761                                                 sprintf (string2, " ");
762                                                 sprintf (string3, " ");
763                                         }
764                                         if(tutorialstage==35){
765                                                 sprintf (string, "Reverse one more enemy attack!");
766                                                 sprintf (string2, " ");
767                                                 sprintf (string3, " ");
768                                         }
769                                         if(tutorialstage==36){
770                                                 sprintf (string, "Excellent!");
771                                                 sprintf (string2, " ");
772                                                 sprintf (string3, " ");
773                                         }
774                                         if(tutorialstage==37){
775                                                 sprintf (string, "Now spar with the enemy for %d more seconds.", (int)(tutorialmaxtime-tutorialstagetime));
776                                                 sprintf (string2, "Damage dealt: %d",(int)damagedealt);
777                                                 sprintf (string3, "Damage taken: %d.",(int)damagetaken);
778                                         }
779                                         if(tutorialstage==38){
780                                                 sprintf (string, "WEAPONS:");
781                                                 sprintf (string2, " ");
782                                                 sprintf (string3, " ");
783                                         }
784                                         if(tutorialstage==39){
785                                                 sprintf (string, "There is now an imaginary knife");
786                                                 sprintf (string2, "in the center of the training area.");
787                                                 sprintf (string3, " ");
788                                         }
789                                         if(tutorialstage==40){
790                                                 sprintf (string, "Stand, roll or handspring over the knife");
791                                                 sprintf (string2, "while pressing %s to pick it up.",Input::keyToChar(throwkey));
792                                                 sprintf (string3, "You can crouch and press the same key to drop it again.");
793                                         }
794                                         if(tutorialstage==41){
795                                                 sprintf (string, "You can equip and unequip weapons using the %s key.",Input::keyToChar(drawkey));
796                                                 sprintf (string2, "Sometimes it is best to keep them unequipped to");
797                                                 sprintf (string3, "prevent enemies from taking them. ");
798                                         }
799                                         if(tutorialstage==42){
800                                                 sprintf (string, "The knife is the smallest weapon and the least encumbering.");
801                                                 sprintf (string2, "You can equip or unequip it while standing, crouching,");
802                                                 sprintf (string3, "running or flipping.");
803                                         }
804                                         if(tutorialstage==43){
805                                                 sprintf (string, "You perform weapon attacks the same way as unarmed attacks,");
806                                                 sprintf (string2, "but sharp weapons cause permanent damage, instead of the");
807                                                 sprintf (string3, "temporary trauma from blunt weapons, fists and feet.");
808                                         }
809                                         if(tutorialstage==44){
810                                                 sprintf (string, "The enemy now has your knife!");
811                                                 sprintf (string2, "Please reverse two of his knife attacks.");
812                                                 sprintf (string3, " ");
813                                         }
814                                         if(tutorialstage==45){
815                                                 sprintf (string, "Please reverse one more of his knife attacks.");
816                                                 sprintf (string2, " ");
817                                                 sprintf (string3, " ");
818                                         }
819                                         if(tutorialstage==46){
820                                                 sprintf (string, "Now he has a sword!");
821                                                 sprintf (string2, "The sword has longer reach than your arms, so you");
822                                                 sprintf (string3, "must move close to reverse the sword slash.");
823                                         }
824                                         if(tutorialstage==47){
825                                                 sprintf (string, "Long weapons like the sword and staff are also useful for defense;");
826                                                 sprintf (string2, "you can parry enemy weapon attacks by pressing the attack key");
827                                                 sprintf (string3, "at the right time. Please try parrying the enemy's attacks!");
828                                         }
829                                         if(tutorialstage==48){
830                                                 sprintf (string, "The staff is like the sword, but has two main attacks.");
831                                                 sprintf (string2, "The standing smash is fast and effective, and the running");
832                                                 sprintf (string3, "spin smash is slower and more powerful.");
833                                         }
834                                         if(tutorialstage==49){
835                                                 sprintf (string, "When facing an enemy, you can throw the knife with %s.",Input::keyToChar(throwkey));
836                                                 sprintf (string2, "It is possible to throw the knife while flipping,");
837                                                 sprintf (string3, "but it is very inaccurate.");
838                                         }
839                                         if(tutorialstage==50){
840                                                 sprintf (string, "You now know everything you can learn from training.");
841                                                 sprintf (string2, "Everything else you must learn from experience!");
842                                                 sprintf (string3, " ");
843                                         }
844                                         if(tutorialstage==51){
845                                                 sprintf (string, "Walk out of the training area to return to the main menu.");
846                                                 sprintf (string2, " ");
847                                                 sprintf (string3, " ");
848                                         }
849
850                                         glColor4f(0,0,0,tutorialopac);
851                                         text.glPrintOutline(screenwidth/2-7.6*strlen(string)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
852                                         text.glPrintOutline(screenwidth/2-7.6*strlen(string2)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-20*screenwidth/1024,string2,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
853                                         text.glPrintOutline(screenwidth/2-7.6*strlen(string3)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-40*screenwidth/1024,string3,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
854                                         glColor4f(1,1,1,tutorialopac);
855                                         text.glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024,screenheight/16+screenheight*4/5,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
856                                         text.glPrint(screenwidth/2-7.6*strlen(string2)*screenwidth/1024,screenheight/16+screenheight*4/5-20*screenwidth/1024,string2,1,1.5*screenwidth/1024,screenwidth,screenheight);
857                                         text.glPrint(screenwidth/2-7.6*strlen(string3)*screenwidth/1024,screenheight/16+screenheight*4/5-40*screenwidth/1024,string3,1,1.5*screenwidth/1024,screenwidth,screenheight);
858
859                                         sprintf (string, "Press 'tab' to skip to the next item.",Input::keyToChar(jumpkey));
860                                         sprintf (string2, "Press escape at any time to");
861                                         sprintf (string3, "pause or exit the tutorial.");
862
863                                         glColor4f(0,0,0,1);
864                                         text.glPrintOutline(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8-4,0-4+screenheight*1/10,string,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight);
865                                         text.glPrintOutline(screenwidth/2-7.6*strlen(string2)*screenwidth/1024*.8-4,0-4+screenheight*1/10-20*.8*screenwidth/1024,string2,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight);
866                                         text.glPrintOutline(screenwidth/2-7.6*strlen(string3)*screenwidth/1024*.8-4,0-4+screenheight*1/10-40*.8*screenwidth/1024,string3,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight);
867                                         glColor4f(0.5,0.5,0.5,1);
868                                         text.glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8,0+screenheight*1/10,string,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
869                                         text.glPrint(screenwidth/2-7.6*strlen(string2)*screenwidth/1024*.8,0+screenheight*1/10-20*.8*screenwidth/1024,string2,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
870                                         text.glPrint(screenwidth/2-7.6*strlen(string3)*screenwidth/1024*.8,0+screenheight*1/10-40*.8*screenwidth/1024,string3,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
871                                 }
872                                 //Hot spots     
873
874                                 if(numhotspots&&(bonustime>=1||bonus<=0||bonustime<0)&&!tutoriallevel){
875                                         int closest=-1;
876                                         float closestdist=-1;
877                                         float distance=0;
878                                         closest=currenthotspot;
879                                         for(i=0;i<numhotspots;i++){
880                                                 distance=findDistancefast(&player[0].coords,&hotspot[i]);
881                                                 if(closestdist==-1||distance<closestdist){
882                                                         if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i]&&((hotspottype[i]<=10&&hotspottype[i]>=0)||(hotspottype[i]<=40&&hotspottype[i]>=20))){
883                                                                 closestdist=distance;
884                                                                 closest=i;
885                                                         }
886                                                 }
887                                         }
888                                         if(closest!=-1)
889                                                 currenthotspot=closest;
890                                         if(currenthotspot!=-1){
891                                                 if(hotspottype[closest]<=10){
892                                                         if(findDistancefast(&player[0].coords,&hotspot[closest])<hotspotsize[closest])
893                                                                 tutorialstagetime=0;
894                                                         tutorialmaxtime=1;
895                                                         tutorialopac=tutorialmaxtime-tutorialstagetime;
896                                                         if(tutorialopac>1)tutorialopac=1;
897                                                         if(tutorialopac<0)tutorialopac=0;
898
899                                                         sprintf (string, "%s", hotspottext[closest]);
900
901                                                         int lastline = 0;
902                                                         int line = 0;
903                                                         bool done = false;
904                                                         i=0;
905                                                         while(!done){
906                                                                 if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
907                                                                         glColor4f(0,0,0,tutorialopac);
908                                                                         text.glPrintOutline(screenwidth/2-7.6*(i-lastline)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-20*screenwidth/1024*line,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight,lastline,i);
909                                                                         glColor4f(1,1,1,tutorialopac);
910                                                                         text.glPrint(screenwidth/2-7.6*(i-lastline)*screenwidth/1024,screenheight/16+screenheight*4/5-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
911                                                                         lastline=i+1;
912                                                                         line++;
913                                                                         if(string[i]=='\0')done=1;
914                                                                 }
915                                                                 if(i>=255)done=1;
916                                                                 i++;
917                                                         }
918                                                 }
919                                                 else if (hotspottype[closest]>=20&&dialoguegonethrough[hotspottype[closest]-20]==0){
920                                                         whichdialogue=hotspottype[closest]-20;
921                                                         for(j=0;j<numdialogueboxes[whichdialogue];j++){
922                                                                 player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
923                                                                 player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
924                                                                 player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
925                                                                 player[participantfocus[whichdialogue][j]].velocity=0;
926                                                                 player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
927                                                                 player[participantfocus[whichdialogue][j]].targetframe=0;
928                                                         }
929                                                         directing=0;
930                                                         indialogue=0;
931                                                         dialoguegonethrough[whichdialogue]++;
932                                                         if(dialogueboxsound[whichdialogue][indialogue]!=0){
933                                                                 int whichsoundplay;
934                                                                 if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
935                                                                 if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
936                                                                 if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
937                                                                 if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
938                                                                 if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
939                                                                 if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
940                                                                 if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
941                                                                 if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
942                                                                 if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
943                                                                 if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
944                                                                 if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
945                                                                 if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
946                                                                 if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
947                                                                 if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
948                                                                 if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
949                                                                 if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
950                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
951                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
952                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
953                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
954                                                                 emit_sound_at(whichsoundplay, player[participantfocus[whichdialogue][indialogue]].coords);
955                                                         }
956                                                 }
957                                         }
958                                 }
959
960                                 if(indialogue!=-1&&!mainmenu){
961                                         glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
962                                         glDisable(GL_CULL_FACE);
963                                         glDisable(GL_LIGHTING);
964                                         glDisable(GL_TEXTURE_2D);
965                                         glDepthMask(0);
966                                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
967                                         glPushMatrix();                                                                         // Store The Projection Matrix
968                                         glLoadIdentity();                                                                       // Reset The Projection Matrix
969                                         glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
970                                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
971                                         glPushMatrix();                                                                         // Store The Modelview Matrix
972                                         glLoadIdentity();                                                               // Reset The Modelview Matrix
973                                         if(dialogueboxlocation[whichdialogue][indialogue]==1)glTranslatef(0,screenheight*3/4,0);
974                                         glScalef(screenwidth,screenheight/4,1);
975                                         glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
976                                         glEnable(GL_BLEND);
977
978                                         glColor4f(dialogueboxcolor[whichdialogue][indialogue][0],dialogueboxcolor[whichdialogue][indialogue][1],dialogueboxcolor[whichdialogue][indialogue][2],0.7);
979                                         glBegin(GL_QUADS);
980                                         glVertex3f(0,           0,       0.0f);
981                                         glVertex3f(1,   0,       0.0f);
982                                         glVertex3f(1,   1, 0.0f);
983                                         glVertex3f(0,   1, 0.0f);
984                                         glEnd();
985                                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
986                                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
987                                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
988                                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
989                                         glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
990                                         glEnable(GL_CULL_FACE);
991                                         glDisable(GL_BLEND);
992                                         glDepthMask(1);
993                                         glEnable(GL_TEXTURE_2D);
994
995                                         tutorialopac=1;
996
997                                         float startx;
998                                         float starty;
999
1000                                         startx=screenwidth*1/5;
1001                                         if(dialogueboxlocation[whichdialogue][indialogue]==1)starty=screenheight/16+screenheight*4/5;
1002                                         if(dialogueboxlocation[whichdialogue][indialogue]==2)starty=screenheight*1/5-screenheight/16;
1003
1004                                         char tempname[264];
1005                                         bool goodchar;
1006                                         int tempnum=0;
1007                                         for(i=0;i<264;i++){
1008                                                 tempname[i]='\0';
1009                                         }
1010
1011                                         for(i=0;i<(int)strlen(dialoguename[whichdialogue][indialogue]);i++){
1012                                                 tempname[tempnum]=dialoguename[whichdialogue][indialogue][i];
1013                                                 goodchar=1;
1014                                                 if(dialoguename[whichdialogue][indialogue][i]=='#'||dialoguename[whichdialogue][indialogue][i]=='\0')goodchar=0;
1015                                                 if(goodchar)
1016                                                         tempnum++;
1017                                                 else
1018                                                         tempname[tempnum]='\0';
1019                                         }
1020
1021                                         sprintf (string, "%s: ", tempname);
1022
1023                                         if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
1024                                                 glColor4f(0,0,0,tutorialopac);
1025                                                 text.glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
1026                                                 glColor4f(0.7,0.7,0.7,tutorialopac);
1027                                                 text.glPrint(startx-2*7.6*strlen(string)*screenwidth/1024,starty,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
1028                                         }
1029                                         else
1030                                         {
1031                                                 glColor4f(0,0,0,tutorialopac);
1032                                                 text.glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
1033                                         }
1034
1035                                         tempnum=0;
1036                                         for(i=0;i<(int)strlen(dialoguetext[whichdialogue][indialogue])+1;i++){
1037                                                 tempname[tempnum]=dialoguetext[whichdialogue][indialogue][i];
1038                                                 if(dialoguetext[whichdialogue][indialogue][i]!='#')tempnum++;
1039                                         }
1040
1041                                         sprintf (string, "%s", tempname);
1042
1043                                         int lastline = 0;
1044                                         int line = 0;
1045                                         bool done = false;
1046                                         i=0;
1047                                         while(!done){
1048                                                 if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
1049                                                         if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
1050                                                                 glColor4f(0,0,0,tutorialopac);
1051                                                                 text.glPrintOutline(startx/*-7.6*(i-lastline)*screenwidth/1024*/-4,starty-4-20*screenwidth/1024*line,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight,lastline,i);
1052                                                                 glColor4f(1,1,1,tutorialopac);
1053                                                                 text.glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
1054                                                         }
1055                                                         else
1056                                                         {
1057                                                                 glColor4f(0,0,0,tutorialopac);
1058                                                                 text.glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
1059                                                         }
1060                                                         lastline=i+1;
1061                                                         line++;
1062                                                         if(string[i]=='\0')done=1;
1063                                                 }
1064                                                 if(i>=255)done=1;
1065                                                 i++;
1066                                         }
1067                                 }       
1068
1069                                 if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){
1070                                         if(campaign){
1071                                                 if(scoreadded)
1072                                                         sprintf (string, "Score: %d", (int)accountactive->getCampaignScore());
1073                                                 else
1074                                                         sprintf (string, "Score: %d", (int)accountactive->getCampaignScore()+(int)bonustotal);
1075                                         }
1076                                         if(!campaign)sprintf (string, "Score: %d", (int)bonustotal);
1077                                         glColor4f(0,0,0,1);
1078                                         text.glPrintOutline(1024/40-4,768/16-4+768*14/16,string,1,1.5*1.25,1024,768);
1079                                         glColor4f(1,0,0,1);
1080                                         text.glPrint(1024/40,768/16+768*14/16,string,1,1.5,1024,768);
1081                                         if(showdamagebar) {
1082                                                 glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
1083                                                 glDisable(GL_CULL_FACE);
1084                                                 glDisable(GL_LIGHTING);
1085                                                 glDisable(GL_TEXTURE_2D);
1086                                                 glDepthMask(0);
1087                                                 glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
1088                                                 glPushMatrix();                                                                         // Store The Projection Matrix
1089                                                 glLoadIdentity();                                                                       // Reset The Projection Matrix
1090                                                 glOrtho(0,screenwidth,0,screenheight,-100,100);         // Set Up An Ortho Screen
1091                                                 glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1092                                                 glPushMatrix();                                                                         // Store The Modelview Matrix
1093                                                 glLoadIdentity();                                                                       // Reset The Modelview Matrix
1094                                                 glTranslatef(15,screenheight*17.5/20,0);
1095                                                 glScalef(screenwidth/3+20,screenheight/20,1);
1096                                                 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1097                                                 glEnable(GL_BLEND);
1098                                                 glColor4f(0.0,0.4,0.0,0.7);
1099                                                 float bar=((float)player[0].damage)/player[0].damagetolerance;
1100                                                 glBegin(GL_QUADS);
1101                                                 glVertex3f((bar<1?bar:1),0,0.0f);
1102                                                 glVertex3f(1,0,0.0f);
1103                                                 glVertex3f(1,1,0.0f);
1104                                                 glVertex3f((bar<1?bar:1),1,0.0f);
1105                                                 glEnd();
1106                                                 glColor4f(0.1,0.0,0.0,1);
1107                                                 bar = ((float)player[0].bloodloss)/player[0].damagetolerance;
1108                                                 glBegin(GL_QUADS);
1109                                                 glVertex3f(0,0,0.0f);
1110                                                 glVertex3f((bar<1?bar:1),0,0.0f);
1111                                                 glVertex3f((bar<1?bar:1),1,0.0f);
1112                                                 glVertex3f(0,1,0.0f);
1113                                                 glEnd();
1114                                                 glColor4f(0.4,0.0,0.0,0.7);
1115                                                 bar = ((float)player[0].damage)/player[0].damagetolerance;
1116                                                 glBegin(GL_QUADS);
1117                                                 glVertex3f(0,0,0.0f);
1118                                                 glVertex3f((bar<1?bar:1),0,0.0f);
1119                                                 glVertex3f((bar<1?bar:1),1,0.0f);
1120                                                 glVertex3f(0,1,0.0f);
1121                                                 glEnd();
1122                                                 glColor4f(0.4,0.0,0.0,0.7);
1123                                                 bar = ((float)player[0].permanentdamage)/player[0].damagetolerance;
1124                                                 glBegin(GL_QUADS);
1125                                                 glVertex3f(0,0,0.0f);
1126                                                 glVertex3f((bar<1?bar:1),0,0.0f);
1127                                                 glVertex3f((bar<1?bar:1),1,0.0f);
1128                                                 glVertex3f(0,1,0.0f);
1129                                                 glEnd();
1130                                                 glColor4f(0.4,0.0,0.0,0.7);
1131                                                 bar = ((float)player[0].superpermanentdamage)/player[0].damagetolerance;
1132                                                 glBegin(GL_QUADS);
1133                                                 glVertex3f(0,0,0.0f);
1134                                                 glVertex3f((bar<1?bar:1),0,0.0f);
1135                                                 glVertex3f((bar<1?bar:1),1,0.0f);
1136                                                 glVertex3f(0,1,0.0f);
1137                                                 glEnd();
1138                                                 glColor4f(0.0,0.0,0.0,0.7);
1139                                                 glLineWidth(2.0);
1140                                                 glBegin(GL_LINE_STRIP);
1141                                                 glVertex3f(0,0,0.0f);
1142                                                 glVertex3f(1,0,0.0f);
1143                                                 glVertex3f(1,1,0.0f);
1144                                                 glVertex3f(0,1,0.0f);
1145                                                 glVertex3f(0,0,0.0f);
1146                                                 glEnd();
1147                                                 
1148                                                 glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
1149                                                 glPopMatrix();                                                                          // Restore The Old Projection Matrix
1150                                                 glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1151                                                 glPopMatrix();                                                                          // Restore The Old Projection Matrix
1152                                                 glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
1153                                                 glEnable(GL_CULL_FACE);
1154                                                 glDisable(GL_BLEND);
1155                                                 glDepthMask(1);
1156                                                 glEnable(GL_TEXTURE_2D);
1157                                                 
1158                                                 // writing the numbers : 
1159                                                 sprintf (string, "Damages : %d/%d (%d)",(int)(player[0].damage),(int)(player[0].damagetolerance),(int)(player[0].bloodloss));
1160                                                 glColor4f(0,0,0,1);
1161                                                 text.glPrintOutline(1024/40-4,768/16-4+768*14/16-40,string,1,1.5*1.25,1024,768);
1162                                                 glColor4f(1,0,0,1);
1163                                                 text.glPrint(1024/40,768/16+768*14/16-40,string,1,1.5,1024,768);
1164                                         }
1165                                 }
1166
1167                                 glColor4f(.5,.5,.5,1);
1168
1169
1170                                 if((texttoggle||editorenabled)&&debugmode&&!mainmenu){
1171                                         sprintf (string, "The framespersecond is %d.",(int)(fps));
1172                                         text.glPrint(10,30,string,0,.8,1024,768);
1173
1174                                         sprintf (string, "Name: %s", registrationname);
1175                                         text.glPrint(10,260,string,0,.8,1024,768);
1176
1177
1178                                         if(editorenabled)
1179                                                 sprintf (string, "Map editor enabled.");
1180                                         else
1181                                                 sprintf (string, "Map editor disabled.");
1182                                         text.glPrint(10,60,string,0,.8,1024,768);
1183                                         if(editorenabled){
1184                                                 sprintf (string, "Object size: %f",editorsize);
1185                                                 text.glPrint(10,75,string,0,.8,1024,768);
1186                                                 if(editorrotation>=0)sprintf (string, "Object rotation: %f",editorrotation);
1187                                                 else sprintf (string, "Object rotation: Random");
1188                                                 text.glPrint(10,90,string,0,.8,1024,768);
1189                                                 if(editorrotation2>=0)sprintf (string, "Object rotation2: %f",editorrotation2);
1190                                                 else sprintf (string, "Object rotation2: Random");
1191                                                 text.glPrint(10,105,string,0,.8,1024,768);
1192                                                 sprintf (string, "Object type: %d",editortype);
1193                                                 text.glPrint(10,120,string,0,.8,1024,768);
1194                                                 switch(editortype) {
1195                                                         case boxtype: 
1196                                                                 sprintf (string, "(box)");
1197                                                                 break;
1198                                                         case treetrunktype: 
1199                                                                 sprintf (string, "(tree)");
1200                                                                 break;
1201                                                         case walltype: 
1202                                                                 sprintf (string, "(wall)");
1203                                                                 break;
1204                                                         case weirdtype: 
1205                                                                 sprintf (string, "(weird)");
1206                                                                 break;
1207                                                         case spiketype: 
1208                                                                 sprintf (string, "(spike)");
1209                                                                 break;
1210                                                         case rocktype: 
1211                                                                 sprintf (string, "(rock)");
1212                                                                 break;
1213                                                         case bushtype: 
1214                                                                 sprintf (string, "(bush)");
1215                                                                 break;
1216                                                         case tunneltype: 
1217                                                                 sprintf (string, "(tunnel)");
1218                                                                 break;
1219                                                         case chimneytype: 
1220                                                                 sprintf (string, "(chimney)");
1221                                                                 break;
1222                                                         case platformtype: 
1223                                                                 sprintf (string, "(platform)");
1224                                                                 break;
1225                                                         case cooltype: 
1226                                                                 sprintf (string, "(cool)");
1227                                                                 break;
1228                                                         case firetype: 
1229                                                                 sprintf (string, "(fire)");
1230                                                                 break;
1231                                                 }
1232                                                 text.glPrint(130,120,string,0,.8,1024,768);
1233
1234                                                 sprintf (string, "Numplayers: %d",numplayers);
1235                                                 text.glPrint(10,155,string,0,.8,1024,768);
1236                                                 sprintf (string, "Player %d: numwaypoints: %d",numplayers,player[numplayers-1].numwaypoints);
1237                                                 text.glPrint(10,140,string,0,.8,1024,768);
1238                                         }
1239                                         sprintf (string, "Difficulty: %d",difficulty);
1240                                         text.glPrint(10,240,string,0,.8,1024,768);
1241
1242                                 }
1243                 }
1244
1245                 if(drawmode==glowmode){
1246                         glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
1247                         glDisable(GL_CULL_FACE);
1248                         glDisable(GL_LIGHTING);
1249                         glDisable(GL_TEXTURE_2D);
1250                         glDepthMask(0);
1251                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
1252                         glPushMatrix();                                                                         // Store The Projection Matrix
1253                         glLoadIdentity();                                                                       // Reset The Projection Matrix
1254                         glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
1255                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1256                         glPushMatrix();                                                                         // Store The Modelview Matrix
1257                         glLoadIdentity();                                                               // Reset The Modelview Matrix
1258                         glScalef(screenwidth,screenheight,1);
1259                         glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1260                         glEnable(GL_BLEND);
1261                         glColor4f(0,0,0,.5);
1262                         glBegin(GL_QUADS);
1263                         glVertex3f(0,           0,       0.0f);
1264                         glVertex3f(256, 0,       0.0f);
1265                         glVertex3f(256, 256, 0.0f);
1266                         glVertex3f(0,   256, 0.0f);
1267                         glEnd();
1268                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
1269                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
1270                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1271                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
1272                         glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
1273                         glEnable(GL_CULL_FACE);
1274                         glDisable(GL_BLEND);
1275                         glDepthMask(1);
1276                 }
1277
1278                 if((((blackout&&damageeffects)||(player[0].bloodloss>0&&damageeffects&&player[0].blooddimamount>0)||player[0].dead)&&!cameramode)||console){
1279                         glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
1280                         glDisable(GL_CULL_FACE);
1281                         glDisable(GL_LIGHTING);
1282                         glDisable(GL_TEXTURE_2D);
1283                         glDepthMask(0);
1284                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
1285                         glPushMatrix();                                                                         // Store The Projection Matrix
1286                         glLoadIdentity();                                                                       // Reset The Projection Matrix
1287                         glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
1288                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1289                         glPushMatrix();                                                                         // Store The Modelview Matrix
1290                         glLoadIdentity();                                                               // Reset The Modelview Matrix
1291                         glScalef(screenwidth,screenheight,1);
1292                         glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1293                         glEnable(GL_BLEND);
1294                         if(player[0].dead)blackout+=multiplier*3;
1295                         if(player[0].dead==1)blackout=.4f;
1296                         if(player[0].dead==2&&blackout>.6)blackout=.6;
1297                         glColor4f(0,0,0,blackout);
1298                         if(!player[0].dead){
1299                                 if((player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5))*.3<.3){
1300                                         glColor4f(0,0,0,player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3);
1301                                         blackout=player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3;
1302                                 }
1303                                 else {
1304                                         glColor4f(0,0,0,player[0].blooddimamount*.3);
1305                                         blackout=player[0].blooddimamount*.3;
1306                                 }
1307                         }
1308                         if(console)glColor4f(.7,0,0,.2);
1309                         glBegin(GL_QUADS);
1310                         glVertex3f(0,           0,       0.0f);
1311                         glVertex3f(256, 0,       0.0f);
1312                         glVertex3f(256, 256, 0.0f);
1313                         glVertex3f(0,   256, 0.0f);
1314                         glEnd();
1315                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
1316                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
1317                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1318                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
1319                         glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
1320                         glEnable(GL_CULL_FACE);
1321                         glDisable(GL_BLEND);
1322                         glDepthMask(1);
1323                 }
1324
1325                 if(flashamount>0&&damageeffects){
1326                         if(flashamount>1)flashamount=1;
1327                         if(flashdelay<=0)flashamount-=multiplier;
1328                         flashdelay--;
1329                         if(flashamount<0)flashamount=0;
1330                         glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
1331                         glDisable(GL_CULL_FACE);
1332                         glDisable(GL_LIGHTING);
1333                         glDepthMask(0);
1334                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
1335                         glPushMatrix();                                                                         // Store The Projection Matrix
1336                         glLoadIdentity();                                                                       // Reset The Projection Matrix
1337                         glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
1338                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1339                         glPushMatrix();                                                                         // Store The Modelview Matrix
1340                         glLoadIdentity();                                                               // Reset The Modelview Matrix
1341                         glScalef(screenwidth,screenheight,1);
1342                         glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1343                         glEnable(GL_BLEND);
1344                         glColor4f(flashr,flashg,flashb,flashamount);
1345                         glBegin(GL_QUADS);
1346                         glVertex3f(0,           0,       0.0f);
1347                         glVertex3f(256, 0,       0.0f);
1348                         glVertex3f(256, 256, 0.0f);
1349                         glVertex3f(0,   256, 0.0f);
1350                         glEnd();
1351                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
1352                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
1353                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1354                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
1355                         glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
1356                         glEnable(GL_CULL_FACE);
1357                         glDisable(GL_BLEND);
1358                         glDepthMask(1);
1359                 }       
1360
1361                 if(!console){
1362                         displaytime[0]=0;
1363                         glEnable(GL_TEXTURE_2D);
1364                         glColor4f(1,1,1,1);
1365                         if(chatting){
1366                                 sprintf (string, " ]");
1367                                 text.glPrint(10,30+screenheight-330,string,0,1,screenwidth,screenheight);
1368                                 if(displayblink){
1369                                         sprintf (string, "_");
1370                                         text.glPrint(30+(float)(displayselected)*10,30+(screenheight-330),string,0,1,screenwidth,screenheight);
1371                                 }
1372                         }
1373                         for(i=0;i<15;i++){
1374                                 if((i!=0||chatting)&&displaytime[i]<4)
1375                                         for(j=0;j<displaychars[i];j++){
1376                                                 glColor4f(1,1,1,4-displaytime[i]);
1377                                                 if(j<displaychars[i]){
1378                                                         sprintf (string, "%c",displaytext[i][j]);
1379                                                         text.glPrint(30+j*10,30+i*20+(screenheight-330),string,0,1,screenwidth,screenheight);
1380                                                 }
1381                                         }
1382                         }
1383                 }
1384
1385                 if(minimap&&indialogue==-1){
1386                         float mapviewdist = 20000;
1387
1388                         glDisable(GL_DEPTH_TEST);
1389                         glColor3f (1.0, 1.0, 1.0); // no coloring
1390
1391                         glEnable(GL_TEXTURE_2D);
1392                         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1393                         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1394                         glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
1395                         glDisable(GL_CULL_FACE);
1396                         glDisable(GL_LIGHTING);
1397                         glDepthMask(0);
1398                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
1399                         glPushMatrix();                                                                         // Store The Projection Matrix
1400                         glLoadIdentity();                                                                       // Reset The Projection Matrix
1401                         glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
1402                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1403                         glPushMatrix();                                                                         // Store The Modelview Matrix
1404                         glLoadIdentity();                                                               // Reset The Modelview Matrix
1405                         glScalef((float)screenwidth/2,(float)screenwidth/2,1);
1406                         glTranslatef(1.75,.25,0);
1407                         glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1408                         glEnable(GL_BLEND);
1409                         glColor4f(1,1,1,1);
1410                         glPushMatrix();
1411                         float opac = .7;
1412                         XYZ center;
1413                         float radius;
1414                         float distcheck;
1415                         int numliveplayers=0;
1416                         center = 0;
1417                         for(i=0;i<numplayers;i++){
1418                                 if(!player[i].dead) numliveplayers++;
1419                         }
1420
1421                         int numadd = 0;
1422
1423                         for(i=0;i<objects.numobjects;i++){
1424                                 if(objects.type[i]==treetrunktype||objects.type[i]==boxtype){
1425                                         center+=objects.position[i];    
1426                                         numadd++;
1427                                 }
1428                         }
1429                         for(i=0;i<numplayers;i++){
1430                                 if(!player[i].dead)center+=player[i].coords;    
1431                         }
1432                         center/=numadd+numliveplayers;
1433
1434                         center=player[0].coords;
1435
1436                         float maxdistance=0;
1437                         float tempdist;
1438                         //~ int whichclosest;
1439                         for(i=0;i<objects.numobjects;i++){
1440                                 tempdist=findDistancefast(&center,&objects.position[i]);
1441                                 if(tempdist>maxdistance){
1442                                         //~ whichclosest=i;
1443                                         maxdistance=tempdist;
1444                                 }
1445                         }
1446                         for(i=0;i<numplayers;i++){
1447                                 if(!player[i].dead){
1448                                         tempdist=findDistancefast(&center,&player[i].coords);
1449                                         if(tempdist>maxdistance){
1450                                                 //~ whichclosest=i;
1451                                                 maxdistance=tempdist;
1452                                         }
1453                                 }
1454                         }
1455                         radius=fast_sqrt(maxdistance);
1456
1457                         radius=110;
1458
1459                         glScalef(.25/radius*256*terrain.scale*.4,.25/radius*256*terrain.scale*.4,1);
1460                         glPushMatrix();
1461                         glScalef(1/(1/radius*256*terrain.scale*.4),1/(1/radius*256*terrain.scale*.4),1);
1462                         glPopMatrix();
1463                         glRotatef(player[0].lookrotation*-1+180,0,0,1);
1464                         glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0);
1465                         for(i=0;i<objects.numobjects;i++){
1466                                 if(objects.type[i]==treetrunktype){
1467                                         distcheck=findDistancefast(&player[0].coords,&objects.position[i]);
1468                                         if(distcheck<mapviewdist){
1469                                                 glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
1470                                                 glColor4f(0,.3,0,opac*(1-distcheck/mapviewdist));
1471                                                 glPushMatrix();
1472                                                 glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0);
1473                                                 glRotatef(objects.rotation[i],0,0,1);
1474                                                 glScalef(.003,.003,.003);
1475                                                 glBegin(GL_QUADS);
1476                                                 glTexCoord2f(0,0);
1477                                                 glVertex3f(-1,          -1,      0.0f);
1478                                                 glTexCoord2f(1,0);
1479                                                 glVertex3f(1,   -1,      0.0f);
1480                                                 glTexCoord2f(1,1);
1481                                                 glVertex3f(1,   1, 0.0f);
1482                                                 glTexCoord2f(0,1);
1483                                                 glVertex3f(-1,  1, 0.0f);
1484                                                 glEnd();
1485                                                 glPopMatrix();
1486                                         }
1487                                 }
1488                                 if(objects.type[i]==boxtype){
1489                                         distcheck=findDistancefast(&player[0].coords,&objects.position[i]);
1490                                         if(distcheck<mapviewdist){
1491                                                 glBindTexture( GL_TEXTURE_2D, Mapboxtexture);
1492                                                 glColor4f(.4,.4,.4,opac*(1-distcheck/mapviewdist));
1493                                                 glPushMatrix();
1494                                                 glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0);
1495                                                 glRotatef(objects.rotation[i],0,0,1);
1496                                                 glScalef(.01*objects.scale[i],.01*objects.scale[i],.01*objects.scale[i]);
1497                                                 glBegin(GL_QUADS);
1498                                                 glTexCoord2f(0,0);
1499                                                 glVertex3f(-1,          -1,      0.0f);
1500                                                 glTexCoord2f(1,0);
1501                                                 glVertex3f(1,   -1,      0.0f);
1502                                                 glTexCoord2f(1,1);
1503                                                 glVertex3f(1,   1, 0.0f);
1504                                                 glTexCoord2f(0,1);
1505                                                 glVertex3f(-1,  1, 0.0f);
1506                                                 glEnd();
1507                                                 glPopMatrix();
1508                                         }
1509                                 }
1510                         }
1511                         if(editorenabled){
1512                                 glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
1513                                 for(i=0;i<numboundaries;i++){
1514                                         glColor4f(0,0,0,opac/3);
1515                                         glPushMatrix();
1516                                         glTranslatef(boundary[i].x/terrain.scale/256*-2+1,boundary[i].z/terrain.scale/256*2-1,0);
1517                                         glScalef(.002,.002,.002);
1518                                         glBegin(GL_QUADS);
1519                                         glTexCoord2f(0,0);
1520                                         glVertex3f(-1,          -1,      0.0f);
1521                                         glTexCoord2f(1,0);
1522                                         glVertex3f(1,   -1,      0.0f);
1523                                         glTexCoord2f(1,1);
1524                                         glVertex3f(1,   1, 0.0f);
1525                                         glTexCoord2f(0,1);
1526                                         glVertex3f(-1,  1, 0.0f);
1527                                         glEnd();
1528                                         glPopMatrix();
1529                                 }
1530                         }
1531                         for(i=0;i<numplayers;i++){
1532                                 distcheck=findDistancefast(&player[0].coords,&player[i].coords);
1533                                 if(distcheck<mapviewdist){
1534                                         glPushMatrix();
1535                                         glBindTexture( GL_TEXTURE_2D, Maparrowtexture);
1536                                         if(i==0)glColor4f(1,1,1,opac);
1537                                         else if(player[i].dead==2||player[i].howactive>typesleeping)glColor4f(0,0,0,opac*(1-distcheck/mapviewdist));
1538                                         else if(player[i].dead)glColor4f(.3,.3,.3,opac*(1-distcheck/mapviewdist));
1539                                         else if(player[i].aitype==attacktypecutoff)glColor4f(1,0,0,opac*(1-distcheck/mapviewdist));
1540                                         else if(player[i].aitype==passivetype)glColor4f(0,1,0,opac*(1-distcheck/mapviewdist));
1541                                         else glColor4f(1,1,0,1);
1542                                         glTranslatef(player[i].coords.x/terrain.scale/256*-2+1,player[i].coords.z/terrain.scale/256*2-1,0);
1543                                         glRotatef(player[i].rotation+180,0,0,1);
1544                                         glScalef(.005,.005,.005);
1545                                         glBegin(GL_QUADS);
1546                                         glTexCoord2f(0,0);
1547                                         glVertex3f(-1,          -1,      0.0f);
1548                                         glTexCoord2f(1,0);
1549                                         glVertex3f(1,   -1,      0.0f);
1550                                         glTexCoord2f(1,1);
1551                                         glVertex3f(1,   1, 0.0f);
1552                                         glTexCoord2f(0,1);
1553                                         glVertex3f(-1,  1, 0.0f);
1554                                         glEnd();
1555                                         glPopMatrix();
1556                                 }
1557                         }
1558                         glPopMatrix();
1559                         glDisable(GL_TEXTURE_2D);
1560                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
1561                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
1562                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1563                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
1564                         glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
1565                         glEnable(GL_CULL_FACE);
1566                         glDisable(GL_BLEND);
1567                         glDepthMask(1);
1568                 }
1569
1570                 if(loading&&!stealthloading&&(!campaign||player[0].dead)){
1571                         glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
1572                         glDisable(GL_CULL_FACE);
1573                         glDisable(GL_LIGHTING);
1574                         glDisable(GL_TEXTURE_2D);
1575                         glDepthMask(0);
1576                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
1577                         glPushMatrix();                                                                         // Store The Projection Matrix
1578                         glLoadIdentity();                                                                       // Reset The Projection Matrix
1579                         glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
1580                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1581                         glPushMatrix();                                                                         // Store The Modelview Matrix
1582                         glLoadIdentity();                                                               // Reset The Modelview Matrix
1583                         glScalef(screenwidth,screenheight,1);
1584                         glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1585                         glEnable(GL_BLEND);
1586                         glColor4f(0,0,0,.7);
1587                         glBegin(GL_QUADS);
1588                         glVertex3f(0,           0,       0.0f);
1589                         glVertex3f(256, 0,       0.0f);
1590                         glVertex3f(256, 256, 0.0f);
1591                         glVertex3f(0,   256, 0.0f);
1592                         glEnd();
1593                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
1594                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
1595                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1596                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
1597                         glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
1598                         glEnable(GL_CULL_FACE);
1599                         glDisable(GL_BLEND);
1600                         glDepthMask(1);
1601
1602                         //logo
1603                         glDisable(GL_DEPTH_TEST);
1604                         glColor3f (1.0, 1.0, 1.0); // no coloring
1605
1606                         glEnable(GL_TEXTURE_2D);
1607
1608                         //Minimap
1609
1610                         if(loading!=4){                         
1611                                 glEnable(GL_TEXTURE_2D);
1612                                 glColor4f(1,1,1,1);
1613                                 sprintf (string, "Loading...");
1614                                 text.glPrint(1024/2-90,768/2,string,1,2,1024,768);
1615                         }
1616                         loading=2;
1617                         //if(ismotionblur)drawmode=motionblurmode;
1618                         drawmode=normalmode;
1619                 }
1620
1621                 if(winfreeze&&!campaign){
1622                         glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
1623                         glDisable(GL_CULL_FACE);
1624                         glDisable(GL_LIGHTING);
1625                         glDisable(GL_TEXTURE_2D);
1626                         glDepthMask(0);
1627                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
1628                         glPushMatrix();                                                                         // Store The Projection Matrix
1629                         glLoadIdentity();                                                                       // Reset The Projection Matrix
1630                         glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
1631                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1632                         glPushMatrix();                                                                         // Store The Modelview Matrix
1633                         glLoadIdentity();                                                               // Reset The Modelview Matrix
1634                         glScalef(screenwidth,screenheight,1);
1635                         glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1636                         glEnable(GL_BLEND);
1637                         glColor4f(0,0,0,.4);
1638                         glBegin(GL_QUADS);
1639                         glVertex3f(0,           0,       0.0f);
1640                         glVertex3f(256, 0,       0.0f);
1641                         glVertex3f(256, 256, 0.0f);
1642                         glVertex3f(0,   256, 0.0f);
1643                         glEnd();
1644                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
1645                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
1646                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1647                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
1648                         glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
1649                         glEnable(GL_CULL_FACE);
1650                         glDisable(GL_BLEND);
1651                         glDepthMask(1);
1652
1653                         //logo
1654                         glDisable(GL_DEPTH_TEST);
1655                         glColor3f (1.0, 1.0, 1.0); // no coloring
1656
1657                         glEnable(GL_TEXTURE_2D);
1658
1659                         //Win Screen Won Victory
1660
1661                         glEnable(GL_TEXTURE_2D);
1662                         glColor4f(1,1,1,1);
1663                         sprintf (string, "Level Cleared!");
1664                         text.glPrintOutlined(1024/2-strlen(string)*10,768*7/8,string,1,2,1024,768);
1665
1666                         sprintf (string, "Score:     %d",(int)(bonustotal-startbonustotal));
1667                         text.glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768);
1668
1669                         if(campaign)
1670                                 sprintf (string, "Press Escape or Space to continue");
1671                         else
1672                                 sprintf (string, "Press Escape to return to menu or Space to continue");
1673                         text.glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480);
1674
1675                         char temp[255];
1676
1677                         for(i=0;i<255;i++)string[i]='\0';
1678                         sprintf (temp, "Time:      %d:",(int)(((int)leveltime-(int)(leveltime)%60)/60));
1679                         strcat(string,temp);
1680                         if((int)(leveltime)%60<10)strcat(string,"0");
1681                         sprintf (temp, "%d",(int)(leveltime)%60);
1682                         strcat(string,temp);
1683                         text.glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768);
1684
1685                         //Awards
1686                         int awards[award_count];
1687                         int numawards = award_awards(awards);
1688
1689                         for (i = 0; i < numawards && i < 6; i++)
1690                           text.glPrintOutlined(1024/30,768*6/8-90-40*i,award_names[awards[i]],1,2,1024,768);
1691                 }
1692
1693                 if(drawmode!=normalmode){
1694                         glEnable(GL_TEXTURE_2D);
1695                         glFinish();
1696                         if(!drawtoggle||drawmode!=realmotionblurmode||(drawtoggle==2||change==1)){
1697                                 if(screentexture){
1698
1699                                         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1700                                         GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
1701                                         glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
1702                                         //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_SUBTRACT);
1703                                         glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
1704                                         glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
1705                                         glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
1706
1707                                         glBindTexture( GL_TEXTURE_2D, screentexture);
1708                                         glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);         
1709                                 }
1710                         }
1711                         if((drawtoggle||change==1)&&drawmode==realmotionblurmode){
1712                                 if(screentexture2){
1713                                         glBindTexture( GL_TEXTURE_2D, screentexture2);
1714                                         glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);         
1715                                 }
1716                                 if(!screentexture2){
1717                                         glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
1718
1719                                         glGenTextures( 1, &screentexture2 );
1720                                         glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
1721
1722                                         glEnable(GL_TEXTURE_2D);
1723                                         glBindTexture( GL_TEXTURE_2D, screentexture2);
1724                                         glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
1725                                         glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
1726
1727                                         glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);                
1728                                 }
1729                         }
1730                         //glFlush();
1731                 }
1732
1733                 glClear(GL_DEPTH_BUFFER_BIT);
1734                 ReSizeGLScene(90,.1f);
1735                 glViewport(0,0,screenwidth,screenheight);       
1736
1737                 if(drawmode!=normalmode){
1738                         glDisable(GL_DEPTH_TEST);
1739                         if(drawmode==motionblurmode){
1740                                 glDrawBuffer(GL_FRONT);
1741                                 glReadBuffer(GL_BACK);
1742                         }
1743                         glColor3f (1.0, 1.0, 1.0); // no coloring
1744
1745                         glEnable(GL_TEXTURE_2D);
1746                         glBindTexture( GL_TEXTURE_2D, screentexture);
1747                         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
1748                         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
1749                         glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
1750                         glDisable(GL_CULL_FACE);
1751                         glDisable(GL_LIGHTING);
1752                         glDepthMask(0);
1753                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
1754                         glPushMatrix();                                                                         // Store The Projection Matrix
1755                         glLoadIdentity();                                                                       // Reset The Projection Matrix
1756                         glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
1757                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1758                         glPushMatrix();                                                                         // Store The Modelview Matrix
1759                         glLoadIdentity();                                                               // Reset The Modelview Matrix
1760                         glScalef((float)screenwidth/2,(float)screenheight/2,1);
1761                         glTranslatef(1,1,0);
1762                         glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1763                         glEnable(GL_BLEND);
1764                         if(drawmode==motionblurmode){
1765                                 if(motionbluramount<.2)motionbluramount=.2;
1766                                 //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount);
1767                                 glColor4f(1,1,1,motionbluramount);
1768                                 glPushMatrix();
1769                                 glBegin(GL_QUADS);
1770                                 glTexCoord2f(0,0);
1771                                 glVertex3f(-1,          -1,      0.0f);
1772                                 glTexCoord2f(texcoordwidth,0);
1773                                 glVertex3f(1,   -1,      0.0f);
1774                                 glTexCoord2f(texcoordwidth,texcoordheight);
1775                                 glVertex3f(1,   1, 0.0f);
1776                                 glTexCoord2f(0,texcoordheight);
1777                                 glVertex3f(-1,  1, 0.0f);
1778                                 glEnd();
1779                                 glPopMatrix();
1780                         }
1781                         if(drawmode==realmotionblurmode){
1782                                 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1783                                 glClear(GL_COLOR_BUFFER_BIT);
1784                                 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
1785                                 glBindTexture( GL_TEXTURE_2D, screentexture);
1786                                 glColor4f(1,1,1,.5);
1787                                 glPushMatrix();
1788                                 glBegin(GL_QUADS);
1789                                 glTexCoord2f(0,0);
1790                                 glVertex3f(-1,          -1,      0.0f);
1791                                 glTexCoord2f(texcoordwidth,0);
1792                                 glVertex3f(1,   -1,      0.0f);
1793                                 glTexCoord2f(texcoordwidth,texcoordheight);
1794                                 glVertex3f(1,   1, 0.0f);
1795                                 glTexCoord2f(0,texcoordheight);
1796                                 glVertex3f(-1,  1, 0.0f);
1797                                 glEnd();
1798                                 glPopMatrix();
1799                                 glBindTexture( GL_TEXTURE_2D, screentexture2);
1800                                 glColor4f(1,1,1,.5);
1801                                 glPushMatrix();
1802                                 glBegin(GL_QUADS);
1803                                 glTexCoord2f(0,0);
1804                                 glVertex3f(-1,          -1,      0.0f);
1805                                 glTexCoord2f(texcoordwidth,0);
1806                                 glVertex3f(1,   -1,      0.0f);
1807                                 glTexCoord2f(texcoordwidth,texcoordheight);
1808                                 glVertex3f(1,   1, 0.0f);
1809                                 glTexCoord2f(0,texcoordheight);
1810                                 glVertex3f(-1,  1, 0.0f);
1811                                 glEnd();
1812                                 glPopMatrix();
1813                                 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
1814                         }
1815                         if(drawmode==doublevisionmode){
1816                                 static float crosseyedness;
1817                                 crosseyedness=abs(player[0].damage-player[0].superpermanentdamage-(player[0].damagetolerance-player[0].superpermanentdamage)*1/2)/30;
1818                                 if(crosseyedness>1)crosseyedness=1;
1819                                 if(crosseyedness<0)crosseyedness=0;
1820                                 glColor4f(1,1,1,1);
1821                                 glDisable(GL_BLEND);
1822                                 glPushMatrix();
1823                                 glScalef(1,1,1);
1824                                 glBegin(GL_QUADS);
1825                                 glTexCoord2f(0,0);
1826                                 glVertex3f(-1,          -1,      0.0f);
1827                                 glTexCoord2f(texcoordwidth,0);
1828                                 glVertex3f(1,   -1,      0.0f);
1829                                 glTexCoord2f(texcoordwidth,texcoordheight);
1830                                 glVertex3f(1,   1, 0.0f);
1831                                 glTexCoord2f(0,texcoordheight);
1832                                 glVertex3f(-1,  1, 0.0f);
1833                                 glEnd();
1834                                 glPopMatrix();
1835                                 if(crosseyedness){
1836                                         glColor4f(1,1,1,.5);
1837                                         glEnable(GL_BLEND);
1838                                         glPushMatrix();
1839                                         glTranslatef(.015*crosseyedness,0,0);
1840                                         glScalef(1,1,1);
1841                                         glBegin(GL_QUADS);
1842                                         glTexCoord2f(0,0);
1843                                         glVertex3f(-1,          -1,      0.0f);
1844                                         glTexCoord2f(texcoordwidth,0);
1845                                         glVertex3f(1,   -1,      0.0f);
1846                                         glTexCoord2f(texcoordwidth,texcoordheight);
1847                                         glVertex3f(1,   1, 0.0f);
1848                                         glTexCoord2f(0,texcoordheight);
1849                                         glVertex3f(-1,  1, 0.0f);
1850                                         glEnd();
1851                                         glPopMatrix();
1852                                 }
1853                         }
1854                         if(drawmode==glowmode){
1855                                 glColor4f(.5,.5,.5,.5);
1856                                 glEnable(GL_BLEND);
1857                                 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
1858                                 glPushMatrix();
1859                                 glTranslatef(.01,0,0);
1860                                 glBegin(GL_QUADS);
1861                                 glTexCoord2f(0,0);
1862                                 glVertex3f(-1,          -1,      0.0f);
1863                                 glTexCoord2f(texcoordwidth,0);
1864                                 glVertex3f(1,   -1,      0.0f);
1865                                 glTexCoord2f(texcoordwidth,texcoordheight);
1866                                 glVertex3f(1,   1, 0.0f);
1867                                 glTexCoord2f(0,texcoordheight);
1868                                 glVertex3f(-1,  1, 0.0f);
1869                                 glEnd();
1870                                 glPopMatrix();
1871                                 glPushMatrix();
1872                                 glTranslatef(-.01,0,0);
1873                                 glBegin(GL_QUADS);
1874                                 glTexCoord2f(0,0);
1875                                 glVertex3f(-1,          -1,      0.0f);
1876                                 glTexCoord2f(texcoordwidth,0);
1877                                 glVertex3f(1,   -1,      0.0f);
1878                                 glTexCoord2f(texcoordwidth,texcoordheight);
1879                                 glVertex3f(1,   1, 0.0f);
1880                                 glTexCoord2f(0,texcoordheight);
1881                                 glVertex3f(-1,  1, 0.0f);
1882                                 glEnd();
1883                                 glPopMatrix();
1884                                 glPushMatrix();
1885                                 glTranslatef(.0,.01,0);
1886                                 glBegin(GL_QUADS);
1887                                 glTexCoord2f(0,0);
1888                                 glVertex3f(-1,          -1,      0.0f);
1889                                 glTexCoord2f(texcoordwidth,0);
1890                                 glVertex3f(1,   -1,      0.0f);
1891                                 glTexCoord2f(texcoordwidth,texcoordheight);
1892                                 glVertex3f(1,   1, 0.0f);
1893                                 glTexCoord2f(0,texcoordheight);
1894                                 glVertex3f(-1,  1, 0.0f);
1895                                 glEnd();
1896                                 glPopMatrix();
1897                                 glPushMatrix();
1898                                 glTranslatef(0,-.01,0);
1899                                 glBegin(GL_QUADS);
1900                                 glTexCoord2f(0,0);
1901                                 glVertex3f(-1,          -1,      0.0f);
1902                                 glTexCoord2f(texcoordwidth,0);
1903                                 glVertex3f(1,   -1,      0.0f);
1904                                 glTexCoord2f(texcoordwidth,texcoordheight);
1905                                 glVertex3f(1,   1, 0.0f);
1906                                 glTexCoord2f(0,texcoordheight);
1907                                 glVertex3f(-1,  1, 0.0f);
1908                                 glEnd();
1909                                 glPopMatrix();
1910                         }
1911                         if(drawmode==radialzoommode){
1912                                 for(i=0;i<3;i++){
1913                                         //glRotatef((float)i*.1,0,0,1);
1914                                         glColor4f(1,1,1,1/((float)i+1));
1915                                         glPushMatrix();
1916                                         glScalef(1+(float)i*.01,1+(float)i*.01,1);
1917                                         glBegin(GL_QUADS);
1918                                         glTexCoord2f(0,0);
1919                                         glVertex3f(-1,          -1,      0.0f);
1920                                         glTexCoord2f(texcoordwidth,0);
1921                                         glVertex3f(1,   -1,      0.0f);
1922                                         glTexCoord2f(texcoordwidth,texcoordheight);
1923                                         glVertex3f(1,   1, 0.0f);
1924                                         glTexCoord2f(0,texcoordheight);
1925                                         glVertex3f(-1,  1, 0.0f);
1926                                         glEnd();
1927                                         glPopMatrix();
1928                                 }
1929                         }
1930                         glDisable(GL_TEXTURE_2D);
1931                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
1932                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
1933                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
1934                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
1935                         glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
1936                         glEnable(GL_CULL_FACE);
1937                         glDisable(GL_BLEND);
1938                         glDepthMask(1);
1939                 }
1940
1941                 if(console){
1942                         glEnable(GL_TEXTURE_2D);
1943                         glColor4f(1,1,1,1);
1944                         int offset = 0;
1945                         if(consoleselected>=60)
1946                                 offset=consoleselected-60;
1947                         sprintf (string, " ]");
1948                         text.glPrint(10,30,string,0,1,1024,768);
1949                         if(consoleblink){
1950                                 sprintf (string, "_");
1951                                 text.glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768);
1952                         }
1953                         for(i=0;i<15;i++){
1954                                 for(j=0;j<consolechars[i];j++){
1955                                         glColor4f(1,1,1,1-(float)(i)/16);
1956                                         if(j<consolechars[i]){
1957                                                 sprintf (string, "%c",consoletext[i][j]);
1958                                                 text.glPrint(30+j*10-offset*10,30+i*20,string,0,1,1024,768);
1959                                         }
1960                                 }
1961                         }
1962                 }
1963         }
1964
1965         if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
1966                 multiplier=tempmult;
1967         }
1968
1969         if(mainmenu){
1970                 DrawMenu();
1971         }
1972
1973         if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
1974                 tempmult=multiplier;
1975                 multiplier=0;
1976         }
1977
1978         //glFlush();
1979         if ( side == stereoRight || side == stereoCenter ) {
1980                 if(drawmode!=motionblurmode||mainmenu){
1981                         swap_gl_buffers();
1982                 }
1983         }
1984
1985         //myassert(glGetError() == GL_NO_ERROR);
1986         glDrawBuffer(GL_BACK);
1987         glReadBuffer(GL_BACK);
1988         //glFlush();
1989
1990         weapons.DoStuff();
1991
1992         if(drawtoggle==2)drawtoggle=0;
1993
1994         if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
1995                 multiplier=tempmult;
1996         }
1997         //Jordan fixed your warning!
1998         return 0;
1999 }
2000
2001 vector<string> Game::ListCampaigns() {
2002         DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
2003         struct dirent *campaign = NULL;
2004         if(!campaigns) {
2005                 perror("Problem while loading campaigns");
2006                 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
2007                 exit(EXIT_FAILURE);
2008         }
2009         vector<string> campaignNames;
2010         while ((campaign = readdir(campaigns)) != NULL) {
2011                 string name(campaign->d_name);
2012                 if(name.length()<5)
2013                         continue;
2014                 if(!name.compare(name.length()-4,4,".txt")) {
2015                         campaignNames.push_back(name.substr(0,name.length()-4));
2016                 }
2017         }
2018         closedir(campaigns);
2019         return campaignNames;
2020 }
2021
2022 void Game::LoadCampaign() {
2023         if(!accountactive)
2024                 return;
2025         ifstream ipstream(ConvertFileName((":Data:Campaigns:"+accountactive->getCurrentCampaign()+".txt").c_str()));
2026         ipstream.ignore(256,':');
2027         int numlevels;
2028         ipstream >> numlevels;
2029         campaignlevels.clear();
2030         for(int i=0;i<numlevels;i++) {
2031                 CampaignLevel cl;
2032                 ipstream >> cl;
2033                 campaignlevels.push_back(cl);
2034         }
2035         ipstream.close();
2036
2037         ifstream test(ConvertFileName((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str()));
2038         if(test.good()) {
2039                 LoadTexture((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str(),&Mainmenuitems[7],0,0);
2040         } else {
2041                 LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
2042         }
2043
2044         if(accountactive->getCampaignChoicesMade()==0) {
2045                 accountactive->setCampaignScore(0);
2046                 accountactive->resetFasttime();
2047         }
2048 }
2049
2050 void Game::DrawMenu() {
2051         // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems.
2052         SDL_Delay(15);
2053
2054         glDrawBuffer(GL_BACK);
2055         glReadBuffer(GL_BACK);
2056         glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
2057         ReSizeGLScene(90,.1f);
2058
2059         if(oldmainmenu!=mainmenu){
2060                 if(mainmenu==5){
2061                         LoadCampaign();
2062                 }
2063         }
2064
2065         oldmainmenu=mainmenu;
2066
2067         glClear(GL_DEPTH_BUFFER_BIT);
2068         glEnable(GL_ALPHA_TEST);
2069         glAlphaFunc(GL_GREATER, 0.001f);
2070         glEnable(GL_TEXTURE_2D);
2071         glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
2072         glDisable(GL_CULL_FACE);
2073         glDisable(GL_LIGHTING);
2074         glDepthMask(0);
2075         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
2076         glPushMatrix();                                                                         // Store The Projection Matrix
2077                 glLoadIdentity();                                                                       // Reset The Projection Matrix
2078                 glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
2079                 glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2080                         glPushMatrix();                                                                         // Store The Modelview Matrix
2081                         glLoadIdentity();                                                               // Reset The Modelview Matrix
2082                         glTranslatef(screenwidth/2,screenheight/2,0);
2083                         glPushMatrix();
2084                                 glScalef((float)screenwidth/2,(float)screenheight/2,1);
2085                                 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2086                                 glDisable(GL_BLEND);
2087                                 glColor4f(0,0,0,1.0);
2088                                 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2089                                 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2090                                 glDisable(GL_TEXTURE_2D);
2091                                 glPushMatrix();
2092                                         //glScalef(.25,.25,.25);
2093                                         glBegin(GL_QUADS);
2094                                         glTexCoord2f(0,0);
2095                                         glVertex3f(-1,          -1,      0.0f);
2096                                         glTexCoord2f(1,0);
2097                                         glVertex3f(1,   -1,      0.0f);
2098                                         glTexCoord2f(1,1);
2099                                         glVertex3f(1,   1, 0.0f);
2100                                         glTexCoord2f(0,1);
2101                                         glVertex3f(-1,  1, 0.0f);
2102                                         glEnd();
2103                                 glPopMatrix();
2104                                 glEnable(GL_BLEND);
2105                                 glColor4f(0.4,0.4,0.4,1.0);
2106                                 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2107                                 glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2108                                 glEnable(GL_TEXTURE_2D);
2109                                 glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]);
2110                                 glPushMatrix();
2111                                         //glScalef(.25,.25,.25);
2112                                         glBegin(GL_QUADS);
2113                                         glTexCoord2f(0,0);
2114                                         glVertex3f(-1,          -1,      0.0f);
2115                                         glTexCoord2f(1,0);
2116                                         glVertex3f(1,   -1,      0.0f);
2117                                         glTexCoord2f(1,1);
2118                                         glVertex3f(1,   1, 0.0f);
2119                                         glTexCoord2f(0,1);
2120                                         glVertex3f(-1,  1, 0.0f);
2121                                         glEnd();
2122                                 glPopMatrix();
2123                         glPopMatrix();
2124                 glPopMatrix();
2125                 glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
2126         glPopMatrix();
2127         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2128
2129         switch(mainmenu) {
2130                 case 1:
2131                 case 2:{
2132                         nummenuitems=4;
2133                         startx[0]=150;
2134                         starty[0]=480-128;
2135                         endx[0]=150+256;
2136                         endy[0]=480;
2137
2138                         startx[1]=18;
2139                         starty[1]=480-152-32;
2140                         endx[1]=18+128;
2141                         endy[1]=480-152;
2142
2143                         startx[2]=18;
2144                         starty[2]=480-228-32;
2145                         endx[2]=2+128;
2146                         endy[2]=480-228;
2147
2148                         if(mainmenu==1){
2149                                 startx[3]=18;
2150                                 starty[3]=480-306-32;
2151                                 endx[3]=22+64;
2152                                 endy[3]=480-306;
2153                         }
2154
2155                         if(mainmenu==2){
2156                                 startx[3]=18;
2157                                 starty[3]=480-306-32;
2158                                 endx[3]=22+128;
2159                                 endy[3]=480-306;
2160                         }
2161
2162                 }
2163                 break;
2164                 case 3: {
2165                         nummenuitems=14;
2166                         if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59)sprintf (menustring[0], "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight);
2167                         else sprintf (menustring[0], "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight);
2168                         startx[0]=10+20;
2169                         starty[0]=440;
2170
2171                         if(newdetail==2)                sprintf (menustring[1], "Detail: High");
2172                         else if(newdetail==1)   sprintf (menustring[1], "Detail: Medium");
2173                         else                                    sprintf (menustring[1], "Detail: Low");
2174                         startx[1]=10+60;
2175                         starty[1]=405;
2176
2177                         if(bloodtoggle==2) sprintf (menustring[2], "Blood: On, high detail (slower)");
2178                         if(bloodtoggle==1) sprintf (menustring[2], "Blood: On, low detail");
2179                         if(bloodtoggle==0) sprintf (menustring[2], "Blood: Off");
2180                         startx[2]=10+70;
2181                         starty[2]=370;
2182
2183                         if(difficulty==2) sprintf (menustring[3], "Difficulty: Insane");
2184                         if(difficulty==1) sprintf (menustring[3], "Difficulty: Difficult");
2185                         if(difficulty==0) sprintf (menustring[3], "Difficulty: Easier");
2186                         startx[3]=10+20-1000;
2187                         starty[3]=335-1000;
2188
2189                         if(ismotionblur==1) sprintf (menustring[4], "Blur Effects: Enabled (less compatible)");
2190                         if(ismotionblur==0) sprintf (menustring[4], "Blur Effects: Disabled (more compatible)");
2191                         startx[4]=10;
2192                         starty[4]=335;
2193
2194                         if(decals==1) sprintf (menustring[5], "Decals: Enabled (slower)");
2195                         if(decals==0) sprintf (menustring[5], "Decals: Disabled");
2196                         startx[5]=10+60;
2197                         starty[5]=300;
2198
2199                         if(musictoggle==1) sprintf (menustring[6], "Music: Enabled");
2200                         if(musictoggle==0) sprintf (menustring[6], "Music: Disabled");
2201                         startx[6]=10+70;
2202                         starty[6]=265;
2203
2204                         if(invertmouse==1) sprintf (menustring[9], "Invert mouse: Yes");
2205                         if(invertmouse==0) sprintf (menustring[9], "Invert mouse: No");
2206                         startx[9]=10;
2207                         starty[9]=230;
2208
2209                         sprintf (menustring[10], "Mouse Speed: %d", (int)(usermousesensitivity*5));
2210                         startx[10]=20;
2211                         starty[10]=195;
2212                         
2213                         sprintf (menustring[11], "Volume: %d%%", (int)(volume*100));
2214                         startx[11]=10+60;
2215                         starty[11]=160;
2216                         
2217                         sprintf (menustring[13], "Damage Bar: %s",(showdamagebar?"on":"off"));
2218                         startx[13]=30;
2219                         starty[13]=125;
2220                         
2221                         sprintf (menustring[7], "-Configure Controls-");
2222                         startx[7]=10+15;
2223                         starty[7]=90;
2224
2225                         sprintf (menustring[12], "-Configure Stereo -");
2226                         startx[12]=10+15;
2227                         starty[12]=55;
2228                         
2229                         if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth)sprintf (menustring[8], "Back");
2230                         else sprintf (menustring[8], "Back (some changes take effect next time Lugaru is opened)");
2231                         startx[8]=10;
2232                         starty[8]=10;
2233                 }
2234                 break;
2235                 case 4: {                       
2236                         nummenuitems=10;
2237                         if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",Input::keyToChar(forwardkey));
2238                         else sprintf (menustring[0], "Forwards: _");
2239                         startx[0]=10;
2240                         starty[0]=400;
2241
2242                         if(keyselect!=1)sprintf (menustring[1], "Back: %s",Input::keyToChar(backkey));
2243                         else sprintf (menustring[1], "Back: _");
2244                         startx[1]=10+40;
2245                         starty[1]=360;
2246
2247                         if(keyselect!=2)sprintf (menustring[2], "Left: %s",Input::keyToChar(leftkey));
2248                         else sprintf (menustring[2], "Left: _");
2249                         startx[2]=10+40;
2250                         starty[2]=320;
2251
2252                         if(keyselect!=3)sprintf (menustring[3], "Right: %s",Input::keyToChar(rightkey));
2253                         else sprintf (menustring[3], "Right: _");
2254                         startx[3]=10+30;
2255                         starty[3]=280;
2256
2257                         if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",Input::keyToChar(crouchkey));
2258                         else sprintf (menustring[4], "Crouch: _");
2259                         startx[4]=10+20;
2260                         starty[4]=240;
2261
2262                         if(keyselect!=5)sprintf (menustring[5], "Jump: %s",Input::keyToChar(jumpkey));
2263                         else sprintf (menustring[5], "Jump: _");
2264                         startx[5]=10+40;
2265                         starty[5]=200;
2266
2267                         if(keyselect!=6)sprintf (menustring[6], "Draw: %s",Input::keyToChar(drawkey));
2268                         else sprintf (menustring[6], "Draw: _");
2269                         startx[6]=10+40;
2270                         starty[6]=160;
2271
2272                         if(keyselect!=7)sprintf (menustring[7], "Throw: %s",Input::keyToChar(throwkey));
2273                         else sprintf (menustring[7], "Throw: _");
2274                         startx[7]=10+30;
2275                         starty[7]=120;
2276
2277                         if(keyselect!=8)sprintf (menustring[8], "Attack: %s",Input::keyToChar(attackkey));
2278                         else sprintf (menustring[8], "Attack: _");
2279                         startx[8]=10+20;
2280                         starty[8]=80;
2281
2282                         sprintf (menustring[9], "Back");
2283                         startx[9]=10;
2284                         starty[9]=10;
2285                 }
2286                 break;
2287                 case 5: {                       
2288                         nummenuitems=NB_CAMPAIGN_MENU_ITEM;
2289
2290                         sprintf (menustring[0], "%s",accountactive->getName());
2291                         startx[0]=5;
2292                         starty[0]=400;
2293
2294                         sprintf (menustring[1], "Tutorial");
2295                         startx[1]=5;
2296                         starty[1]=300;
2297
2298                         sprintf (menustring[2], "Challenge");
2299                         startx[2]=5;
2300                         starty[2]=240;
2301
2302                         sprintf (menustring[3], "Delete User");
2303                         startx[3]=400;
2304                         starty[3]=10;
2305
2306                         sprintf (menustring[4], "Main Menu");
2307                         startx[4]=5;
2308                         starty[4]=10;
2309
2310                         sprintf (menustring[5], "Change User");
2311                         startx[5]=5;
2312                         starty[5]=180;
2313                         
2314                         sprintf (menustring[6], "Campaign : %s", accountactive->getCurrentCampaign().c_str());
2315                         startx[6]=200;
2316                         starty[6]=420;
2317                 }
2318                 break;
2319                 case 6: {                       
2320                         nummenuitems=3;
2321
2322                         sprintf (menustring[0], "Are you sure you want to delete this user?");
2323                         startx[0]=10;
2324                         starty[0]=400;
2325
2326                         sprintf (menustring[1], "Yes");
2327                         startx[1]=10;
2328                         starty[1]=360;
2329
2330                         sprintf (menustring[2], "No");
2331                         startx[2]=10;
2332                         starty[2]=320;
2333                 }
2334                 break;
2335                 case 7: {       
2336                         nummenuitems=Account::getNbAccounts()+2;
2337
2338                         int num;
2339
2340                         if(Account::getNbAccounts()<8)
2341                                 sprintf (menustring[0], "New User");
2342                         else
2343                                 sprintf (menustring[0], "No More Users");
2344                         startx[0]=10;
2345                         starty[0]=400;
2346
2347                         if(entername)
2348                                 startx[0]+=10;
2349
2350                         num=1;
2351                         for(int i=0;i<Account::getNbAccounts();i++){
2352                                 sprintf (menustring[num], "%s",Account::get(i)->getName());
2353                                 startx[num]=10;
2354                                 starty[num]=360-20-20*num;
2355
2356                                 num++;
2357                         }
2358
2359                         sprintf (menustring[num], "Back");
2360                         startx[num]=10;
2361                         starty[num]=10;
2362                 }
2363                 break;
2364                 case 8: {                       
2365                         nummenuitems=3;
2366
2367                         sprintf (menustring[0], "Easier");
2368                         startx[0]=10;
2369                         starty[0]=400;
2370
2371                         sprintf (menustring[1], "Difficult");
2372                         startx[1]=10;
2373                         starty[1]=360;
2374
2375                         sprintf (menustring[2], "Insane");
2376                         startx[2]=10;
2377                         starty[2]=320;
2378                 }
2379                 break;
2380                 case 9: {                       
2381                         nummenuitems=2+numchallengelevels;
2382                         char temp[255];
2383
2384                         for(int i=0;i<numchallengelevels;i++){
2385                 string name="";
2386                 sprintf (temp, "Level %d",i+1);
2387                 for(int j=strlen(temp);j<17;j++)
2388                         strcat(temp," ");
2389                 name+=temp;
2390                 sprintf (temp, "%d",(int)accountactive->getHighScore(i));
2391                 for(int j=strlen(temp);j<(32-17);j++)
2392                         strcat(temp," ");
2393                 name+=temp;
2394                 sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(i)-(int)(accountactive->getFastTime(i))%60)/60));
2395                 if((int)(accountactive->getFastTime(i))%60<10)strcat(temp,"0");
2396                 name+=temp;
2397                 sprintf (temp, "%d",(int)(accountactive->getFastTime(i))%60);
2398                 name+=temp;
2399
2400                                 sprintf(menustring[i],"%s",name.c_str());
2401
2402                                 startx[i]=10;
2403                                 starty[i]=400-i*25;
2404                         }
2405
2406                         sprintf (menustring[numchallengelevels], "Back");
2407                         startx[numchallengelevels]=10;
2408                         starty[numchallengelevels]=10;
2409
2410                         sprintf (menustring[numchallengelevels+1], "             High Score      Best Time");
2411                         startx[numchallengelevels+1]=10;
2412                         starty[numchallengelevels+1]=440;
2413
2414                         //numchallengelevels=tempncl;
2415
2416                 }
2417                 break;
2418                 case 10: {                      
2419                         nummenuitems=6;
2420                         char temp[255];
2421
2422                         sprintf (menustring[0], "Congratulations!");
2423                         startx[0]=220;
2424                         starty[0]=330;
2425
2426                         sprintf (menustring[1], "You have avenged your family and");
2427                         startx[1]=140;
2428                         starty[1]=300;
2429
2430                         sprintf (menustring[2], "restored peace to the island of Lugaru.");
2431                         startx[2]=110;
2432                         starty[2]=270;
2433
2434                         sprintf (menustring[3], "Back");
2435                         startx[3]=10;
2436                         starty[3]=10;
2437
2438                         for(int i=0;i<255;i++)
2439                                 menustring[4][i]='\0';
2440                         sprintf (temp, "Your score:");
2441                         strcpy(menustring[4],temp);
2442                         for(int i=0;i<20;i++)
2443                                 if(menustring[4][i]=='\0')
2444                                         menustring[4][i]=' ';
2445                         menustring[4][20]='\0';
2446                         sprintf (temp, "%d",(int)accountactive->getCampaignScore());
2447                         strcat(menustring[4],temp);
2448                         startx[4]=190;
2449                         starty[4]=200;
2450                         for(int i=0;i<255;i++)
2451                                 menustring[5][i]='\0';
2452                         sprintf (temp, "Highest score:");
2453                         strcpy(menustring[5],temp);
2454                         for(int i=0;i<20;i++)
2455                                 if(menustring[5][i]=='\0')menustring[5][i]=' ';
2456                         menustring[5][20]='\0';
2457                         sprintf (temp, "%d",(int)accountactive->getCampaignHighScore());
2458                         strcat(menustring[5],temp);
2459                         startx[5]=190;
2460                         starty[5]=180;
2461                 }
2462                 break;
2463                 case 18: {
2464                         nummenuitems=4;
2465                         sprintf (menustring[0], "Stereo mode: %s", StereoModeName(newstereomode));
2466                         startx[0]=70;
2467                         starty[0]=400;
2468                         
2469                         sprintf (menustring[1], "Stereo separation: %.3f", stereoseparation);
2470                         startx[1]=10;
2471                         starty[1]=360;
2472
2473                         sprintf (menustring[2], "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
2474                         startx[2]=40;
2475                         starty[2]=320;
2476                         
2477                         sprintf (menustring[3], "Back");
2478                         startx[3]=10;
2479                         starty[3]=10;
2480                 }
2481         }
2482         if(mainmenu!=1 && mainmenu!=2) {
2483                 for(int i=0;i<nummenuitems;++i) {
2484                         endx[i]=startx[i]+strlen(menustring[i])*10;
2485                         endy[i]=starty[i]+20;
2486                 }
2487         }
2488
2489         selected=-1;
2490
2491         for(int i=0;i<nummenuitems;i++) {
2492                 if((mousecoordh/screenwidth*640)>startx[i]&&(mousecoordh/screenwidth*640)<endx[i]&&480-(mousecoordv/screenheight*480)>starty[i]&&480-(mousecoordv/screenheight*480)<endy[i]) {
2493                         if((mainmenu!=5) && (mainmenu!=1) && (mainmenu!=2)) selected=i; // username in menu 5 and game title in menu 1&2 can't be selected
2494                         else if (i>0) selected=i;
2495                 }
2496         }
2497         int numlevelsonmap;
2498         if(mainmenu == 5) {
2499                 numlevelsonmap = accountactive->getCampaignChoicesMade()+(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel.size():1);
2500                 for (int i=0;i<numlevelsonmap;i++) {
2501                         if ((mousecoordh/screenwidth*640)>campaignlevels[i].getStartX()&&
2502                                 (mousecoordh/screenwidth*640)<campaignlevels[i].getEndX()&&
2503                                 480-(mousecoordv/screenheight*480)>campaignlevels[i].getStartY()&&
2504                                 480-(mousecoordv/screenheight*480)<campaignlevels[i].getEndY()) {
2505                                 selected=nummenuitems+i;
2506                         }
2507                 }
2508         } else {
2509                 numlevelsonmap=0;
2510         }
2511
2512         for(int i=0;i<nummenuitems+numlevelsonmap;i++) {
2513                 if(selected==i) {
2514                         selectedlong[i]+=multiplier*5;
2515                         if(selectedlong[i]>1) selectedlong[i]=1;
2516                 } else {
2517                         selectedlong[i]-=multiplier*5;
2518                         if(selectedlong[i]<0) selectedlong[i]=0;        
2519                 }
2520         }
2521
2522         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
2523         glPushMatrix();                                                                         // Store The Projection Matrix
2524         glLoadIdentity();                                                                       // Reset The Projection Matrix
2525         glOrtho(0,640,0,480,-100,100);                                          // Set Up An Ortho Screen
2526         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2527         glPushMatrix();                                                                         // Store The Modelview Matrix
2528         glLoadIdentity();                                                               // Reset The Modelview Matrix
2529         glEnable(GL_TEXTURE_2D);
2530         for(int j=0;j<nummenuitems;j++)
2531         {
2532                 //glDisable(GL_BLEND);
2533                 glEnable(GL_ALPHA_TEST);
2534                 glEnable(GL_BLEND);
2535                 //glDisable(GL_ALPHA_TEST);
2536                 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2537                 if(mainmenu==1||mainmenu==2)
2538                 {
2539                         glColor4f(1,1,1,1);
2540                         glBlendFunc(GL_SRC_ALPHA,GL_ONE);
2541                         if(mainmenu==2 && (j==1 || j == 3)) {
2542                                 glBindTexture( GL_TEXTURE_2D, Mainmenuitems[(j==1?5:6)]);
2543                         } else {
2544                                 glBindTexture( GL_TEXTURE_2D, Mainmenuitems[j]);
2545                         }
2546                         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
2547                         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
2548                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2549                         glPushMatrix();
2550                                 glBegin(GL_QUADS);
2551                                 glTexCoord2f(0,0);
2552                                 glVertex3f(startx[j],   starty[j],       0.0f);
2553                                 glTexCoord2f(1,0);
2554                                 glVertex3f(endx[j],             starty[j],       0.0f);
2555                                 glTexCoord2f(1,1);
2556                                 glVertex3f(endx[j],             endy[j], 0.0f);
2557                                 glTexCoord2f(0,1);
2558                                 glVertex3f(startx[j],   endy[j], 0.0f);
2559                                 glEnd();
2560                         glPopMatrix();
2561                         glEnable(GL_BLEND);
2562                         //glDisable(GL_ALPHA_TEST);
2563                         glBlendFunc(GL_SRC_ALPHA,GL_ONE);
2564                         for(int i=0;i<10;i++)
2565                         {
2566                                 if(1-((float)i)/10-(1-selectedlong[j])>0)
2567                                 {
2568                                         glColor4f(1,1,1,(1-((float)i)/10-(1-selectedlong[j]))*.25);
2569                                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2570                                         glPushMatrix();
2571                                                 glBegin(GL_QUADS);
2572                                                 glTexCoord2f(0,0);
2573                                                 glVertex3f(startx[j]-((float)i)*1/2, starty[j]-((float)i)*1/2, 0.0f);
2574                                                 glTexCoord2f(1,0);
2575                                                 glVertex3f(endx[j]+((float)i)*1/2, starty[j]-((float)i)*1/2, 0.0f);
2576                                                 glTexCoord2f(1,1);
2577                                                 glVertex3f(endx[j]+((float)i)*1/2, endy[j]+((float)i)*1/2, 0.0f);
2578                                                 glTexCoord2f(0,1);
2579                                                 glVertex3f(startx[j]-((float)i)*1/2, endy[j]+((float)i)*1/2, 0.0f);
2580                                                 glEnd();
2581                                         glPopMatrix();
2582                                 }
2583                         }
2584                 }
2585                 if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==18)
2586                 {
2587                         glColor4f(1,0,0,1);
2588                         if( (mainmenu==9) && j>accountactive->getProgress() && (j<numchallengelevels) )
2589                                 glColor4f(0.5,0,0,1);
2590                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2591                         glPushMatrix();
2592                                 if(mainmenu!=7||j!=0||!entername)
2593                                         text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480);
2594                                 else
2595                                 {
2596                                         char string[2]="_";
2597                                         if(displayblink) {
2598                                                 text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480);
2599                                         }
2600                                         for(int l=0;l<displaychars[0];l++) {
2601                                                 sprintf (string, "%c",displaytext[0][l]);
2602                                                 text.glPrint(startx[j]+l*10,starty[j],string,0,1,640,480);
2603                                         }
2604                                 }
2605                         glPopMatrix();
2606                         glEnable(GL_BLEND);
2607                         glBlendFunc(GL_SRC_ALPHA,GL_ONE);
2608                         for(int i=0;i<15;i++)
2609                         {
2610                                 if(1-((float)i)/15-(1-selectedlong[j])>0)
2611                                 {
2612                                         glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
2613                                         if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
2614                                         if(mainmenu==3)text.glPrint(startx[j]-((float)i)-((((float)i)/70)*strlen(menustring[j]))*3,starty[j],menustring[j],0,1+((float)i)/70,640,480);
2615                                         if(mainmenu==4)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
2616                                         if(mainmenu==5)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
2617                                         if(mainmenu==6)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
2618                                         if(mainmenu==7&&(j!=0||!entername)) text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
2619                                         if(mainmenu==8)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
2620                                         if(mainmenu==9)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
2621                                         if(mainmenu==10)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
2622                                         if(mainmenu==18)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
2623                                 }
2624                         }
2625                 }
2626         }
2627         
2628         if(mainmenu==5) { // show map
2629                 //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // black background for the map
2630                 glBlendFunc(GL_SRC_ALPHA,GL_ONE); // no background
2631                 glClear(GL_DEPTH_BUFFER_BIT);
2632                 glEnable(GL_ALPHA_TEST);
2633                 glAlphaFunc(GL_GREATER, 0.001f);
2634                 glEnable(GL_TEXTURE_2D);
2635                 glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
2636                 glDisable(GL_CULL_FACE);
2637                 glDisable(GL_LIGHTING);
2638                 glColor4f(1,1,1,1);
2639                 glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
2640                 glPushMatrix();                                                                         // Store The Projection Matrix
2641                         glLoadIdentity();                                                                       // Reset The Projection Matrix
2642                         glOrtho(0,640,0,480,-100,100);                                          // Set Up An Ortho Screen
2643                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2644                         glPushMatrix();                                                                         // Store The Modelview Matrix
2645                                 glLoadIdentity();                                                               // Reset The Modelview Matrix
2646                                 glPushMatrix();
2647
2648                                         //Draw world, draw map
2649                                         glTranslatef(2,-5,0);
2650                                         glBindTexture( GL_TEXTURE_2D, Mainmenuitems[7]);
2651                                         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
2652                                         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
2653                                         glColor4f(1,1,1,1);
2654                                         XYZ midpoint;
2655                                         float itemsize;
2656                                         
2657                                         itemsize=400/2;
2658                                         midpoint=0;
2659                                         midpoint.x=150+itemsize;
2660                                         midpoint.y=60+itemsize;
2661                                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2662                                         glPushMatrix();
2663                                                 glBegin(GL_QUADS);
2664                                                 glTexCoord2f(0,0);
2665                                                 glVertex3f(midpoint.x-itemsize, midpoint.y-itemsize, 0.0f);
2666                                                 glTexCoord2f(1,0);
2667                                                 glVertex3f(midpoint.x+itemsize, midpoint.y-itemsize, 0.0f);
2668                                                 glTexCoord2f(1,1);
2669                                                 glVertex3f(midpoint.x+itemsize, midpoint.y+itemsize, 0.0f);
2670                                                 glTexCoord2f(0,1);
2671                                                 glVertex3f(midpoint.x-itemsize, midpoint.y+itemsize, 0.0f);
2672                                                 glEnd();
2673                                         glPopMatrix();
2674                                         glEnable(GL_BLEND);
2675                                 glPopMatrix();
2676                         glPopMatrix();
2677                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
2678                 glPopMatrix();
2679                 glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2680         }
2681         
2682         for(int i=0; i<numlevelsonmap;i++) { // show levels on the map
2683                 glEnable(GL_ALPHA_TEST);
2684                 glEnable(GL_BLEND);
2685                 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2686
2687                 glClear(GL_DEPTH_BUFFER_BIT);
2688                 glEnable(GL_ALPHA_TEST);
2689                 glAlphaFunc(GL_GREATER, 0.001f);
2690                 glEnable(GL_TEXTURE_2D);
2691                 glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
2692                 glDisable(GL_CULL_FACE);
2693                 glDisable(GL_LIGHTING);
2694                 glColor4f(1,0,0,1);
2695
2696                 glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
2697                 glPushMatrix();                                                                         // Store The Projection Matrix
2698                         glLoadIdentity();                                                                       // Reset The Projection Matrix
2699                         glOrtho(0,640,0,480,-100,100);                                          // Set Up An Ortho Screen
2700                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2701                         glPushMatrix();                                                                         // Store The Modelview Matrix
2702                                 glLoadIdentity();                                                               // Reset The Modelview Matrix
2703                                 glPushMatrix();
2704
2705                                         //Draw world, draw map
2706                                         glTranslatef(2,-5,0);
2707
2708                                         if(i<numlevelsonmap-1)
2709                                         {
2710                                                 XYZ linestart,lineend,offset;
2711                                                 XYZ fac;
2712                                                 float startsize;
2713                                                 float endsize;
2714                                                 linestart=0;
2715                                                 lineend=0;
2716                                                 offset=0;
2717                                                 linestart=campaignlevels[i].getCenter();
2718                                                 lineend=campaignlevels[i+1].getCenter();
2719                                                 offset=lineend-linestart;
2720                                                 fac=offset;
2721                                                 Normalise(&fac);
2722                                                 offset=DoRotation(offset,0,0,90);
2723                                                 Normalise(&offset);
2724                                                 glDisable(GL_TEXTURE_2D);                                                       
2725
2726                                                 if(i+1<accountactive->getCampaignChoicesMade()){
2727                                                         glColor4f(0.5,0,0,1);
2728                                                         endsize=.5;
2729                                                 } else {
2730                                                         glColor4f(1,0,0,1);
2731                                                         endsize=1;
2732                                                 }
2733                                                 startsize=.5;
2734
2735                                                 linestart+=fac*4*startsize;
2736                                                 lineend-=fac*4*endsize;
2737
2738                                                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2739                                                         glPushMatrix();
2740                                                                 glBegin(GL_QUADS);
2741                                                                 glTexCoord2f(0,0);
2742                                                                 glVertex3f(linestart.x-offset.x*startsize,      linestart.y-offset.y*startsize,          0.0f);
2743                                                                 glTexCoord2f(1,0);
2744                                                                 glVertex3f(linestart.x+offset.x*startsize,      linestart.y+offset.y*startsize,          0.0f);
2745                                                                 glTexCoord2f(1,1);
2746                                                                 glVertex3f(lineend.x+offset.x*endsize,          lineend.y+offset.y*endsize, 0.0f);
2747                                                                 glTexCoord2f(0,1);
2748                                                                 glVertex3f(lineend.x-offset.x*endsize,          lineend.y-offset.y*endsize, 0.0f);
2749                                                                 glEnd();
2750                                                         glPopMatrix();
2751                                                 glEnable(GL_TEXTURE_2D);
2752                                         }
2753
2754                                         glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
2755                                         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
2756                                         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
2757                                         XYZ midpoint;
2758                                         float itemsize;
2759                                         itemsize=campaignlevels[i].getWidth()/2;
2760                                         midpoint=campaignlevels[i].getCenter();
2761                                         if(i < accountactive->getCampaignChoicesMade()) {
2762                                                 glColor4f(0.5,0,0,1);
2763                                                 itemsize*=.5;
2764                                         } else {
2765                                                 glColor4f(1,0,0,1);
2766                                         }
2767                                                 glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2768                                                 glPushMatrix();
2769                                                         glBegin(GL_QUADS);
2770                                                         glTexCoord2f(0,0);
2771                                                         glVertex3f(midpoint.x-itemsize, midpoint.y-itemsize,     0.0f);
2772                                                         glTexCoord2f(1,0);
2773                                                         glVertex3f(midpoint.x+itemsize,         midpoint.y-itemsize,     0.0f);
2774                                                         glTexCoord2f(1,1);
2775                                                         glVertex3f(midpoint.x+itemsize,         midpoint.y+itemsize, 0.0f);
2776                                                         glTexCoord2f(0,1);
2777                                                         glVertex3f(midpoint.x-itemsize,         midpoint.y+itemsize, 0.0f);
2778                                                         glEnd();
2779                                                 glPopMatrix();
2780                                                 glEnable(GL_BLEND);
2781                                                 for(int j=0;j<10;j++)
2782                                                 {
2783                                                         if(1-((float)j)/10-(1-selectedlong[NB_CAMPAIGN_MENU_ITEM+i])>0)
2784                                                         {
2785                                                                 glColor4f(1,0,0,(1-((float)j)/10-(1-selectedlong[NB_CAMPAIGN_MENU_ITEM+i]))*.25);
2786                                                                 glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2787                                                                 glPushMatrix();
2788                                                                         glBegin(GL_QUADS);
2789                                                                         glTexCoord2f(0,0);
2790                                                                         glVertex3f(midpoint.x-itemsize-((float)j)*1/2, midpoint.y-itemsize-((float)j)*1/2, 0.0f);
2791                                                                         glTexCoord2f(1,0);
2792                                                                         glVertex3f(midpoint.x+itemsize+((float)j)*1/2, midpoint.y-itemsize-((float)j)*1/2, 0.0f);
2793                                                                         glTexCoord2f(1,1);
2794                                                                         glVertex3f(midpoint.x+itemsize+((float)j)*1/2, midpoint.y+itemsize+((float)j)*1/2, 0.0f);
2795                                                                         glTexCoord2f(0,1);
2796                                                                         glVertex3f(midpoint.x-itemsize-((float)j)*1/2, midpoint.y+itemsize+((float)j)*1/2, 0.0f);
2797                                                                         glEnd();
2798                                                                 glPopMatrix();
2799                                                         }
2800                                                 }
2801                                 glPopMatrix();
2802                         glPopMatrix();
2803                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
2804                 glPopMatrix();
2805                 glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2806
2807                 if(i>=accountactive->getCampaignChoicesMade()){
2808                         text.glPrintOutlined(0.9,0,0,campaignlevels[i].getStartX()+10,
2809                                                                                  campaignlevels[i].getStartY()-4,
2810                                                                                  campaignlevels[i].description.c_str(),0,0.6,640,480);
2811                         glDisable(GL_DEPTH_TEST);
2812                 }
2813         }
2814         
2815         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
2816         glPopMatrix();
2817         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2818         glPopMatrix();
2819
2820                 glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
2821                 glPushMatrix();                                                                         // Store The Projection Matrix
2822                         glLoadIdentity();                                                                       // Reset The Projection Matrix
2823                         glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
2824                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2825                         glPushMatrix();                                                                         // Store The Modelview Matrix
2826                                 glLoadIdentity();                                                               // Reset The Modelview Matrix
2827                                 glTranslatef(screenwidth/2,screenheight/2,0);
2828                                 glPushMatrix();
2829                                         glScalef((float)screenwidth/2,(float)screenheight/2,1);
2830                                         glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2831                                         glEnable(GL_BLEND);
2832                                         glEnable(GL_TEXTURE_2D);
2833                                         glColor4f(1,1,1,1);
2834                                         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
2835                                         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2836                                 glPopMatrix();
2837                                 if(!waiting) { // hide the cursor while waiting for a key
2838                                         glPushMatrix();
2839                                                 glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0);
2840                                                 glScalef((float)screenwidth/64,(float)screenwidth/64,1);
2841                                                 glTranslatef(1,-1,0);
2842                                                 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2843                                                 glColor4f(1,1,1,1);
2844                                                 glBindTexture( GL_TEXTURE_2D, cursortexture);
2845                                                 glPushMatrix();
2846                                                         //glScalef(.25,.25,.25);
2847                                                         glBegin(GL_QUADS);
2848                                                         glTexCoord2f(0,0);
2849                                                         glVertex3f(-1, -1, 0.0f);
2850                                                         glTexCoord2f(1,0);
2851                                                         glVertex3f(1, -1, 0.0f);
2852                                                         glTexCoord2f(1,1);
2853                                                         glVertex3f(1, 1, 0.0f);
2854                                                         glTexCoord2f(0,1);
2855                                                         glVertex3f(-1, 1, 0.0f);
2856                                                         glEnd();
2857                                                 glPopMatrix();
2858                                         glPopMatrix();
2859                                 }
2860                         glPopMatrix();
2861                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
2862                 glPopMatrix();
2863
2864
2865                 if(flashamount>0)
2866                 {
2867                         if(flashamount>1)flashamount=1;
2868                         if(flashdelay<=0)flashamount-=multiplier;
2869                         flashdelay--;
2870                         if(flashamount<0)flashamount=0;
2871                         glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
2872                         glDisable(GL_CULL_FACE);
2873                         glDisable(GL_LIGHTING);
2874                         glDisable(GL_TEXTURE_2D);
2875                         glDepthMask(0);
2876                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
2877                         glPushMatrix();                                                                         // Store The Projection Matrix
2878                                 glLoadIdentity();                                                                       // Reset The Projection Matrix
2879                                 glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
2880                                 glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2881                                 glPushMatrix();                                                                         // Store The Modelview Matrix
2882                                         glLoadIdentity();                                                               // Reset The Modelview Matrix
2883                                         glScalef(screenwidth,screenheight,1);
2884                                         glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
2885                                         glEnable(GL_BLEND);
2886                                         glColor4f(flashr,flashg,flashb,flashamount);
2887                                         glBegin(GL_QUADS);
2888                                         glVertex3f(0,           0,       0.0f);
2889                                         glVertex3f(256, 0,       0.0f);
2890                                         glVertex3f(256, 256, 0.0f);
2891                                         glVertex3f(0,   256, 0.0f);
2892                                         glEnd();
2893                                         glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
2894                                 glPopMatrix();                                                                          // Restore The Old Projection Matrix
2895                         glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
2896                         glPopMatrix();                                                                          // Restore The Old Projection Matrix
2897                         glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
2898                         glEnable(GL_CULL_FACE);
2899                         glDisable(GL_BLEND);
2900                         glDepthMask(1);
2901                 }
2902 }