]> git.jsancho.org Git - lugaru.git/commitdiff
major refactor of menu system, part 1
authorsf17k <sf171k@gmail.com>
Thu, 26 May 2011 20:20:17 +0000 (16:20 -0400)
committersf17k <sf171k@gmail.com>
Thu, 26 May 2011 20:20:17 +0000 (16:20 -0400)
CMakeLists.txt
Source/Game.cpp
Source/Game.h
Source/GameDraw.cpp
Source/GameTick.cpp
Source/Menu.cpp [new file with mode: 0644]
Source/Menu.h [new file with mode: 0644]

index 5b0d0ab163cd5ab328a10cb1e93cc2b58fdbb6bb..c7b5f63e05d5f477159ded70f71a61218d4e0ba2 100644 (file)
@@ -59,6 +59,7 @@ set(LUGARU_SRCS
        ${SRCDIR}/GameTick.cpp
        ${SRCDIR}/Globals.cpp
        ${SRCDIR}/Lights.cpp
+       ${SRCDIR}/Menu.cpp
        ${SRCDIR}/Models.cpp
        ${SRCDIR}/Objects.cpp
        ${SRCDIR}/pack.c
@@ -89,6 +90,7 @@ set(LUGARU_H
        ${SRCDIR}/Account.h
        ${SRCDIR}/Game.h
        ${SRCDIR}/Lights.h
+       ${SRCDIR}/Menu.h
        ${SRCDIR}/Models.h
        ${SRCDIR}/Objects.h
        ${SRCDIR}/Person.h
index b93e8238205c3b6b484450d220e7050b5742e716..5e001a1c5a5004ca68047e91c972d57fe23f0430 100644 (file)
@@ -42,15 +42,6 @@ Game::Game()
 
        memset(Mainmenuitems, 0, sizeof(Mainmenuitems));
 
-       nummenuitems = 0;
-
-       memset(startx, 0, sizeof(startx));
-       memset(starty, 0, sizeof(starty));
-       memset(endx, 0, sizeof(endx));
-       memset(endy, 0, sizeof(endy));
-
-       memset(selectedlong, 0, sizeof(selectedlong));
-
        selected = 0;
        keyselect = 0;
        indemo = 0;
index d634ecaa6f353024e78e9749633c8839caf36f1a..bc7ac539fc62b39b1c5fb650cdc489c1dd7a4e72 100644 (file)
@@ -168,12 +168,6 @@ class Game
                GLuint cursortexture;
                GLuint Mainmenuitems[10];
 
-               int nummenuitems;
-               int startx[100];
-               int starty[100];
-               int endx[100];
-               int endy[100];
-               float selectedlong[100];
                int selected;
                int keyselect;
                int indemo;
index 43e2f431860dd250afaef0384ee7e34d8cea6080..66f1e27eb5cd01ee744e122d81fa184e5cc744a3 100644 (file)
@@ -23,6 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "openal_wrapper.h"
 #include "Input.h"
 #include "Awards.h"
+#include "Menu.h"
 
 #include <dirent.h>
 
@@ -189,23 +190,29 @@ int Game::DrawGLScene(StereoSide side)
                                drawmode=motionblurmode;
                        motionbluramount=.2;
                        slomodelay-=multiplier;
-                       if(slomodelay<0)slomo=0;
+                       if(slomodelay<0)
+                slomo=0;
                        camerashake=0;
                        changed=1;
                }
                if((!changed&&!slomo)||loading){
                        drawmode=normalmode;
                        if(ismotionblur&&(/*fps>100||*/alwaysblur)){
-                               if(olddrawmode!=realmotionblurmode)change=1;
-                               else change=0;
+                               if(olddrawmode!=realmotionblurmode)
+                    change=1;
+                               else
+                    change=0;
                                drawmode=realmotionblurmode;
-                       }
-                       else if(olddrawmode==realmotionblurmode)change=2;
-                       else change=0;
+                       }else if(olddrawmode==realmotionblurmode)
+                change=2;
+                       else
+                change=0;
                }
 
-               if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted))drawmode=normalmode;
-               if((freeze||winfreeze)&&ismotionblur&&!mainmenu)drawmode=radialzoommode;
+               if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted))
+            drawmode=normalmode;
+               if((freeze||winfreeze)&&ismotionblur&&!mainmenu)
+            drawmode=radialzoommode;
 
                if(winfreeze||mainmenu)drawmode=normalmode;
 
@@ -219,38 +226,35 @@ int Game::DrawGLScene(StereoSide side)
                }
 #endif
 
-               if(drawtoggle!=2)drawtoggle=1-drawtoggle;
+               if(drawtoggle!=2)
+            drawtoggle=1-drawtoggle;
 
                if(!texcoordwidth){
-
                        texviewwidth=kTextureSize;
-                       if(texviewwidth>screenwidth)texviewwidth=screenwidth;
+                       if(texviewwidth>screenwidth)
+                texviewwidth=screenwidth;
                        texviewheight=kTextureSize;
-                       if(texviewheight>screenheight)texviewheight=screenheight;
+                       if(texviewheight>screenheight)
+                texviewheight=screenheight;
 
                        texcoordwidth=screenwidth/kTextureSize;
                        texcoordheight=screenheight/kTextureSize;
-                       if(texcoordwidth>1)texcoordwidth=1;
-                       if(texcoordheight>1)texcoordheight=1;
+                       if(texcoordwidth>1)
+                texcoordwidth=1;
+                       if(texcoordheight>1)
+                texcoordheight=1;
                }
 
                glDrawBuffer(GL_BACK);
                glReadBuffer(GL_BACK);
 
-               if(abs(blurness-targetblurness)<multiplier*10||abs(blurness-targetblurness)>2){
-                       blurness=targetblurness;
-                       targetblurness=(float)(abs(Random()%100))/40;
-               }
-               if(blurness<targetblurness) 
-                       blurness+=multiplier*5;
-               else
-                       blurness-=multiplier*5;
-
                //glFinish();
                static XYZ terrainlight;
                static float distance;
-               if(drawmode==normalmode)ReSizeGLScene(90,.1f);
-               if(drawmode!=normalmode)glViewport(0,0,texviewwidth,texviewheight);     
+               if(drawmode==normalmode)
+            ReSizeGLScene(90,.1f);
+               if(drawmode!=normalmode)
+            glViewport(0,0,texviewwidth,texviewheight);        
                glDepthFunc(GL_LEQUAL);
                glDepthMask(1);
                glAlphaFunc(GL_GREATER, 0.0001f);
@@ -266,8 +270,11 @@ int Game::DrawGLScene(StereoSide side)
                // Reverse the movement if we're reversing stereo
                glTranslatef((stereoseparation/2) * side * (stereoreverse  ? -1 : 1), 0, 0);
                
+        //camera effects
                if(!cameramode&&!freeze&&!winfreeze){
+            //shake
                        glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1);
+            //sway
                        glRotatef(rotation2+sin(woozy/2)*(player[0].damage/player[0].damagetolerance)*5,1,0,0);
                        glRotatef(rotation+sin(woozy)*(player[0].damage/player[0].damagetolerance)*5,0,1,0);
                }
@@ -282,7 +289,19 @@ int Game::DrawGLScene(StereoSide side)
                }
                SetUpLight(&light,0);
                glPushMatrix();
-               if(environment==desertenvironment&&detail==2)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness+.4 );
+
+        //heat blur effect in desert
+               if(abs(blurness-targetblurness)<multiplier*10||abs(blurness-targetblurness)>2){
+                       blurness=targetblurness;
+                       targetblurness=(float)(abs(Random()%100))/40;
+               }
+               if(blurness<targetblurness) 
+                       blurness+=multiplier*5;
+               else
+                       blurness-=multiplier*5;
+
+               if(environment==desertenvironment&&detail==2)
+            glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness+.4 );
                if(environment==desertenvironment){
                        glRotatef((float)(abs(Random()%100))/1000,1,0,0);
                        glRotatef((float)(abs(Random()%100))/1000,0,1,0);
@@ -293,7 +312,7 @@ int Game::DrawGLScene(StereoSide side)
                glTranslatef(-viewer.x,-viewer.y,-viewer.z);
                frustum.GetFrustum();
 
-               //Make Shadow
+               //make shadow decals on terrain and objects
                static XYZ point;
                static float size,opacity,rotation;
                rotation=0;
@@ -323,49 +342,50 @@ int Game::DrawGLScene(StereoSide side)
                                                        }
                                                }
                                        }
-                                       if((player[k].skeleton.free||player[k].howactive>=typesleeping)&&player[k].playerdetail)
-                                               if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)&&player[k].occluded<25)
-                                                       for(i=0;i<player[k].skeleton.num_joints;i++){
-                                                               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){
-                                                                       if(player[k].skeleton.free)point=player[k].skeleton.joints[i].position*player[k].scale+player[k].coords;
-                                                                       else point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
-                                                                       size=.4f;
-                                                                       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;
-                                                                       if(k!=0&&tutoriallevel==1){
-                                                                               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;
-                                                                       }
-                                                                       terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
-                                                                       for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
-                                                                               j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
-                                                                               if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
-                                                                                       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);
-                                                                                       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);
-                                                                                       size=.4f;
-                                                                                       opacity=.4f;
-                                                                                       if(k!=0&&tutoriallevel==1){
-                                                                                               opacity=.2+.2*sin(smoketex*6+i);
-                                                                                       }
-                                                                                       objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
-                                                                               }
-                                                                       }
-                                                               }
-                                                       }
-
-                                                       if(!player[k].playerdetail)
-                                                               if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5))
-                                                               {
-                                                                       point=player[k].coords;
-                                                                       size=.7;
-                                                                       opacity=.4-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/5;
-                                                                       terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
-                                                                       for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
-                                                                               j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
-                                                                               point=DoRotation(player[k].coords-objects.position[j],0,-objects.rotation[j],0);
-                                                                               size=.7;
-                                                                               opacity=.4f;
-                                                                               objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
-                                                                       }
-                                                               }
+            if((player[k].skeleton.free||player[k].howactive>=typesleeping)&&player[k].playerdetail)
+                if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)&&player[k].occluded<25)
+                    for(i=0;i<player[k].skeleton.num_joints;i++){
+                        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){
+                            if(player[k].skeleton.free)
+                                point=player[k].skeleton.joints[i].position*player[k].scale+player[k].coords;
+                            else
+                                point=DoRotation(player[k].skeleton.joints[i].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
+                            size=.4f;
+                            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;
+                            if(k!=0&&tutoriallevel==1){
+                                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;
+                            }
+                            terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
+                            for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
+                                j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
+                                if(objects.position[j].y<player[k].coords.y||objects.type[j]==tunneltype||objects.type[j]==weirdtype){
+                                    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);
+                                    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);
+                                    size=.4f;
+                                    opacity=.4f;
+                                    if(k!=0&&tutoriallevel==1){
+                                        opacity=.2+.2*sin(smoketex*6+i);
+                                    }
+                                    objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
+                                }
+                            }
+                        }
+                    }
+
+            if(!player[k].playerdetail)
+                if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)){
+                    point=player[k].coords;
+                    size=.7;
+                    opacity=.4-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/5;
+                    terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation);
+                    for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
+                        j=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
+                        point=DoRotation(player[k].coords-objects.position[j],0,-objects.rotation[j],0);
+                        size=.7;
+                        opacity=.4f;
+                        objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation);
+                    }
+                }
                }
 
                //Terrain
@@ -420,31 +440,38 @@ int Game::DrawGLScene(StereoSide side)
                                        distance=findDistancefast(&viewer,&player[k].coords);
                                        distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance;
                                        glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance);
-                                       if(distance>=1)glDisable(GL_BLEND);
+                                       if(distance>=1)
+                        glDisable(GL_BLEND);
                                        if(distance>=.5){
                                                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;
                                                checkpoint.y+=1;
-                                               if(!player[k].occluded==0)i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
-                                               if(i==-1||player[k].occluded==0)i=checkcollide(viewer,checkpoint);
+                                               if(!player[k].occluded==0)
+                            i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
+                                               if(i==-1||player[k].occluded==0)
+                            i=checkcollide(viewer,checkpoint);
                                                if(i!=-1){
                                                        player[k].occluded+=1;
                                                        player[k].lastoccluded=i;
-                                               }
-                                               else player[k].occluded=0;
-                                               if(player[k].occluded<25)player[k].DrawSkeleton();
+                                               }else
+                            player[k].occluded=0;
+                                               if(player[k].occluded<25)
+                            player[k].DrawSkeleton();
                                        }
                                }
                        }
                }
 
-               if(!cameramode&&musictype==stream_fighttheme)playerdist=findDistancefastflat(&player[0].coords,&viewer);
-               else playerdist=-100;
+               if(!cameramode&&musictype==stream_fighttheme)
+            playerdist=findDistancefastflat(&player[0].coords,&viewer);
+               else
+            playerdist=-100;
                glPushMatrix();
                glCullFace(GL_BACK);
                glEnable(GL_TEXTURE_2D);
                objects.Draw();
                glPopMatrix();
 
+        //draw hawk
                glPushMatrix();
                if(frustum.SphereInFrustum(realhawkcoords.x+hawk.boundingspherecenter.x,realhawkcoords.y+hawk.boundingspherecenter.y,realhawkcoords.z+hawk.boundingspherecenter.z,2)){   
                        glAlphaFunc(GL_GREATER, 0.0001f);
@@ -457,7 +484,8 @@ int Game::DrawGLScene(StereoSide side)
                        glTranslatef(25,0,0);
                        distance=findDistancefast(&viewer,&realhawkcoords)*1.2;
                        glColor4f(light.color[0],light.color[1],light.color[2],(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance);
-                       if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>1)glColor4f(light.color[0],light.color[1],light.color[2],1);
+                       if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>1)
+                glColor4f(light.color[0],light.color[1],light.color[2],1);
                        if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>0)
                                hawk.drawdifftex(hawktexture);
                }
@@ -475,18 +503,22 @@ int Game::DrawGLScene(StereoSide side)
                                distance=findDistancefast(&viewer,&player[k].coords);
                                distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance;
                                glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance);
-                               if(distance>=1)glDisable(GL_BLEND);
+                               if(distance>=1)
+                    glDisable(GL_BLEND);
                                if(distance>=.5){
                                        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;
                                        checkpoint.y+=1;
-                                       if(!player[k].occluded==0)i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
-                                       if(i==-1||player[k].occluded==0)i=checkcollide(viewer,checkpoint);
+                                       if(!player[k].occluded==0)
+                        i=checkcollide(viewer,checkpoint,player[k].lastoccluded);
+                                       if(i==-1||player[k].occluded==0)
+                        i=checkcollide(viewer,checkpoint);
                                        if(i!=-1){
                                                player[k].occluded+=1;
                                                player[k].lastoccluded=i;
-                                       }
-                                       else player[k].occluded=0;
-                                       if(player[k].occluded<25)player[k].DrawSkeleton();
+                                       }else
+                        player[k].occluded=0;
+                                       if(player[k].occluded<25)
+                        player[k].DrawSkeleton();
                                }
                        }
                }
@@ -506,6 +538,7 @@ int Game::DrawGLScene(StereoSide side)
 
                Sprite::Draw();
 
+        //waypoints, pathpoints in editor
                if(editorenabled){
                        glEnable(GL_BLEND);
                        glDisable(GL_LIGHTING);
@@ -573,672 +606,673 @@ int Game::DrawGLScene(StereoSide side)
                                        glColor4f(.5,.5,.5,1);
                                }
 
-                               if(tutoriallevel==1){
-                                       tutorialopac=tutorialmaxtime-tutorialstagetime;
-                                       if(tutorialopac>1)tutorialopac=1;
-                                       if(tutorialopac<0)tutorialopac=0;
-
-                                       sprintf (string, " ");
-                                       sprintf (string2, " ");
-                                       sprintf (string3, " ");
-                                       if(tutorialstage==0){
-                                               sprintf (string, " ");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==1){
-                                               sprintf (string, "Welcome to the Lugaru training level!");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==2){
-                                               sprintf (string, "BASIC MOVEMENT:");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==3){
-                                               sprintf (string, "You can move the mouse to rotate the camera.");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==4){
-                                               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));
-                                               sprintf (string2, "All movement is relative to the camera.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==5){
-                                               sprintf (string, "Please press %s to jump.",Input::keyToChar(jumpkey));
-                                               sprintf (string2, "You can hold it longer to jump higher.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==6){
-                                               sprintf (string, "You can press %s to crouch.",Input::keyToChar(crouchkey));
-                                               sprintf (string2, "You can jump higher from a crouching position.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==7){
-                                               sprintf (string, "While running, you can press %s to roll.",Input::keyToChar(crouchkey));
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==8){
-                                               sprintf (string, "While crouching, you can sneak around silently");
-                                               sprintf (string2, "using the movement keys.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==9){
-                                               sprintf (string, "Release the crouch key while sneaking and hold the movement keys");
-                                               sprintf (string2, "to run animal-style.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==10){
-                                               sprintf (string, "ADVANCED MOVEMENT:");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==11){
-                                               sprintf (string, "When you jump at a wall, you can hold %s again",Input::keyToChar(jumpkey));
-                                               sprintf (string2, "during impact to perform a walljump.");
-                                               sprintf (string3, "Be sure to use the movement keys to press against the wall");
-                                       }
-                                       if(tutorialstage==12){
-                                               sprintf (string, "While in the air, you can press crouch to flip.",Input::keyToChar(jumpkey));
-                                               sprintf (string2, "Walljumps and flips confuse enemies and give you more control.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==13){
-                                               sprintf (string, "BASIC COMBAT:");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==14){
-                                               sprintf (string, "There is now an imaginary enemy");
-                                               sprintf (string2, "in the middle of the training area.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==15){
-                                               if(attackkey==MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy.");
-                                               else sprintf (string, "Press %s to attack when you are near an enemy.",Input::keyToChar(attackkey));
-                                               sprintf (string2, "You can punch by standing still near an enemy and attacking.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==16){
-                                               sprintf (string, "If you are close, you will perform a weak punch.");
-                                               sprintf (string2, "The weak punch is excellent for starting attack combinations.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==17){
-                                               sprintf (string, "Attacking while running results in a spin kick.");
-                                               sprintf (string2, "This is one of your most powerful ground attacks.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==18){
-                                               sprintf (string, "Sweep the enemy's legs out by attacking while crouched.");
-                                               sprintf (string2, "This is a very fast attack, and easy to follow up.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==19){
-                                               sprintf (string, "When an enemy is on the ground, you can deal some extra");
-                                               sprintf (string2, "damage by running up and drop-kicking him.");
-                                               sprintf (string3, "(Try knocking them down with a sweep first)");
-                                       }
-                                       if(tutorialstage==20){
-                                               sprintf (string, "Your most powerful individual attack is the rabbit kick.");
-                                               if(attackkey==MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press");
-                                               else sprintf (string2, "Run at the enemy while holding %s, and press", Input::keyToChar(attackkey));
-                                               sprintf (string3, "the jump key (%s) to attack.",Input::keyToChar(jumpkey));
-                                       }
-                                       if(tutorialstage==21){
-                                               sprintf (string, "This attack is devastating if timed correctly.");
-                                               sprintf (string2, "Even if timed incorrectly, it will knock the enemy over.");
-                                               if(againbonus)sprintf (string3, "Try rabbit-kicking the imaginary enemy again.");
-                                               else sprintf (string3, "Try rabbit-kicking the imaginary enemy.");
-                                       }
-                                       if(tutorialstage==22){
-                                               sprintf (string, "If you sneak behind an enemy unnoticed, you can kill");
-                                               sprintf (string2, "him instantly. Move close behind this enemy");
-                                               sprintf (string3, "and attack.");
-                                       }
-                                       if(tutorialstage==23){
-                                               sprintf (string, "Another important attack is the wall kick. When an enemy");
-                                               sprintf (string2, "is near a wall, perform a walljump nearby and hold");
-                                               sprintf (string3, "the attack key during impact with the wall.");
-                                       }
-                                       if(tutorialstage==24){
-                                               sprintf (string, "You can tackle enemies by running at them animal-style");
-                                               if(attackkey==MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",Input::keyToChar(jumpkey));
-                                               else sprintf (string2, "and pressing jump (%s) or attack(%s).",Input::keyToChar(jumpkey),Input::keyToChar(attackkey));
-                                               sprintf (string3, "This is especially useful when they are running away.");
-                                       }
-                                       if(tutorialstage==25){
-                                               sprintf (string, "Dodge by pressing back and attack. Dodging is essential");
-                                               sprintf (string2, "against enemies with swords or other long weapons.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==26){
-                                               sprintf (string, "REVERSALS AND COUNTER-REVERSALS");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==27){
-                                               sprintf (string, "The enemy can now reverse your attacks.");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==28){
-                                               sprintf (string, "If you attack, you will notice that the enemy now sometimes");
-                                               sprintf (string2, "catches your attack and uses it against you. Hold");
-                                               sprintf (string3, "crouch (%s) after attacking to escape from reversals.",Input::keyToChar(crouchkey));
-                                       }
-                                       if(tutorialstage==29){
-                                               sprintf (string, "Try escaping from two more reversals in a row.");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==30){
-                                               sprintf (string, "Good!");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==31){
-                                               sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",Input::keyToChar(crouchkey));
-                                               sprintf (string2, "enemy's attack. You must also be close to the enemy;");
-                                               sprintf (string3, "this is especially important against armed opponents.");
-                                       }
-                                       if(tutorialstage==32){
-                                               sprintf (string, "The enemy can attack in %d seconds.", (int)(tutorialmaxtime-tutorialstagetime));
-                                               sprintf (string2, "This imaginary opponents attacks will be highlighted");
-                                               sprintf (string3, "to make this easier.");
-                                       }
-                                       if(tutorialstage==33){
-                                               sprintf (string, "Reverse three enemy attacks!");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==34){
-                                               sprintf (string, "Reverse two more enemy attacks!");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==35){
-                                               sprintf (string, "Reverse one more enemy attack!");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==36){
-                                               sprintf (string, "Excellent!");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==37){
-                                               sprintf (string, "Now spar with the enemy for %d more seconds.", (int)(tutorialmaxtime-tutorialstagetime));
-                                               sprintf (string2, "Damage dealt: %d",(int)damagedealt);
-                                               sprintf (string3, "Damage taken: %d.",(int)damagetaken);
-                                       }
-                                       if(tutorialstage==38){
-                                               sprintf (string, "WEAPONS:");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==39){
-                                               sprintf (string, "There is now an imaginary knife");
-                                               sprintf (string2, "in the center of the training area.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==40){
-                                               sprintf (string, "Stand, roll or handspring over the knife");
-                                               sprintf (string2, "while pressing %s to pick it up.",Input::keyToChar(throwkey));
-                                               sprintf (string3, "You can crouch and press the same key to drop it again.");
-                                       }
-                                       if(tutorialstage==41){
-                                               sprintf (string, "You can equip and unequip weapons using the %s key.",Input::keyToChar(drawkey));
-                                               sprintf (string2, "Sometimes it is best to keep them unequipped to");
-                                               sprintf (string3, "prevent enemies from taking them. ");
-                                       }
-                                       if(tutorialstage==42){
-                                               sprintf (string, "The knife is the smallest weapon and the least encumbering.");
-                                               sprintf (string2, "You can equip or unequip it while standing, crouching,");
-                                               sprintf (string3, "running or flipping.");
-                                       }
-                                       if(tutorialstage==43){
-                                               sprintf (string, "You perform weapon attacks the same way as unarmed attacks,");
-                                               sprintf (string2, "but sharp weapons cause permanent damage, instead of the");
-                                               sprintf (string3, "temporary trauma from blunt weapons, fists and feet.");
-                                       }
-                                       if(tutorialstage==44){
-                                               sprintf (string, "The enemy now has your knife!");
-                                               sprintf (string2, "Please reverse two of his knife attacks.");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==45){
-                                               sprintf (string, "Please reverse one more of his knife attacks.");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==46){
-                                               sprintf (string, "Now he has a sword!");
-                                               sprintf (string2, "The sword has longer reach than your arms, so you");
-                                               sprintf (string3, "must move close to reverse the sword slash.");
-                                       }
-                                       if(tutorialstage==47){
-                                               sprintf (string, "Long weapons like the sword and staff are also useful for defense;");
-                                               sprintf (string2, "you can parry enemy weapon attacks by pressing the attack key");
-                                               sprintf (string3, "at the right time. Please try parrying the enemy's attacks!");
-                                       }
-                                       if(tutorialstage==48){
-                                               sprintf (string, "The staff is like the sword, but has two main attacks.");
-                                               sprintf (string2, "The standing smash is fast and effective, and the running");
-                                               sprintf (string3, "spin smash is slower and more powerful.");
-                                       }
-                                       if(tutorialstage==49){
-                                               sprintf (string, "When facing an enemy, you can throw the knife with %s.",Input::keyToChar(throwkey));
-                                               sprintf (string2, "It is possible to throw the knife while flipping,");
-                                               sprintf (string3, "but it is very inaccurate.");
-                                       }
-                                       if(tutorialstage==50){
-                                               sprintf (string, "You now know everything you can learn from training.");
-                                               sprintf (string2, "Everything else you must learn from experience!");
-                                               sprintf (string3, " ");
-                                       }
-                                       if(tutorialstage==51){
-                                               sprintf (string, "Walk out of the training area to return to the main menu.");
-                                               sprintf (string2, " ");
-                                               sprintf (string3, " ");
-                                       }
-
-                                       glColor4f(0,0,0,tutorialopac);
-                                       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);
-                                       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);
-                                       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);
-                                       glColor4f(1,1,1,tutorialopac);
-                                       text.glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024,screenheight/16+screenheight*4/5,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
-                                       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);
-                                       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);
-
-                                       sprintf (string, "Press 'tab' to skip to the next item.",Input::keyToChar(jumpkey));
-                                       sprintf (string2, "Press escape at any time to");
-                                       sprintf (string3, "pause or exit the tutorial.");
-
-                                       glColor4f(0,0,0,1);
-                                       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);
-                                       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);
-                                       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);
-                                       glColor4f(0.5,0.5,0.5,1);
-                                       text.glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8,0+screenheight*1/10,string,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
-                                       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);
-                                       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);
-                               }
-                               //Hot spots     
-
-                               if(numhotspots&&(bonustime>=1||bonus<=0||bonustime<0)&&!tutoriallevel){
-                                       int closest=-1;
-                                       float closestdist=-1;
-                                       float distance=0;
-                                       closest=currenthotspot;
-                                       for(i=0;i<numhotspots;i++){
-                                               distance=findDistancefast(&player[0].coords,&hotspot[i]);
-                                               if(closestdist==-1||distance<closestdist){
-                                                       if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i]&&((hotspottype[i]<=10&&hotspottype[i]>=0)||(hotspottype[i]<=40&&hotspottype[i]>=20))){
-                                                               closestdist=distance;
-                                                               closest=i;
-                                                       }
-                                               }
-                                       }
-                                       if(closest!=-1)
-                                               currenthotspot=closest;
-                                       if(currenthotspot!=-1){
-                                               if(hotspottype[closest]<=10){
-                                                       if(findDistancefast(&player[0].coords,&hotspot[closest])<hotspotsize[closest])
-                                                               tutorialstagetime=0;
-                                                       tutorialmaxtime=1;
-                                                       tutorialopac=tutorialmaxtime-tutorialstagetime;
-                                                       if(tutorialopac>1)tutorialopac=1;
-                                                       if(tutorialopac<0)tutorialopac=0;
-
-                                                       sprintf (string, "%s", hotspottext[closest]);
-
-                                                       int lastline = 0;
-                                                       int line = 0;
-                                                       bool done = false;
-                                                       i=0;
-                                                       while(!done){
-                                                               if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
-                                                                       glColor4f(0,0,0,tutorialopac);
-                                                                       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);
-                                                                       glColor4f(1,1,1,tutorialopac);
-                                                                       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);
-                                                                       lastline=i+1;
-                                                                       line++;
-                                                                       if(string[i]=='\0')done=1;
-                                                               }
-                                                               if(i>=255)done=1;
-                                                               i++;
-                                                       }
-                                               }
-                                               else if (hotspottype[closest]>=20&&dialoguegonethrough[hotspottype[closest]-20]==0){
-                                                       whichdialogue=hotspottype[closest]-20;
-                                                       for(j=0;j<numdialogueboxes[whichdialogue];j++){
-                                                               player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
-                                                               player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
-                                                               player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
-                                                               player[participantfocus[whichdialogue][j]].velocity=0;
-                                                               player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
-                                                               player[participantfocus[whichdialogue][j]].targetframe=0;
-                                                       }
-                                                       directing=0;
-                                                       indialogue=0;
-                                                       dialoguegonethrough[whichdialogue]++;
-                                                       if(dialogueboxsound[whichdialogue][indialogue]!=0){
-                                                               int whichsoundplay;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
-                                                               if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
-                                                               emit_sound_at(whichsoundplay, player[participantfocus[whichdialogue][indialogue]].coords);
-                                                       }
-                                               }
-                                       }
-                               }
-
-                               if(indialogue!=-1&&!mainmenu){
-                                       glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
-                                       glDisable(GL_CULL_FACE);
-                                       glDisable(GL_LIGHTING);
-                                       glDisable(GL_TEXTURE_2D);
-                                       glDepthMask(0);
-                                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                       glPushMatrix();                                                                         // Store The Projection Matrix
-                                       glLoadIdentity();                                                                       // Reset The Projection Matrix
-                                       glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
-                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                       glPushMatrix();                                                                         // Store The Modelview Matrix
-                                       glLoadIdentity();                                                               // Reset The Modelview Matrix
-                                       if(dialogueboxlocation[whichdialogue][indialogue]==1)glTranslatef(0,screenheight*3/4,0);
-                                       glScalef(screenwidth,screenheight/4,1);
-                                       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-                                       glEnable(GL_BLEND);
-
-                                       glColor4f(dialogueboxcolor[whichdialogue][indialogue][0],dialogueboxcolor[whichdialogue][indialogue][1],dialogueboxcolor[whichdialogue][indialogue][2],0.7);
-                                       glBegin(GL_QUADS);
-                                       glVertex3f(0,           0,       0.0f);
-                                       glVertex3f(1,   0,       0.0f);
-                                       glVertex3f(1,   1, 0.0f);
-                                       glVertex3f(0,   1, 0.0f);
-                                       glEnd();
-                                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                       glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                       glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                                       glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
-                                       glEnable(GL_CULL_FACE);
-                                       glDisable(GL_BLEND);
-                                       glDepthMask(1);
-                                       glEnable(GL_TEXTURE_2D);
-
-                                       tutorialopac=1;
-
-                                       float startx;
-                                       float starty;
-
-                                       startx=screenwidth*1/5;
-                                       if(dialogueboxlocation[whichdialogue][indialogue]==1)starty=screenheight/16+screenheight*4/5;
-                                       if(dialogueboxlocation[whichdialogue][indialogue]==2)starty=screenheight*1/5-screenheight/16;
-
-                                       char tempname[264];
-                                       bool goodchar;
-                                       int tempnum=0;
-                                       for(i=0;i<264;i++){
-                                               tempname[i]='\0';
-                                       }
-
-                                       for(i=0;i<(int)strlen(dialoguename[whichdialogue][indialogue]);i++){
-                                               tempname[tempnum]=dialoguename[whichdialogue][indialogue][i];
-                                               goodchar=1;
-                                               if(dialoguename[whichdialogue][indialogue][i]=='#'||dialoguename[whichdialogue][indialogue][i]=='\0')goodchar=0;
-                                               if(goodchar)
-                                                       tempnum++;
-                                               else
-                                                       tempname[tempnum]='\0';
-                                       }
-
-                                       sprintf (string, "%s: ", tempname);
-
-                                       if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
-                                               glColor4f(0,0,0,tutorialopac);
-                                               text.glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
-                                               glColor4f(0.7,0.7,0.7,tutorialopac);
-                                               text.glPrint(startx-2*7.6*strlen(string)*screenwidth/1024,starty,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
-                                       }
-                                       else
-                                       {
-                                               glColor4f(0,0,0,tutorialopac);
-                                               text.glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
-                                       }
-
-                                       tempnum=0;
-                                       for(i=0;i<(int)strlen(dialoguetext[whichdialogue][indialogue])+1;i++){
-                                               tempname[tempnum]=dialoguetext[whichdialogue][indialogue][i];
-                                               if(dialoguetext[whichdialogue][indialogue][i]!='#')tempnum++;
-                                       }
-
-                                       sprintf (string, "%s", tempname);
-
-                                       int lastline = 0;
-                                       int line = 0;
-                                       bool done = false;
-                                       i=0;
-                                       while(!done){
-                                               if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
-                                                       if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
-                                                               glColor4f(0,0,0,tutorialopac);
-                                                               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);
-                                                               glColor4f(1,1,1,tutorialopac);
-                                                               text.glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
-                                                       }
-                                                       else
-                                                       {
-                                                               glColor4f(0,0,0,tutorialopac);
-                                                               text.glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
-                                                       }
-                                                       lastline=i+1;
-                                                       line++;
-                                                       if(string[i]=='\0')done=1;
-                                               }
-                                               if(i>=255)done=1;
-                                               i++;
-                                       }
-                               }       
-
-                               if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){
-                                       if(campaign){
-                                               if(scoreadded)
-                                                       sprintf (string, "Score: %d", (int)accountactive->getCampaignScore());
-                                               else
-                                                       sprintf (string, "Score: %d", (int)accountactive->getCampaignScore()+(int)bonustotal);
-                                       }
-                                       if(!campaign)sprintf (string, "Score: %d", (int)bonustotal);
-                                       glColor4f(0,0,0,1);
-                                       text.glPrintOutline(1024/40-4,768/16-4+768*14/16,string,1,1.5*1.25,1024,768);
-                                       glColor4f(1,0,0,1);
-                                       text.glPrint(1024/40,768/16+768*14/16,string,1,1.5,1024,768);
-                                       if(showdamagebar) {
-                                               glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
-                                               glDisable(GL_CULL_FACE);
-                                               glDisable(GL_LIGHTING);
-                                               glDisable(GL_TEXTURE_2D);
-                                               glDepthMask(0);
-                                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                               glPushMatrix();                                                                         // Store The Projection Matrix
-                                               glLoadIdentity();                                                                       // Reset The Projection Matrix
-                                               glOrtho(0,screenwidth,0,screenheight,-100,100);         // Set Up An Ortho Screen
-                                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                               glPushMatrix();                                                                         // Store The Modelview Matrix
-                                               glLoadIdentity();                                                                       // Reset The Modelview Matrix
-                                               glTranslatef(15,screenheight*17.5/20,0);
-                                               glScalef(screenwidth/3+20,screenheight/20,1);
-                                               glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-                                               glEnable(GL_BLEND);
-                                               glColor4f(0.0,0.4,0.0,0.7);
-                                               float bar=((float)player[0].damage)/player[0].damagetolerance;
-                                               glBegin(GL_QUADS);
-                                               glVertex3f((bar<1?bar:1),0,0.0f);
-                                               glVertex3f(1,0,0.0f);
-                                               glVertex3f(1,1,0.0f);
-                                               glVertex3f((bar<1?bar:1),1,0.0f);
-                                               glEnd();
-                                               glColor4f(0.1,0.0,0.0,1);
-                                               bar = ((float)player[0].bloodloss)/player[0].damagetolerance;
-                                               glBegin(GL_QUADS);
-                                               glVertex3f(0,0,0.0f);
-                                               glVertex3f((bar<1?bar:1),0,0.0f);
-                                               glVertex3f((bar<1?bar:1),1,0.0f);
-                                               glVertex3f(0,1,0.0f);
-                                               glEnd();
-                                               glColor4f(0.4,0.0,0.0,0.7);
-                                               bar = ((float)player[0].damage)/player[0].damagetolerance;
-                                               glBegin(GL_QUADS);
-                                               glVertex3f(0,0,0.0f);
-                                               glVertex3f((bar<1?bar:1),0,0.0f);
-                                               glVertex3f((bar<1?bar:1),1,0.0f);
-                                               glVertex3f(0,1,0.0f);
-                                               glEnd();
-                                               glColor4f(0.4,0.0,0.0,0.7);
-                                               bar = ((float)player[0].permanentdamage)/player[0].damagetolerance;
-                                               glBegin(GL_QUADS);
-                                               glVertex3f(0,0,0.0f);
-                                               glVertex3f((bar<1?bar:1),0,0.0f);
-                                               glVertex3f((bar<1?bar:1),1,0.0f);
-                                               glVertex3f(0,1,0.0f);
-                                               glEnd();
-                                               glColor4f(0.4,0.0,0.0,0.7);
-                                               bar = ((float)player[0].superpermanentdamage)/player[0].damagetolerance;
-                                               glBegin(GL_QUADS);
-                                               glVertex3f(0,0,0.0f);
-                                               glVertex3f((bar<1?bar:1),0,0.0f);
-                                               glVertex3f((bar<1?bar:1),1,0.0f);
-                                               glVertex3f(0,1,0.0f);
-                                               glEnd();
-                                               glColor4f(0.0,0.0,0.0,0.7);
-                                               glLineWidth(2.0);
-                                               glBegin(GL_LINE_STRIP);
-                                               glVertex3f(0,0,0.0f);
-                                               glVertex3f(1,0,0.0f);
-                                               glVertex3f(1,1,0.0f);
-                                               glVertex3f(0,1,0.0f);
-                                               glVertex3f(0,0,0.0f);
-                                               glEnd();
-                                               
-                                               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                                               glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                               glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                                               glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
-                                               glEnable(GL_CULL_FACE);
-                                               glDisable(GL_BLEND);
-                                               glDepthMask(1);
-                                               glEnable(GL_TEXTURE_2D);
-                                               
-                                               // writing the numbers : 
-                                               sprintf (string, "Damages : %d/%d (%d)",(int)(player[0].damage),(int)(player[0].damagetolerance),(int)(player[0].bloodloss));
-                                               glColor4f(0,0,0,1);
-                                               text.glPrintOutline(1024/40-4,768/16-4+768*14/16-40,string,1,1.5*1.25,1024,768);
-                                               glColor4f(1,0,0,1);
-                                               text.glPrint(1024/40,768/16+768*14/16-40,string,1,1.5,1024,768);
-                                       }
-                               }
-
-                               glColor4f(.5,.5,.5,1);
-
-
-                               if((texttoggle||editorenabled)&&debugmode&&!mainmenu){
-                                       sprintf (string, "The framespersecond is %d.",(int)(fps));
-                                       text.glPrint(10,30,string,0,.8,1024,768);
-
-                                       sprintf (string, "Name: %s", registrationname);
-                                       text.glPrint(10,260,string,0,.8,1024,768);
-
-
-                                       if(editorenabled)
-                                               sprintf (string, "Map editor enabled.");
-                                       else
-                                               sprintf (string, "Map editor disabled.");
-                                       text.glPrint(10,60,string,0,.8,1024,768);
-                                       if(editorenabled){
-                                               sprintf (string, "Object size: %f",editorsize);
-                                               text.glPrint(10,75,string,0,.8,1024,768);
-                                               if(editorrotation>=0)sprintf (string, "Object rotation: %f",editorrotation);
-                                               else sprintf (string, "Object rotation: Random");
-                                               text.glPrint(10,90,string,0,.8,1024,768);
-                                               if(editorrotation2>=0)sprintf (string, "Object rotation2: %f",editorrotation2);
-                                               else sprintf (string, "Object rotation2: Random");
-                                               text.glPrint(10,105,string,0,.8,1024,768);
-                                               sprintf (string, "Object type: %d",editortype);
-                                               text.glPrint(10,120,string,0,.8,1024,768);
-                                               switch(editortype) {
-                                                       case boxtype: 
-                                                               sprintf (string, "(box)");
-                                                               break;
-                                                       case treetrunktype: 
-                                                               sprintf (string, "(tree)");
-                                                               break;
-                                                       case walltype: 
-                                                               sprintf (string, "(wall)");
-                                                               break;
-                                                       case weirdtype: 
-                                                               sprintf (string, "(weird)");
-                                                               break;
-                                                       case spiketype: 
-                                                               sprintf (string, "(spike)");
-                                                               break;
-                                                       case rocktype: 
-                                                               sprintf (string, "(rock)");
-                                                               break;
-                                                       case bushtype: 
-                                                               sprintf (string, "(bush)");
-                                                               break;
-                                                       case tunneltype: 
-                                                               sprintf (string, "(tunnel)");
-                                                               break;
-                                                       case chimneytype: 
-                                                               sprintf (string, "(chimney)");
-                                                               break;
-                                                       case platformtype: 
-                                                               sprintf (string, "(platform)");
-                                                               break;
-                                                       case cooltype: 
-                                                               sprintf (string, "(cool)");
-                                                               break;
-                                                       case firetype: 
-                                                               sprintf (string, "(fire)");
-                                                               break;
-                                               }
-                                               text.glPrint(130,120,string,0,.8,1024,768);
-
-                                               sprintf (string, "Numplayers: %d",numplayers);
-                                               text.glPrint(10,155,string,0,.8,1024,768);
-                                               sprintf (string, "Player %d: numwaypoints: %d",numplayers,player[numplayers-1].numwaypoints);
-                                               text.glPrint(10,140,string,0,.8,1024,768);
-                                       }
-                                       sprintf (string, "Difficulty: %d",difficulty);
-                                       text.glPrint(10,240,string,0,.8,1024,768);
-
-                               }
+            if(tutoriallevel==1){
+                tutorialopac=tutorialmaxtime-tutorialstagetime;
+                if(tutorialopac>1)tutorialopac=1;
+                if(tutorialopac<0)tutorialopac=0;
+
+                sprintf (string, " ");
+                sprintf (string2, " ");
+                sprintf (string3, " ");
+                if(tutorialstage==0){
+                    sprintf (string, " ");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==1){
+                    sprintf (string, "Welcome to the Lugaru training level!");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==2){
+                    sprintf (string, "BASIC MOVEMENT:");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==3){
+                    sprintf (string, "You can move the mouse to rotate the camera.");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==4){
+                    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));
+                    sprintf (string2, "All movement is relative to the camera.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==5){
+                    sprintf (string, "Please press %s to jump.",Input::keyToChar(jumpkey));
+                    sprintf (string2, "You can hold it longer to jump higher.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==6){
+                    sprintf (string, "You can press %s to crouch.",Input::keyToChar(crouchkey));
+                    sprintf (string2, "You can jump higher from a crouching position.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==7){
+                    sprintf (string, "While running, you can press %s to roll.",Input::keyToChar(crouchkey));
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==8){
+                    sprintf (string, "While crouching, you can sneak around silently");
+                    sprintf (string2, "using the movement keys.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==9){
+                    sprintf (string, "Release the crouch key while sneaking and hold the movement keys");
+                    sprintf (string2, "to run animal-style.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==10){
+                    sprintf (string, "ADVANCED MOVEMENT:");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==11){
+                    sprintf (string, "When you jump at a wall, you can hold %s again",Input::keyToChar(jumpkey));
+                    sprintf (string2, "during impact to perform a walljump.");
+                    sprintf (string3, "Be sure to use the movement keys to press against the wall");
+                }
+                if(tutorialstage==12){
+                    sprintf (string, "While in the air, you can press crouch to flip.",Input::keyToChar(jumpkey));
+                    sprintf (string2, "Walljumps and flips confuse enemies and give you more control.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==13){
+                    sprintf (string, "BASIC COMBAT:");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==14){
+                    sprintf (string, "There is now an imaginary enemy");
+                    sprintf (string2, "in the middle of the training area.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==15){
+                    if(attackkey==MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy.");
+                    else sprintf (string, "Press %s to attack when you are near an enemy.",Input::keyToChar(attackkey));
+                    sprintf (string2, "You can punch by standing still near an enemy and attacking.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==16){
+                    sprintf (string, "If you are close, you will perform a weak punch.");
+                    sprintf (string2, "The weak punch is excellent for starting attack combinations.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==17){
+                    sprintf (string, "Attacking while running results in a spin kick.");
+                    sprintf (string2, "This is one of your most powerful ground attacks.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==18){
+                    sprintf (string, "Sweep the enemy's legs out by attacking while crouched.");
+                    sprintf (string2, "This is a very fast attack, and easy to follow up.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==19){
+                    sprintf (string, "When an enemy is on the ground, you can deal some extra");
+                    sprintf (string2, "damage by running up and drop-kicking him.");
+                    sprintf (string3, "(Try knocking them down with a sweep first)");
+                }
+                if(tutorialstage==20){
+                    sprintf (string, "Your most powerful individual attack is the rabbit kick.");
+                    if(attackkey==MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press");
+                    else sprintf (string2, "Run at the enemy while holding %s, and press", Input::keyToChar(attackkey));
+                    sprintf (string3, "the jump key (%s) to attack.",Input::keyToChar(jumpkey));
+                }
+                if(tutorialstage==21){
+                    sprintf (string, "This attack is devastating if timed correctly.");
+                    sprintf (string2, "Even if timed incorrectly, it will knock the enemy over.");
+                    if(againbonus)sprintf (string3, "Try rabbit-kicking the imaginary enemy again.");
+                    else sprintf (string3, "Try rabbit-kicking the imaginary enemy.");
+                }
+                if(tutorialstage==22){
+                    sprintf (string, "If you sneak behind an enemy unnoticed, you can kill");
+                    sprintf (string2, "him instantly. Move close behind this enemy");
+                    sprintf (string3, "and attack.");
+                }
+                if(tutorialstage==23){
+                    sprintf (string, "Another important attack is the wall kick. When an enemy");
+                    sprintf (string2, "is near a wall, perform a walljump nearby and hold");
+                    sprintf (string3, "the attack key during impact with the wall.");
+                }
+                if(tutorialstage==24){
+                    sprintf (string, "You can tackle enemies by running at them animal-style");
+                    if(attackkey==MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",Input::keyToChar(jumpkey));
+                    else sprintf (string2, "and pressing jump (%s) or attack(%s).",Input::keyToChar(jumpkey),Input::keyToChar(attackkey));
+                    sprintf (string3, "This is especially useful when they are running away.");
+                }
+                if(tutorialstage==25){
+                    sprintf (string, "Dodge by pressing back and attack. Dodging is essential");
+                    sprintf (string2, "against enemies with swords or other long weapons.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==26){
+                    sprintf (string, "REVERSALS AND COUNTER-REVERSALS");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==27){
+                    sprintf (string, "The enemy can now reverse your attacks.");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==28){
+                    sprintf (string, "If you attack, you will notice that the enemy now sometimes");
+                    sprintf (string2, "catches your attack and uses it against you. Hold");
+                    sprintf (string3, "crouch (%s) after attacking to escape from reversals.",Input::keyToChar(crouchkey));
+                }
+                if(tutorialstage==29){
+                    sprintf (string, "Try escaping from two more reversals in a row.");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==30){
+                    sprintf (string, "Good!");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==31){
+                    sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",Input::keyToChar(crouchkey));
+                    sprintf (string2, "enemy's attack. You must also be close to the enemy;");
+                    sprintf (string3, "this is especially important against armed opponents.");
+                }
+                if(tutorialstage==32){
+                    sprintf (string, "The enemy can attack in %d seconds.", (int)(tutorialmaxtime-tutorialstagetime));
+                    sprintf (string2, "This imaginary opponents attacks will be highlighted");
+                    sprintf (string3, "to make this easier.");
+                }
+                if(tutorialstage==33){
+                    sprintf (string, "Reverse three enemy attacks!");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==34){
+                    sprintf (string, "Reverse two more enemy attacks!");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==35){
+                    sprintf (string, "Reverse one more enemy attack!");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==36){
+                    sprintf (string, "Excellent!");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==37){
+                    sprintf (string, "Now spar with the enemy for %d more seconds.", (int)(tutorialmaxtime-tutorialstagetime));
+                    sprintf (string2, "Damage dealt: %d",(int)damagedealt);
+                    sprintf (string3, "Damage taken: %d.",(int)damagetaken);
+                }
+                if(tutorialstage==38){
+                    sprintf (string, "WEAPONS:");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==39){
+                    sprintf (string, "There is now an imaginary knife");
+                    sprintf (string2, "in the center of the training area.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==40){
+                    sprintf (string, "Stand, roll or handspring over the knife");
+                    sprintf (string2, "while pressing %s to pick it up.",Input::keyToChar(throwkey));
+                    sprintf (string3, "You can crouch and press the same key to drop it again.");
+                }
+                if(tutorialstage==41){
+                    sprintf (string, "You can equip and unequip weapons using the %s key.",Input::keyToChar(drawkey));
+                    sprintf (string2, "Sometimes it is best to keep them unequipped to");
+                    sprintf (string3, "prevent enemies from taking them. ");
+                }
+                if(tutorialstage==42){
+                    sprintf (string, "The knife is the smallest weapon and the least encumbering.");
+                    sprintf (string2, "You can equip or unequip it while standing, crouching,");
+                    sprintf (string3, "running or flipping.");
+                }
+                if(tutorialstage==43){
+                    sprintf (string, "You perform weapon attacks the same way as unarmed attacks,");
+                    sprintf (string2, "but sharp weapons cause permanent damage, instead of the");
+                    sprintf (string3, "temporary trauma from blunt weapons, fists and feet.");
+                }
+                if(tutorialstage==44){
+                    sprintf (string, "The enemy now has your knife!");
+                    sprintf (string2, "Please reverse two of his knife attacks.");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==45){
+                    sprintf (string, "Please reverse one more of his knife attacks.");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==46){
+                    sprintf (string, "Now he has a sword!");
+                    sprintf (string2, "The sword has longer reach than your arms, so you");
+                    sprintf (string3, "must move close to reverse the sword slash.");
+                }
+                if(tutorialstage==47){
+                    sprintf (string, "Long weapons like the sword and staff are also useful for defense;");
+                    sprintf (string2, "you can parry enemy weapon attacks by pressing the attack key");
+                    sprintf (string3, "at the right time. Please try parrying the enemy's attacks!");
+                }
+                if(tutorialstage==48){
+                    sprintf (string, "The staff is like the sword, but has two main attacks.");
+                    sprintf (string2, "The standing smash is fast and effective, and the running");
+                    sprintf (string3, "spin smash is slower and more powerful.");
+                }
+                if(tutorialstage==49){
+                    sprintf (string, "When facing an enemy, you can throw the knife with %s.",Input::keyToChar(throwkey));
+                    sprintf (string2, "It is possible to throw the knife while flipping,");
+                    sprintf (string3, "but it is very inaccurate.");
+                }
+                if(tutorialstage==50){
+                    sprintf (string, "You now know everything you can learn from training.");
+                    sprintf (string2, "Everything else you must learn from experience!");
+                    sprintf (string3, " ");
+                }
+                if(tutorialstage==51){
+                    sprintf (string, "Walk out of the training area to return to the main menu.");
+                    sprintf (string2, " ");
+                    sprintf (string3, " ");
+                }
+
+                glColor4f(0,0,0,tutorialopac);
+                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);
+                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);
+                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);
+                glColor4f(1,1,1,tutorialopac);
+                text.glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024,screenheight/16+screenheight*4/5,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
+                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);
+                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);
+
+                sprintf (string, "Press 'tab' to skip to the next item.",Input::keyToChar(jumpkey));
+                sprintf (string2, "Press escape at any time to");
+                sprintf (string3, "pause or exit the tutorial.");
+
+                glColor4f(0,0,0,1);
+                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);
+                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);
+                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);
+                glColor4f(0.5,0.5,0.5,1);
+                text.glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8,0+screenheight*1/10,string,1,1.5*screenwidth/1024*.8,screenwidth,screenheight);
+                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);
+                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);
+            }
+            //Hot spots        
+
+            if(numhotspots&&(bonustime>=1||bonus<=0||bonustime<0)&&!tutoriallevel){
+                int closest=-1;
+                float closestdist=-1;
+                float distance=0;
+                closest=currenthotspot;
+                for(i=0;i<numhotspots;i++){
+                    distance=findDistancefast(&player[0].coords,&hotspot[i]);
+                    if(closestdist==-1||distance<closestdist){
+                        if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i]&&((hotspottype[i]<=10&&hotspottype[i]>=0)||(hotspottype[i]<=40&&hotspottype[i]>=20))){
+                            closestdist=distance;
+                            closest=i;
+                        }
+                    }
+                }
+                if(closest!=-1)
+                    currenthotspot=closest;
+                if(currenthotspot!=-1){
+                    if(hotspottype[closest]<=10){
+                        if(findDistancefast(&player[0].coords,&hotspot[closest])<hotspotsize[closest])
+                            tutorialstagetime=0;
+                        tutorialmaxtime=1;
+                        tutorialopac=tutorialmaxtime-tutorialstagetime;
+                        if(tutorialopac>1)tutorialopac=1;
+                        if(tutorialopac<0)tutorialopac=0;
+
+                        sprintf (string, "%s", hotspottext[closest]);
+
+                        int lastline = 0;
+                        int line = 0;
+                        bool done = false;
+                        i=0;
+                        while(!done){
+                            if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
+                                glColor4f(0,0,0,tutorialopac);
+                                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);
+                                glColor4f(1,1,1,tutorialopac);
+                                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);
+                                lastline=i+1;
+                                line++;
+                                if(string[i]=='\0')done=1;
+                            }
+                            if(i>=255)done=1;
+                            i++;
+                        }
+                    } else if (hotspottype[closest]>=20&&dialoguegonethrough[hotspottype[closest]-20]==0){
+                        whichdialogue=hotspottype[closest]-20;
+                        for(j=0;j<numdialogueboxes[whichdialogue];j++){
+                            player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
+                            player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
+                            player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
+                            player[participantfocus[whichdialogue][j]].velocity=0;
+                            player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
+                            player[participantfocus[whichdialogue][j]].targetframe=0;
+                        }
+                        directing=0;
+                        indialogue=0;
+                        dialoguegonethrough[whichdialogue]++;
+                        if(dialogueboxsound[whichdialogue][indialogue]!=0){
+                            int whichsoundplay;
+                            if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
+                            if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
+                            if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
+                            if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
+                            emit_sound_at(whichsoundplay, player[participantfocus[whichdialogue][indialogue]].coords);
+                        }
+                    }
+                }
+            }
+
+            if(indialogue!=-1&&!mainmenu){
+                glDisable(GL_DEPTH_TEST);                                                      // Disables Depth Testing
+                glDisable(GL_CULL_FACE);
+                glDisable(GL_LIGHTING);
+                glDisable(GL_TEXTURE_2D);
+                glDepthMask(0);
+                glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
+                glPushMatrix();                                                                                // Store The Projection Matrix
+                glLoadIdentity();                                                                      // Reset The Projection Matrix
+                glOrtho(0,screenwidth,0,screenheight,-100,100);                                                // Set Up An Ortho Screen
+                glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
+                glPushMatrix();                                                                                // Store The Modelview Matrix
+                glLoadIdentity();                                                              // Reset The Modelview Matrix
+                if(dialogueboxlocation[whichdialogue][indialogue]==1)glTranslatef(0,screenheight*3/4,0);
+                glScalef(screenwidth,screenheight/4,1);
+                glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+                glEnable(GL_BLEND);
+
+                glColor4f(dialogueboxcolor[whichdialogue][indialogue][0],dialogueboxcolor[whichdialogue][indialogue][1],dialogueboxcolor[whichdialogue][indialogue][2],0.7);
+                glBegin(GL_QUADS);
+                glVertex3f(0,          0,       0.0f);
+                glVertex3f(1,  0,       0.0f);
+                glVertex3f(1,  1, 0.0f);
+                glVertex3f(0,  1, 0.0f);
+                glEnd();
+                glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
+                glPopMatrix();                                                                         // Restore The Old Projection Matrix
+                glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
+                glPopMatrix();                                                                         // Restore The Old Projection Matrix
+                glEnable(GL_DEPTH_TEST);                                                       // Enables Depth Testing
+                glEnable(GL_CULL_FACE);
+                glDisable(GL_BLEND);
+                glDepthMask(1);
+                glEnable(GL_TEXTURE_2D);
+
+                tutorialopac=1;
+
+                float startx;
+                float starty;
+
+                startx=screenwidth*1/5;
+                if(dialogueboxlocation[whichdialogue][indialogue]==1)
+                    starty=screenheight/16+screenheight*4/5;
+                if(dialogueboxlocation[whichdialogue][indialogue]==2)
+                    starty=screenheight*1/5-screenheight/16;
+
+                char tempname[264];
+                bool goodchar;
+                int tempnum=0;
+                for(i=0;i<264;i++){
+                    tempname[i]='\0';
+                }
+
+                for(i=0;i<(int)strlen(dialoguename[whichdialogue][indialogue]);i++){
+                    tempname[tempnum]=dialoguename[whichdialogue][indialogue][i];
+                    goodchar=1;
+                    if(dialoguename[whichdialogue][indialogue][i]=='#'||dialoguename[whichdialogue][indialogue][i]=='\0')goodchar=0;
+                    if(goodchar)
+                        tempnum++;
+                    else
+                        tempname[tempnum]='\0';
+                }
+
+                sprintf (string, "%s: ", tempname);
+
+                if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
+                    glColor4f(0,0,0,tutorialopac);
+                    text.glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
+                    glColor4f(0.7,0.7,0.7,tutorialopac);
+                    text.glPrint(startx-2*7.6*strlen(string)*screenwidth/1024,starty,string,1,1.5*screenwidth/1024,screenwidth,screenheight);
+                }
+                else
+                {
+                    glColor4f(0,0,0,tutorialopac);
+                    text.glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight);
+                }
+
+                tempnum=0;
+                for(i=0;i<(int)strlen(dialoguetext[whichdialogue][indialogue])+1;i++){
+                    tempname[tempnum]=dialoguetext[whichdialogue][indialogue][i];
+                    if(dialoguetext[whichdialogue][indialogue][i]!='#')tempnum++;
+                }
+
+                sprintf (string, "%s", tempname);
+
+                int lastline = 0;
+                int line = 0;
+                bool done = false;
+                i=0;
+                while(!done){
+                    if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){
+                        if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){
+                            glColor4f(0,0,0,tutorialopac);
+                            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);
+                            glColor4f(1,1,1,tutorialopac);
+                            text.glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
+                        }
+                        else
+                        {
+                            glColor4f(0,0,0,tutorialopac);
+                            text.glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i);
+                        }
+                        lastline=i+1;
+                        line++;
+                        if(string[i]=='\0')done=1;
+                    }
+                    if(i>=255)done=1;
+                    i++;
+                }
+            }
+
+            if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){
+                if(campaign){
+                    if(scoreadded)
+                        sprintf (string, "Score: %d", (int)accountactive->getCampaignScore());
+                    else
+                        sprintf (string, "Score: %d", (int)accountactive->getCampaignScore()+(int)bonustotal);
+                }
+                if(!campaign)sprintf (string, "Score: %d", (int)bonustotal);
+                glColor4f(0,0,0,1);
+                text.glPrintOutline(1024/40-4,768/16-4+768*14/16,string,1,1.5*1.25,1024,768);
+                glColor4f(1,0,0,1);
+                text.glPrint(1024/40,768/16+768*14/16,string,1,1.5,1024,768);
+                if(showdamagebar) {
+                    glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+                    glDisable(GL_CULL_FACE);
+                    glDisable(GL_LIGHTING);
+                    glDisable(GL_TEXTURE_2D);
+                    glDepthMask(0);
+                    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
+                    glPushMatrix();                                                                            // Store The Projection Matrix
+                    glLoadIdentity();                                                                  // Reset The Projection Matrix
+                    glOrtho(0,screenwidth,0,screenheight,-100,100);            // Set Up An Ortho Screen
+                    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
+                    glPushMatrix();                                                                            // Store The Modelview Matrix
+                    glLoadIdentity();                                                                  // Reset The Modelview Matrix
+                    glTranslatef(15,screenheight*17.5/20,0);
+                    glScalef(screenwidth/3+20,screenheight/20,1);
+                    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+                    glEnable(GL_BLEND);
+                    glColor4f(0.0,0.4,0.0,0.7);
+                    float bar=((float)player[0].damage)/player[0].damagetolerance;
+                    glBegin(GL_QUADS);
+                    glVertex3f((bar<1?bar:1),0,0.0f);
+                    glVertex3f(1,0,0.0f);
+                    glVertex3f(1,1,0.0f);
+                    glVertex3f((bar<1?bar:1),1,0.0f);
+                    glEnd();
+                    glColor4f(0.1,0.0,0.0,1);
+                    bar = ((float)player[0].bloodloss)/player[0].damagetolerance;
+                    glBegin(GL_QUADS);
+                    glVertex3f(0,0,0.0f);
+                    glVertex3f((bar<1?bar:1),0,0.0f);
+                    glVertex3f((bar<1?bar:1),1,0.0f);
+                    glVertex3f(0,1,0.0f);
+                    glEnd();
+                    glColor4f(0.4,0.0,0.0,0.7);
+                    bar = ((float)player[0].damage)/player[0].damagetolerance;
+                    glBegin(GL_QUADS);
+                    glVertex3f(0,0,0.0f);
+                    glVertex3f((bar<1?bar:1),0,0.0f);
+                    glVertex3f((bar<1?bar:1),1,0.0f);
+                    glVertex3f(0,1,0.0f);
+                    glEnd();
+                    glColor4f(0.4,0.0,0.0,0.7);
+                    bar = ((float)player[0].permanentdamage)/player[0].damagetolerance;
+                    glBegin(GL_QUADS);
+                    glVertex3f(0,0,0.0f);
+                    glVertex3f((bar<1?bar:1),0,0.0f);
+                    glVertex3f((bar<1?bar:1),1,0.0f);
+                    glVertex3f(0,1,0.0f);
+                    glEnd();
+                    glColor4f(0.4,0.0,0.0,0.7);
+                    bar = ((float)player[0].superpermanentdamage)/player[0].damagetolerance;
+                    glBegin(GL_QUADS);
+                    glVertex3f(0,0,0.0f);
+                    glVertex3f((bar<1?bar:1),0,0.0f);
+                    glVertex3f((bar<1?bar:1),1,0.0f);
+                    glVertex3f(0,1,0.0f);
+                    glEnd();
+                    glColor4f(0.0,0.0,0.0,0.7);
+                    glLineWidth(2.0);
+                    glBegin(GL_LINE_STRIP);
+                    glVertex3f(0,0,0.0f);
+                    glVertex3f(1,0,0.0f);
+                    glVertex3f(1,1,0.0f);
+                    glVertex3f(0,1,0.0f);
+                    glVertex3f(0,0,0.0f);
+                    glEnd();
+                    
+                    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
+                    glPopMatrix();                                                                             // Restore The Old Projection Matrix
+                    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
+                    glPopMatrix();                                                                             // Restore The Old Projection Matrix
+                    glEnable(GL_DEPTH_TEST);                                                   // Enables Depth Testing
+                    glEnable(GL_CULL_FACE);
+                    glDisable(GL_BLEND);
+                    glDepthMask(1);
+                    glEnable(GL_TEXTURE_2D);
+                    
+                    // writing the numbers : 
+                    sprintf (string, "Damages : %d/%d (%d)",(int)(player[0].damage),(int)(player[0].damagetolerance),(int)(player[0].bloodloss));
+                    glColor4f(0,0,0,1);
+                    text.glPrintOutline(1024/40-4,768/16-4+768*14/16-40,string,1,1.5*1.25,1024,768);
+                    glColor4f(1,0,0,1);
+                    text.glPrint(1024/40,768/16+768*14/16-40,string,1,1.5,1024,768);
+                }
+            }
+
+            glColor4f(.5,.5,.5,1);
+
+
+            if((texttoggle||editorenabled)&&debugmode&&!mainmenu){
+                sprintf (string, "The framespersecond is %d.",(int)(fps));
+                text.glPrint(10,30,string,0,.8,1024,768);
+
+                sprintf (string, "Name: %s", registrationname);
+                text.glPrint(10,260,string,0,.8,1024,768);
+
+
+                if(editorenabled)
+                    sprintf (string, "Map editor enabled.");
+                else
+                    sprintf (string, "Map editor disabled.");
+                text.glPrint(10,60,string,0,.8,1024,768);
+                if(editorenabled){
+                    sprintf (string, "Object size: %f",editorsize);
+                    text.glPrint(10,75,string,0,.8,1024,768);
+                    if(editorrotation>=0)sprintf (string, "Object rotation: %f",editorrotation);
+                    else sprintf (string, "Object rotation: Random");
+                    text.glPrint(10,90,string,0,.8,1024,768);
+                    if(editorrotation2>=0)sprintf (string, "Object rotation2: %f",editorrotation2);
+                    else sprintf (string, "Object rotation2: Random");
+                    text.glPrint(10,105,string,0,.8,1024,768);
+                    sprintf (string, "Object type: %d",editortype);
+                    text.glPrint(10,120,string,0,.8,1024,768);
+                    switch(editortype) {
+                        case boxtype: 
+                            sprintf (string, "(box)");
+                            break;
+                        case treetrunktype: 
+                            sprintf (string, "(tree)");
+                            break;
+                        case walltype: 
+                            sprintf (string, "(wall)");
+                            break;
+                        case weirdtype: 
+                            sprintf (string, "(weird)");
+                            break;
+                        case spiketype: 
+                            sprintf (string, "(spike)");
+                            break;
+                        case rocktype: 
+                            sprintf (string, "(rock)");
+                            break;
+                        case bushtype: 
+                            sprintf (string, "(bush)");
+                            break;
+                        case tunneltype: 
+                            sprintf (string, "(tunnel)");
+                            break;
+                        case chimneytype: 
+                            sprintf (string, "(chimney)");
+                            break;
+                        case platformtype: 
+                            sprintf (string, "(platform)");
+                            break;
+                        case cooltype: 
+                            sprintf (string, "(cool)");
+                            break;
+                        case firetype: 
+                            sprintf (string, "(fire)");
+                            break;
+                    }
+                    text.glPrint(130,120,string,0,.8,1024,768);
+
+                    sprintf (string, "Numplayers: %d",numplayers);
+                    text.glPrint(10,155,string,0,.8,1024,768);
+                    sprintf (string, "Player %d: numwaypoints: %d",numplayers,player[numplayers-1].numwaypoints);
+                    text.glPrint(10,140,string,0,.8,1024,768);
+                }
+                sprintf (string, "Difficulty: %d",difficulty);
+                text.glPrint(10,240,string,0,.8,1024,768);
+
+            }
                }
 
                if(drawmode==glowmode){
@@ -1369,7 +1403,7 @@ int Game::DrawGLScene(StereoSide side)
                                        text.glPrint(30+(float)(displayselected)*10,30+(screenheight-330),string,0,1,screenwidth,screenheight);
                                }
                        }
-                       for(i=0;i<15;i++) {
+                       for(i=0;i<15;i++)
                                if((i!=0||chatting)&&displaytime[i]<4)
                                        for(j=0;j<displaychars[i];j++) {
                                                glColor4f(1,1,1,4-displaytime[i]);
@@ -1378,7 +1412,6 @@ int Game::DrawGLScene(StereoSide side)
                                                        text.glPrint(30+j*10,30+i*20+(screenheight-330),string,0,1,screenwidth,screenheight);
                                                }
                                        }
-                       }
                }
 
                if(minimap&&indialogue==-1){
@@ -1949,7 +1982,7 @@ int Game::DrawGLScene(StereoSide side)
                                sprintf (string, "_");
                                text.glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768);
                        }
-                       for(i=0;i<15;i++){
+                       for(i=0;i<15;i++)
                                for(j=0;j<consolechars[i];j++){
                                        glColor4f(1,1,1,1-(float)(i)/16);
                                        if(j<consolechars[i]){
@@ -1957,7 +1990,6 @@ int Game::DrawGLScene(StereoSide side)
                                                text.glPrint(30+j*10-offset*10,30+i*20,string,0,1,1024,768);
                                        }
                                }
-                       }
                }
        }
 
@@ -2044,6 +2076,7 @@ void Game::LoadCampaign() {
                accountactive->setCampaignScore(0);
                accountactive->resetFasttime();
        }
+    oldmainmenu=0; //reload menu
 }
 
 void Game::DrawMenu() {
@@ -2061,8 +2094,7 @@ void Game::DrawMenu() {
                }
        }
 
-       oldmainmenu=mainmenu;
-
+    //draw menu background
        glClear(GL_DEPTH_BUFFER_BIT);
        glEnable(GL_ALPHA_TEST);
        glAlphaFunc(GL_GREATER, 0.001f);
@@ -2087,444 +2119,284 @@ void Game::DrawMenu() {
                                glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
                                glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
                                glDisable(GL_TEXTURE_2D);
-                               glPushMatrix();
-                                       //glScalef(.25,.25,.25);
                                        glBegin(GL_QUADS);
-                                       glTexCoord2f(0,0);
-                                       glVertex3f(-1,          -1,      0.0f);
-                                       glTexCoord2f(1,0);
-                                       glVertex3f(1,   -1,      0.0f);
-                                       glTexCoord2f(1,1);
-                                       glVertex3f(1,   1, 0.0f);
-                                       glTexCoord2f(0,1);
-                                       glVertex3f(-1,  1, 0.0f);
+                                       glVertex3f(-1,-1,0);
+                                       glVertex3f(+1,-1,0);
+                                       glVertex3f(+1,+1,0);
+                                       glVertex3f(-1,+1,0);
                                        glEnd();
-                               glPopMatrix();
                                glEnable(GL_BLEND);
                                glColor4f(0.4,0.4,0.4,1.0);
                                glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
                                glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
                                glEnable(GL_TEXTURE_2D);
                                glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]);
-                               glPushMatrix();
-                                       //glScalef(.25,.25,.25);
                                        glBegin(GL_QUADS);
                                        glTexCoord2f(0,0);
-                                       glVertex3f(-1,          -1,      0.0f);
+                                       glVertex3f(-1,-1,0);
                                        glTexCoord2f(1,0);
-                                       glVertex3f(1,   -1,      0.0f);
+                                       glVertex3f(+1,-1,0);
                                        glTexCoord2f(1,1);
-                                       glVertex3f(1,   1, 0.0f);
+                                       glVertex3f(+1,+1,0);
                                        glTexCoord2f(0,1);
-                                       glVertex3f(-1,  1, 0.0f);
+                                       glVertex3f(-1,+1,0);
                                        glEnd();
-                               glPopMatrix();
                        glPopMatrix();
                glPopMatrix();
                glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
        glPopMatrix();
        glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
 
-       switch(mainmenu) {
+    /*
+    Values of mainmenu :
+    1 Main menu
+    2 Menu pause (resume/end game)
+    3 Option menu
+    4 Controls configuration menu
+    5 Main game menu (choose level or challenge)
+    6 Deleting user menu
+    7 User managment menu (select/add)
+    8 Choose difficulty menu
+    9 Challenge level selection menu
+    10 End of the campaign congratulation (is that really a menu?)
+    11 Same that 9 ??? => unused
+    18 stereo configuration
+    */
+
+    if(oldmainmenu!=mainmenu)
+        Menu::clearMenu();
+
+    switch(mainmenu) {
                case 1:
                case 2:{
-                       nummenuitems=4;
-                       startx[0]=150;
-                       starty[0]=480-128;
-                       endx[0]=150+256;
-                       endy[0]=480;
-
-                       startx[1]=18;
-                       starty[1]=480-152-32;
-                       endx[1]=18+128;
-                       endy[1]=480-152;
-
-                       startx[2]=18;
-                       starty[2]=480-228-32;
-                       endx[2]=2+128;
-                       endy[2]=480-228;
-
-                       if(mainmenu==1){
-                               startx[3]=18;
-                               starty[3]=480-306-32;
-                               endx[3]=22+64;
-                               endy[3]=480-306;
-                       }
-
-                       if(mainmenu==2){
-                               startx[3]=18;
-                               starty[3]=480-306-32;
-                               endx[3]=22+128;
-                               endy[3]=480-306;
-                       }
-
+            if(oldmainmenu!=mainmenu){
+                Menu::addImage(0,Mainmenuitems[0],150,480-128,256,128);
+                Menu::addImageButton(1,Mainmenuitems[mainmenu==1?1:5],NULL,18,480-152-32,128,32);
+                Menu::addImageButton(2,Mainmenuitems[2],NULL,18,480-228-32,112,32);
+                Menu::addImageButton(3,Mainmenuitems[mainmenu==1?3:6],NULL,18,480-306-32,mainmenu==1?68:132,32);
+            }
                }
                break;
                case 3: {
-                       nummenuitems=14;
-                       if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59)sprintf (menustring[0], "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight);
-                       else sprintf (menustring[0], "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight);
-                       startx[0]=10+20;
-                       starty[0]=440;
+            if(oldmainmenu!=mainmenu){
+                Menu::addButton( 0,"",NULL,10+20,440,-1,-1);
+                Menu::addButton( 1,"",NULL,10+60,405,-1,-1);
+                Menu::addButton( 2,"",NULL,10+70,370,-1,-1);
+                Menu::addButton( 3,"",NULL,10+20-1000,335-1000,-1,-1);
+                Menu::addButton( 4,"",NULL,10   ,335,-1,-1);
+                Menu::addButton( 5,"",NULL,10+60,300,-1,-1);
+                Menu::addButton( 6,"",NULL,10+70,265,-1,-1);
+                Menu::addButton( 9,"",NULL,10   ,230,-1,-1);
+                Menu::addButton(10,"",NULL,20   ,195,-1,-1);
+                Menu::addButton(11,"",NULL,10+60,160,-1,-1);
+                Menu::addButton(13,"",NULL,30   ,125,-1,-1);
+                Menu::addButton( 7,"",NULL,10+15, 90,-1,-1);
+                Menu::addButton(12,"",NULL,10+15, 55,-1,-1);
+                Menu::addButton(8,"Back",NULL,10,10,-1,-1);
+            }
+                       if((float)newscreenwidth>(float)newscreenheight*1.61||(float)newscreenwidth<(float)newscreenheight*1.59)
+                sprintf (menustring[0], "Resolution: %d*%d",(int)newscreenwidth,(int)newscreenheight);
+                       else
+                sprintf (menustring[0], "Resolution: %d*%d (widescreen)",(int)newscreenwidth,(int)newscreenheight);
 
                        if(newdetail==2)                sprintf (menustring[1], "Detail: High");
                        else if(newdetail==1)   sprintf (menustring[1], "Detail: Medium");
                        else                                    sprintf (menustring[1], "Detail: Low");
-                       startx[1]=10+60;
-                       starty[1]=405;
 
                        if(bloodtoggle==2) sprintf (menustring[2], "Blood: On, high detail (slower)");
                        if(bloodtoggle==1) sprintf (menustring[2], "Blood: On, low detail");
                        if(bloodtoggle==0) sprintf (menustring[2], "Blood: Off");
-                       startx[2]=10+70;
-                       starty[2]=370;
 
                        if(difficulty==2) sprintf (menustring[3], "Difficulty: Insane");
                        if(difficulty==1) sprintf (menustring[3], "Difficulty: Difficult");
                        if(difficulty==0) sprintf (menustring[3], "Difficulty: Easier");
-                       startx[3]=10+20-1000;
-                       starty[3]=335-1000;
 
                        if(ismotionblur==1) sprintf (menustring[4], "Blur Effects: Enabled (less compatible)");
                        if(ismotionblur==0) sprintf (menustring[4], "Blur Effects: Disabled (more compatible)");
-                       startx[4]=10;
-                       starty[4]=335;
 
                        if(decals==1) sprintf (menustring[5], "Decals: Enabled (slower)");
                        if(decals==0) sprintf (menustring[5], "Decals: Disabled");
-                       startx[5]=10+60;
-                       starty[5]=300;
 
                        if(musictoggle==1) sprintf (menustring[6], "Music: Enabled");
                        if(musictoggle==0) sprintf (menustring[6], "Music: Disabled");
-                       startx[6]=10+70;
-                       starty[6]=265;
 
                        if(invertmouse==1) sprintf (menustring[9], "Invert mouse: Yes");
                        if(invertmouse==0) sprintf (menustring[9], "Invert mouse: No");
-                       startx[9]=10;
-                       starty[9]=230;
 
                        sprintf (menustring[10], "Mouse Speed: %d", (int)(usermousesensitivity*5));
-                       startx[10]=20;
-                       starty[10]=195;
                        
                        sprintf (menustring[11], "Volume: %d%%", (int)(volume*100));
-                       startx[11]=10+60;
-                       starty[11]=160;
                        
                        sprintf (menustring[13], "Damage Bar: %s",(showdamagebar?"on":"off"));
-                       startx[13]=30;
-                       starty[13]=125;
                        
                        sprintf (menustring[7], "-Configure Controls-");
-                       startx[7]=10+15;
-                       starty[7]=90;
 
                        sprintf (menustring[12], "-Configure Stereo -");
-                       startx[12]=10+15;
-                       starty[12]=55;
                        
                        if(newdetail==detail&&newscreenheight==(int)screenheight&&newscreenwidth==(int)screenwidth)sprintf (menustring[8], "Back");
                        else sprintf (menustring[8], "Back (some changes take effect next time Lugaru is opened)");
-                       startx[8]=10;
-                       starty[8]=10;
+
+            for(int i=0;i<=13;i++)
+                Menu::setButtonText(i,menustring[i]);
                }
                break;
-               case 4: {                       
-                       nummenuitems=10;
-                       if(keyselect!=0)sprintf (menustring[0], "Forwards: %s",Input::keyToChar(forwardkey));
-                       else sprintf (menustring[0], "Forwards: _");
-                       startx[0]=10;
-                       starty[0]=400;
-
-                       if(keyselect!=1)sprintf (menustring[1], "Back: %s",Input::keyToChar(backkey));
-                       else sprintf (menustring[1], "Back: _");
-                       startx[1]=10+40;
-                       starty[1]=360;
-
-                       if(keyselect!=2)sprintf (menustring[2], "Left: %s",Input::keyToChar(leftkey));
-                       else sprintf (menustring[2], "Left: _");
-                       startx[2]=10+40;
-                       starty[2]=320;
-
-                       if(keyselect!=3)sprintf (menustring[3], "Right: %s",Input::keyToChar(rightkey));
-                       else sprintf (menustring[3], "Right: _");
-                       startx[3]=10+30;
-                       starty[3]=280;
-
-                       if(keyselect!=4)sprintf (menustring[4], "Crouch: %s",Input::keyToChar(crouchkey));
-                       else sprintf (menustring[4], "Crouch: _");
-                       startx[4]=10+20;
-                       starty[4]=240;
-
-                       if(keyselect!=5)sprintf (menustring[5], "Jump: %s",Input::keyToChar(jumpkey));
-                       else sprintf (menustring[5], "Jump: _");
-                       startx[5]=10+40;
-                       starty[5]=200;
-
-                       if(keyselect!=6)sprintf (menustring[6], "Draw: %s",Input::keyToChar(drawkey));
-                       else sprintf (menustring[6], "Draw: _");
-                       startx[6]=10+40;
-                       starty[6]=160;
-
-                       if(keyselect!=7)sprintf (menustring[7], "Throw: %s",Input::keyToChar(throwkey));
-                       else sprintf (menustring[7], "Throw: _");
-                       startx[7]=10+30;
-                       starty[7]=120;
-
-                       if(keyselect!=8)sprintf (menustring[8], "Attack: %s",Input::keyToChar(attackkey));
-                       else sprintf (menustring[8], "Attack: _");
-                       startx[8]=10+20;
-                       starty[8]=80;
-                       
-                       if(debugmode) {
-                               if(keyselect!=9)sprintf (menustring[9], "Console: %s",Input::keyToChar(consolekey));
-                               else sprintf (menustring[9], "Console: _");
-                               startx[9]=10+10;
-                               starty[9]=40;
-                               nummenuitems++;
-                       }
-                       
-                       sprintf (menustring[nummenuitems-1], "Back");
-                       startx[nummenuitems-1]=10;
-                       starty[nummenuitems-1]=10;
+               case 4: {
+            if(oldmainmenu!=mainmenu){
+                Menu::addButton(0,"",NULL,10   ,400,-1,-1);
+                Menu::addButton(1,"",NULL,10+40,360,-1,-1);
+                Menu::addButton(2,"",NULL,10+40,320,-1,-1);
+                Menu::addButton(3,"",NULL,10+30,280,-1,-1);
+                Menu::addButton(4,"",NULL,10+20,240,-1,-1);
+                Menu::addButton(5,"",NULL,10+40,200,-1,-1);
+                Menu::addButton(6,"",NULL,10+40,160,-1,-1);
+                Menu::addButton(7,"",NULL,10+30,120,-1,-1);
+                Menu::addButton(8,"",NULL,10+20,80,-1,-1);
+                if(debugmode)
+                    Menu::addButton(9,"",NULL,10+10,40,-1,-1);
+                Menu::addButton(debugmode?10:9,"Back",NULL,10,10,-1,-1);
+            }
+            Menu::setButtonText(0,(string)"Forwards: "+(keyselect==0?"_":Input::keyToChar(forwardkey)));
+            Menu::setButtonText(1,(string)"Back: "    +(keyselect==1?"_":Input::keyToChar(backkey)));
+            Menu::setButtonText(2,(string)"Left: "    +(keyselect==2?"_":Input::keyToChar(leftkey)));
+            Menu::setButtonText(3,(string)"Right: "   +(keyselect==3?"_":Input::keyToChar(rightkey)));
+            Menu::setButtonText(4,(string)"Crouch: "  +(keyselect==4?"_":Input::keyToChar(crouchkey)));
+            Menu::setButtonText(5,(string)"Jump: "    +(keyselect==5?"_":Input::keyToChar(jumpkey)));
+            Menu::setButtonText(6,(string)"Draw: "    +(keyselect==6?"_":Input::keyToChar(drawkey)));
+            Menu::setButtonText(7,(string)"Throw: "   +(keyselect==7?"_":Input::keyToChar(throwkey)));
+            Menu::setButtonText(8,(string)"Attack: "  +(keyselect==8?"_":Input::keyToChar(attackkey)));
+            if(debugmode)
+                Menu::setButtonText(9,(string)"Console: "+(keyselect==9?"_":Input::keyToChar(consolekey)));
                }
                break;
                case 5: {                       
-                       nummenuitems=NB_CAMPAIGN_MENU_ITEM;
-
-                       sprintf (menustring[0], "%s",accountactive->getName());
-                       startx[0]=5;
-                       starty[0]=400;
-
-                       sprintf (menustring[1], "Tutorial");
-                       startx[1]=5;
-                       starty[1]=300;
-
-                       sprintf (menustring[2], "Challenge");
-                       startx[2]=5;
-                       starty[2]=240;
-
-                       sprintf (menustring[3], "Delete User");
-                       startx[3]=400;
-                       starty[3]=10;
-
-                       sprintf (menustring[4], "Main Menu");
-                       startx[4]=5;
-                       starty[4]=10;
-
-                       sprintf (menustring[5], "Change User");
-                       startx[5]=5;
-                       starty[5]=180;
-                       
-                       sprintf (menustring[6], "Campaign : %s", accountactive->getCurrentCampaign().c_str());
-                       startx[6]=200;
-                       starty[6]=420;
+            if(oldmainmenu!=mainmenu){
+                Menu::addLabel(-1,accountactive->getName(),5,400);
+                Menu::addButton(1,"Tutorial",NULL,5,300,-1,-1);
+                Menu::addButton(2,"Challenge",NULL,5,240,-1,-1);
+                Menu::addButton(3,"Delete User",NULL,400,10,-1,-1);
+                Menu::addButton(4,"Main Menu",NULL,5,10,-1,-1);
+                Menu::addButton(5,"Change User",NULL,5,180,-1,-1);
+                Menu::addButton(6,"",NULL,200,420,-1,-1);
+
+                //show campaign map
+                //with (2,-5) offset from old code
+                Menu::addImage(-1,Mainmenuitems[7],150+2,60-5,400,400);
+                //show levels
+                int numlevels = accountactive->getCampaignChoicesMade();
+                numlevels += numlevels>0 ? campaignlevels[numlevels-1].nextlevel.size() : 1;
+                for(int i=0;i<numlevels;i++){
+                                       XYZ midpoint=campaignlevels[i].getCenter();
+                    float itemsize=campaignlevels[i].getWidth();
+                    const bool active=i>=accountactive->getCampaignChoicesMade();
+                    if(!active)
+                        itemsize/=2;
+
+                    if(i>=1)
+                        Menu::addMapLine(campaignlevels[i-1].getCenter(),midpoint,0.5,active?1:0.5,active?1:0.5,0,0);
+                    Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM+i, Mapcircletexture, NULL,
+                            midpoint.x-itemsize/2, midpoint.y-itemsize/2, itemsize, itemsize, active?1:0.5, 0, 0);
+
+                    if(active){
+                        Menu::addLabel(-2,campaignlevels[i].description,
+                                campaignlevels[i].getStartX()+10,
+                                campaignlevels[i].getStartY()-4);
+                        Menu::setMapItem(-2);
+                    }
+                }
+            }
+            Menu::setButtonText(6,"Campaign : "+accountactive->getCurrentCampaign());
                }
                break;
                case 6: {                       
-                       nummenuitems=3;
-
-                       sprintf (menustring[0], "Are you sure you want to delete this user?");
-                       startx[0]=10;
-                       starty[0]=400;
-
-                       sprintf (menustring[1], "Yes");
-                       startx[1]=10;
-                       starty[1]=360;
-
-                       sprintf (menustring[2], "No");
-                       startx[2]=10;
-                       starty[2]=320;
+            if(oldmainmenu!=mainmenu){
+                Menu::addLabel(-1,"Are you sure you want to delete this user?",10,400);
+                Menu::addButton(1,"Yes",NULL,10,360,-1,-1);
+                Menu::addButton(2,"No",NULL,10,320,-1,-1);
+            }
                }
                break;
                case 7: {       
-                       nummenuitems=Account::getNbAccounts()+2;
-
-                       int num;
-
-                       if(Account::getNbAccounts()<8)
-                               sprintf (menustring[0], "New User");
-                       else
-                               sprintf (menustring[0], "No More Users");
-                       startx[0]=10;
-                       starty[0]=400;
-
-                       if(entername)
-                               startx[0]+=10;
-
-                       num=1;
-                       for(int i=0;i<Account::getNbAccounts();i++){
-                               sprintf (menustring[num], "%s",Account::get(i)->getName());
-                               startx[num]=10;
-                               starty[num]=360-20-20*num;
-
-                               num++;
-                       }
-
-                       sprintf (menustring[num], "Back");
-                       startx[num]=10;
-                       starty[num]=10;
+            if(oldmainmenu!=mainmenu){
+                Menu::addButton(0,Account::getNbAccounts()<8?"New User":"No More Users",NULL,10,400,-1,-1);
+                Menu::addLabel(-2,"",20,400);
+                Menu::addButton(Account::getNbAccounts()+1,"Back",NULL,10,10,-1,-1);
+                for(int i=0;i<Account::getNbAccounts();i++)
+                    Menu::addButton(i+1,Account::get(i)->getName(),NULL,10,340-20*(i+1),-1,-1);
+            }
+            if(entername){
+                Menu::setButtonText(0,displaytext[0],20,400,-1,-1);
+                Menu::setButtonText(-2,displayblink?"_":"",20+displayselected*10,400,-1,-1);
+            }
                }
                break;
                case 8: {                       
-                       nummenuitems=3;
-
-                       sprintf (menustring[0], "Easier");
-                       startx[0]=10;
-                       starty[0]=400;
-
-                       sprintf (menustring[1], "Difficult");
-                       startx[1]=10;
-                       starty[1]=360;
-
-                       sprintf (menustring[2], "Insane");
-                       startx[2]=10;
-                       starty[2]=320;
+            if(oldmainmenu!=mainmenu){
+                Menu::addButton(0,"Easier",NULL,10,400,-1,-1);
+                Menu::addButton(1,"Difficult",NULL,10,360,-1,-1);
+                Menu::addButton(2,"Insane",NULL,10,320,-1,-1);
+            }
                }
                break;
                case 9: {                       
-                       nummenuitems=2+numchallengelevels;
-                       char temp[255];
-
-                       for(int i=0;i<numchallengelevels;i++){
-                string name="";
-                sprintf (temp, "Level %d",i+1);
-                for(int j=strlen(temp);j<17;j++)
-                        strcat(temp," ");
-                name+=temp;
-                sprintf (temp, "%d",(int)accountactive->getHighScore(i));
-                for(int j=strlen(temp);j<(32-17);j++)
-                        strcat(temp," ");
-                name+=temp;
-                sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(i)-(int)(accountactive->getFastTime(i))%60)/60));
-                if((int)(accountactive->getFastTime(i))%60<10)strcat(temp,"0");
-                name+=temp;
-                sprintf (temp, "%d",(int)(accountactive->getFastTime(i))%60);
-                name+=temp;
-
-                               sprintf(menustring[i],"%s",name.c_str());
-
-                               startx[i]=10;
-                               starty[i]=400-i*25;
-                       }
-
-                       sprintf (menustring[numchallengelevels], "Back");
-                       startx[numchallengelevels]=10;
-                       starty[numchallengelevels]=10;
-
-                       sprintf (menustring[numchallengelevels+1], "             High Score      Best Time");
-                       startx[numchallengelevels+1]=10;
-                       starty[numchallengelevels+1]=440;
-
-                       //numchallengelevels=tempncl;
-
+            if(oldmainmenu!=mainmenu){
+                for(int i=0;i<numchallengelevels;i++){
+                    char temp[255];
+                    string name="";
+                    sprintf (temp, "Level %d",i+1);
+                    for(int j=strlen(temp);j<17;j++)
+                            strcat(temp," ");
+                    name+=temp;
+                    sprintf (temp, "%d",(int)accountactive->getHighScore(i));
+                    for(int j=strlen(temp);j<(32-17);j++)
+                            strcat(temp," ");
+                    name+=temp;
+                    sprintf (temp, "%d:",(int)(((int)accountactive->getFastTime(i)-(int)(accountactive->getFastTime(i))%60)/60));
+                    if((int)(accountactive->getFastTime(i))%60<10)strcat(temp,"0");
+                    name+=temp;
+                    sprintf (temp, "%d",(int)(accountactive->getFastTime(i))%60);
+                    name+=temp;
+
+                    Menu::addButton(i,name,NULL,10,400-i*25,-1,-1,i>accountactive->getProgress()?0.5:1,0,0);
+                }
+
+                Menu::addButton(-1,"             High Score      Best Time",NULL,10,440,-1,-1);
+                Menu::addButton(numchallengelevels,"Back",NULL,10,10,-1,-1);
+            }
                }
                break;
                case 10: {                      
-                       nummenuitems=6;
-                       char temp[255];
-
-                       sprintf (menustring[0], "Congratulations!");
-                       startx[0]=220;
-                       starty[0]=330;
-
-                       sprintf (menustring[1], "You have avenged your family and");
-                       startx[1]=140;
-                       starty[1]=300;
-
-                       sprintf (menustring[2], "restored peace to the island of Lugaru.");
-                       startx[2]=110;
-                       starty[2]=270;
-
-                       sprintf (menustring[3], "Back");
-                       startx[3]=10;
-                       starty[3]=10;
-
-                       for(int i=0;i<255;i++)
-                               menustring[4][i]='\0';
-                       sprintf (temp, "Your score:");
-                       strcpy(menustring[4],temp);
-                       for(int i=0;i<20;i++)
-                               if(menustring[4][i]=='\0')
-                                       menustring[4][i]=' ';
-                       menustring[4][20]='\0';
-                       sprintf (temp, "%d",(int)accountactive->getCampaignScore());
-                       strcat(menustring[4],temp);
-                       startx[4]=190;
-                       starty[4]=200;
-                       for(int i=0;i<255;i++)
-                               menustring[5][i]='\0';
-                       sprintf (temp, "Highest score:");
-                       strcpy(menustring[5],temp);
-                       for(int i=0;i<20;i++)
-                               if(menustring[5][i]=='\0')menustring[5][i]=' ';
-                       menustring[5][20]='\0';
-                       sprintf (temp, "%d",(int)accountactive->getCampaignHighScore());
-                       strcat(menustring[5],temp);
-                       startx[5]=190;
-                       starty[5]=180;
+            if(oldmainmenu!=mainmenu){
+                Menu::addLabel(0,"Congratulations!",220,330);
+                Menu::addLabel(1,"You have avenged your family and",140,300);
+                Menu::addLabel(2,"restored peace to the island of Lugaru.",110,270);
+                Menu::addButton(3,"Back",NULL,10,10,-1,-1);
+                sprintf(menustring[4],"Your score:         %d",(int)accountactive->getCampaignScore());
+                sprintf(menustring[5],"Highest score:      %d",(int)accountactive->getCampaignHighScore());
+                Menu::addLabel(4,menustring[4],190,200);
+                Menu::addLabel(5,menustring[5],190,180);
+            }
                }
                break;
                case 18: {
-                       nummenuitems=4;
-                       sprintf (menustring[0], "Stereo mode: %s", StereoModeName(newstereomode));
-                       startx[0]=70;
-                       starty[0]=400;
-                       
-                       sprintf (menustring[1], "Stereo separation: %.3f", stereoseparation);
-                       startx[1]=10;
-                       starty[1]=360;
-
-                       sprintf (menustring[2], "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
-                       startx[2]=40;
-                       starty[2]=320;
-                       
-                       sprintf (menustring[3], "Back");
-                       startx[3]=10;
-                       starty[3]=10;
+            if(oldmainmenu!=mainmenu){
+                Menu::addButton(0,"",NULL,70,400,-1,-1);
+                Menu::addButton(1,"",NULL,10,360,-1,-1);
+                Menu::addButton(2,"",NULL,40,320,-1,-1);
+                Menu::addButton(3,"Back",NULL,10,10,-1,-1);
+            }
+                       sprintf(menustring[0], "Stereo mode: %s", StereoModeName(newstereomode));
+                       sprintf(menustring[1], "Stereo separation: %.3f", stereoseparation);
+                       sprintf(menustring[2], "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
+            Menu::setButtonText(0,menustring[0]);
+            Menu::setButtonText(1,menustring[1]);
+            Menu::setButtonText(2,menustring[2]);
                }
        }
-       if(mainmenu!=1 && mainmenu!=2) {
-               for(int i=0;i<nummenuitems;++i) {
-                       endx[i]=startx[i]+strlen(menustring[i])*10;
-                       endy[i]=starty[i]+20;
-               }
-       }
-
-       selected=-1;
 
-       for(int i=0;i<nummenuitems;i++) {
-               if((mousecoordh/screenwidth*640)>startx[i]&&(mousecoordh/screenwidth*640)<endx[i]&&480-(mousecoordv/screenheight*480)>starty[i]&&480-(mousecoordv/screenheight*480)<endy[i]) {
-                       if((mainmenu!=5) && (mainmenu!=1) && (mainmenu!=2)) selected=i; // username in menu 5 and game title in menu 1&2 can't be selected
-                       else if (i>0) selected=i;
-               }
-       }
-       int numlevelsonmap;
-       if(mainmenu == 5) {
-               numlevelsonmap = accountactive->getCampaignChoicesMade()+(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel.size():1);
-               for (int i=0;i<numlevelsonmap;i++) {
-                       if ((mousecoordh/screenwidth*640)>campaignlevels[i].getStartX()&&
-                               (mousecoordh/screenwidth*640)<campaignlevels[i].getEndX()&&
-                               480-(mousecoordv/screenheight*480)>campaignlevels[i].getStartY()&&
-                               480-(mousecoordv/screenheight*480)<campaignlevels[i].getEndY()) {
-                               selected=nummenuitems+i;
-                       }
-               }
-       } else {
-               numlevelsonmap=0;
-       }
+       oldmainmenu=mainmenu;
 
-       for(int i=0;i<nummenuitems+numlevelsonmap;i++) {
-               if(selected==i) {
-                       selectedlong[i]+=multiplier*5;
-                       if(selectedlong[i]>1) selectedlong[i]=1;
-               } else {
-                       selectedlong[i]-=multiplier*5;
-                       if(selectedlong[i]<0) selectedlong[i]=0;        
-               }
-       }
+    selected=Menu::getSelected(mousecoordh*640/screenwidth,480-mousecoordv*480/screenheight);
+    Menu::GUITick(this);
 
        glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
        glPushMatrix();                                                                         // Store The Projection Matrix
@@ -2534,291 +2406,10 @@ void Game::DrawMenu() {
        glPushMatrix();                                                                         // Store The Modelview Matrix
        glLoadIdentity();                                                               // Reset The Modelview Matrix
        glEnable(GL_TEXTURE_2D);
-       for(int j=0;j<nummenuitems;j++)
-       {
-               //glDisable(GL_BLEND);
-               glEnable(GL_ALPHA_TEST);
-               glEnable(GL_BLEND);
-               //glDisable(GL_ALPHA_TEST);
-               glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-               if(mainmenu==1||mainmenu==2)
-               {
-                       glColor4f(1,1,1,1);
-                       glBlendFunc(GL_SRC_ALPHA,GL_ONE);
-                       if(mainmenu==2 && (j==1 || j == 3)) {
-                               glBindTexture( GL_TEXTURE_2D, Mainmenuitems[(j==1?5:6)]);
-                       } else {
-                               glBindTexture( GL_TEXTURE_2D, Mainmenuitems[j]);
-                       }
-                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                       glPushMatrix();
-                               glBegin(GL_QUADS);
-                               glTexCoord2f(0,0);
-                               glVertex3f(startx[j],   starty[j],       0.0f);
-                               glTexCoord2f(1,0);
-                               glVertex3f(endx[j],             starty[j],       0.0f);
-                               glTexCoord2f(1,1);
-                               glVertex3f(endx[j],             endy[j], 0.0f);
-                               glTexCoord2f(0,1);
-                               glVertex3f(startx[j],   endy[j], 0.0f);
-                               glEnd();
-                       glPopMatrix();
-                       glEnable(GL_BLEND);
-                       //glDisable(GL_ALPHA_TEST);
-                       glBlendFunc(GL_SRC_ALPHA,GL_ONE);
-                       for(int i=0;i<10;i++)
-                       {
-                               if(1-((float)i)/10-(1-selectedlong[j])>0)
-                               {
-                                       glColor4f(1,1,1,(1-((float)i)/10-(1-selectedlong[j]))*.25);
-                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                       glPushMatrix();
-                                               glBegin(GL_QUADS);
-                                               glTexCoord2f(0,0);
-                                               glVertex3f(startx[j]-((float)i)*1/2, starty[j]-((float)i)*1/2, 0.0f);
-                                               glTexCoord2f(1,0);
-                                               glVertex3f(endx[j]+((float)i)*1/2, starty[j]-((float)i)*1/2, 0.0f);
-                                               glTexCoord2f(1,1);
-                                               glVertex3f(endx[j]+((float)i)*1/2, endy[j]+((float)i)*1/2, 0.0f);
-                                               glTexCoord2f(0,1);
-                                               glVertex3f(startx[j]-((float)i)*1/2, endy[j]+((float)i)*1/2, 0.0f);
-                                               glEnd();
-                                       glPopMatrix();
-                               }
-                       }
-               }
-               if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==18)
-               {
-                       glColor4f(1,0,0,1);
-                       if( (mainmenu==9) && j>accountactive->getProgress() && (j<numchallengelevels) )
-                               glColor4f(0.5,0,0,1);
-                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                       glPushMatrix();
-                               if(mainmenu!=7||j!=0||!entername)
-                                       text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480);
-                               else
-                               {
-                                       char string[2]="_";
-                                       if(displayblink) {
-                                               text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480);
-                                       }
-                                       for(int l=0;l<displaychars[0];l++) {
-                                               sprintf (string, "%c",displaytext[0][l]);
-                                               text.glPrint(startx[j]+l*10,starty[j],string,0,1,640,480);
-                                       }
-                               }
-                       glPopMatrix();
-                       glEnable(GL_BLEND);
-                       glBlendFunc(GL_SRC_ALPHA,GL_ONE);
-                       for(int i=0;i<15;i++)
-                       {
-                               if(1-((float)i)/15-(1-selectedlong[j])>0)
-                               {
-                                       glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
-                                       if(mainmenu==9&&j>accountactive->getProgress()&&j<numchallengelevels)glColor4f(0.5,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25);
-                                       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);
-                                       if(mainmenu==4)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
-                                       if(mainmenu==5)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
-                                       if(mainmenu==6)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
-                                       if(mainmenu==7&&(j!=0||!entername)) text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
-                                       if(mainmenu==8)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
-                                       if(mainmenu==9)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
-                                       if(mainmenu==10)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
-                                       if(mainmenu==18)text.glPrint(startx[j]-((float)i),starty[j],menustring[j],0,1+((float)i)/70,640,480);
-                               }
-                       }
-               }
-       }
        
-       if(mainmenu==5) { // show map
-               //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // black background for the map
-               glBlendFunc(GL_SRC_ALPHA,GL_ONE); // no background
-               glClear(GL_DEPTH_BUFFER_BIT);
-               glEnable(GL_ALPHA_TEST);
-               glAlphaFunc(GL_GREATER, 0.001f);
-               glEnable(GL_TEXTURE_2D);
-               glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
-               glDisable(GL_CULL_FACE);
-               glDisable(GL_LIGHTING);
-               glColor4f(1,1,1,1);
-               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-               glPushMatrix();                                                                         // Store The Projection Matrix
-                       glLoadIdentity();                                                                       // Reset The Projection Matrix
-                       glOrtho(0,640,0,480,-100,100);                                          // Set Up An Ortho Screen
-                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                       glPushMatrix();                                                                         // Store The Modelview Matrix
-                               glLoadIdentity();                                                               // Reset The Modelview Matrix
-                               glPushMatrix();
-
-                                       //Draw world, draw map
-                                       glTranslatef(2,-5,0);
-                                       glBindTexture( GL_TEXTURE_2D, Mainmenuitems[7]);
-                                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-                                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-                                       glColor4f(1,1,1,1);
-                                       XYZ midpoint;
-                                       float itemsize;
-                                       
-                                       itemsize=400/2;
-                                       midpoint=0;
-                                       midpoint.x=150+itemsize;
-                                       midpoint.y=60+itemsize;
-                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                       glPushMatrix();
-                                               glBegin(GL_QUADS);
-                                               glTexCoord2f(0,0);
-                                               glVertex3f(midpoint.x-itemsize, midpoint.y-itemsize, 0.0f);
-                                               glTexCoord2f(1,0);
-                                               glVertex3f(midpoint.x+itemsize, midpoint.y-itemsize, 0.0f);
-                                               glTexCoord2f(1,1);
-                                               glVertex3f(midpoint.x+itemsize, midpoint.y+itemsize, 0.0f);
-                                               glTexCoord2f(0,1);
-                                               glVertex3f(midpoint.x-itemsize, midpoint.y+itemsize, 0.0f);
-                                               glEnd();
-                                       glPopMatrix();
-                                       glEnable(GL_BLEND);
-                               glPopMatrix();
-                       glPopMatrix();
-                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-               glPopMatrix();
-               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-       }
-       
-       for(int i=0; i<numlevelsonmap;i++) { // show levels on the map
-               glEnable(GL_ALPHA_TEST);
-               glEnable(GL_BLEND);
-               glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-
-               glClear(GL_DEPTH_BUFFER_BIT);
-               glEnable(GL_ALPHA_TEST);
-               glAlphaFunc(GL_GREATER, 0.001f);
-               glEnable(GL_TEXTURE_2D);
-               glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
-               glDisable(GL_CULL_FACE);
-               glDisable(GL_LIGHTING);
-               glColor4f(1,0,0,1);
-
-               glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-               glPushMatrix();                                                                         // Store The Projection Matrix
-                       glLoadIdentity();                                                                       // Reset The Projection Matrix
-                       glOrtho(0,640,0,480,-100,100);                                          // Set Up An Ortho Screen
-                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                       glPushMatrix();                                                                         // Store The Modelview Matrix
-                               glLoadIdentity();                                                               // Reset The Modelview Matrix
-                               glPushMatrix();
-
-                                       //Draw world, draw map
-                                       glTranslatef(2,-5,0);
-
-                                       if(i<numlevelsonmap-1)
-                                       {
-                                               XYZ linestart,lineend,offset;
-                                               XYZ fac;
-                                               float startsize;
-                                               float endsize;
-                                               linestart=0;
-                                               lineend=0;
-                                               offset=0;
-                                               linestart=campaignlevels[i].getCenter();
-                                               lineend=campaignlevels[i+1].getCenter();
-                                               offset=lineend-linestart;
-                                               fac=offset;
-                                               Normalise(&fac);
-                                               offset=DoRotation(offset,0,0,90);
-                                               Normalise(&offset);
-                                               glDisable(GL_TEXTURE_2D);                                                       
-
-                                               if(i+1<accountactive->getCampaignChoicesMade()){
-                                                       glColor4f(0.5,0,0,1);
-                                                       endsize=.5;
-                                               } else {
-                                                       glColor4f(1,0,0,1);
-                                                       endsize=1;
-                                               }
-                                               startsize=.5;
-
-                                               linestart+=fac*4*startsize;
-                                               lineend-=fac*4*endsize;
-
-                                                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                                       glPushMatrix();
-                                                               glBegin(GL_QUADS);
-                                                               glTexCoord2f(0,0);
-                                                               glVertex3f(linestart.x-offset.x*startsize,      linestart.y-offset.y*startsize,          0.0f);
-                                                               glTexCoord2f(1,0);
-                                                               glVertex3f(linestart.x+offset.x*startsize,      linestart.y+offset.y*startsize,          0.0f);
-                                                               glTexCoord2f(1,1);
-                                                               glVertex3f(lineend.x+offset.x*endsize,          lineend.y+offset.y*endsize, 0.0f);
-                                                               glTexCoord2f(0,1);
-                                                               glVertex3f(lineend.x-offset.x*endsize,          lineend.y-offset.y*endsize, 0.0f);
-                                                               glEnd();
-                                                       glPopMatrix();
-                                               glEnable(GL_TEXTURE_2D);
-                                       }
-
-                                       glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
-                                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-                                       glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-                                       XYZ midpoint;
-                                       float itemsize;
-                                       itemsize=campaignlevels[i].getWidth()/2;
-                                       midpoint=campaignlevels[i].getCenter();
-                                       if(i < accountactive->getCampaignChoicesMade()) {
-                                               glColor4f(0.5,0,0,1);
-                                               itemsize*=.5;
-                                       } else {
-                                               glColor4f(1,0,0,1);
-                                       }
-                                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                               glPushMatrix();
-                                                       glBegin(GL_QUADS);
-                                                       glTexCoord2f(0,0);
-                                                       glVertex3f(midpoint.x-itemsize, midpoint.y-itemsize,     0.0f);
-                                                       glTexCoord2f(1,0);
-                                                       glVertex3f(midpoint.x+itemsize,         midpoint.y-itemsize,     0.0f);
-                                                       glTexCoord2f(1,1);
-                                                       glVertex3f(midpoint.x+itemsize,         midpoint.y+itemsize, 0.0f);
-                                                       glTexCoord2f(0,1);
-                                                       glVertex3f(midpoint.x-itemsize,         midpoint.y+itemsize, 0.0f);
-                                                       glEnd();
-                                               glPopMatrix();
-                                               glEnable(GL_BLEND);
-                                               for(int j=0;j<10;j++)
-                                               {
-                                                       if(1-((float)j)/10-(1-selectedlong[NB_CAMPAIGN_MENU_ITEM+i])>0)
-                                                       {
-                                                               glColor4f(1,0,0,(1-((float)j)/10-(1-selectedlong[NB_CAMPAIGN_MENU_ITEM+i]))*.25);
-                                                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                                                               glPushMatrix();
-                                                                       glBegin(GL_QUADS);
-                                                                       glTexCoord2f(0,0);
-                                                                       glVertex3f(midpoint.x-itemsize-((float)j)*1/2, midpoint.y-itemsize-((float)j)*1/2, 0.0f);
-                                                                       glTexCoord2f(1,0);
-                                                                       glVertex3f(midpoint.x+itemsize+((float)j)*1/2, midpoint.y-itemsize-((float)j)*1/2, 0.0f);
-                                                                       glTexCoord2f(1,1);
-                                                                       glVertex3f(midpoint.x+itemsize+((float)j)*1/2, midpoint.y+itemsize+((float)j)*1/2, 0.0f);
-                                                                       glTexCoord2f(0,1);
-                                                                       glVertex3f(midpoint.x-itemsize-((float)j)*1/2, midpoint.y+itemsize+((float)j)*1/2, 0.0f);
-                                                                       glEnd();
-                                                               glPopMatrix();
-                                                       }
-                                               }
-                               glPopMatrix();
-                       glPopMatrix();
-                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-               glPopMatrix();
-               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
+    Menu::drawItems(this);
 
-               if(i>=accountactive->getCampaignChoicesMade()){
-                       text.glPrintOutlined(0.9,0,0,campaignlevels[i].getStartX()+10,
-                                                                                campaignlevels[i].getStartY()-4,
-                                                                                campaignlevels[i].description.c_str(),0,0.6,640,480);
-                       glDisable(GL_DEPTH_TEST);
-               }
-       }
-       
+    //draw mouse cursor
        glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
        glPopMatrix();
        glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
@@ -2869,41 +2460,42 @@ void Game::DrawMenu() {
                glPopMatrix();
 
 
-               if(flashamount>0)
-               {
-                       if(flashamount>1)flashamount=1;
-                       if(flashdelay<=0)flashamount-=multiplier;
-                       flashdelay--;
-                       if(flashamount<0)flashamount=0;
-                       glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
-                       glDisable(GL_CULL_FACE);
-                       glDisable(GL_LIGHTING);
-                       glDisable(GL_TEXTURE_2D);
-                       glDepthMask(0);
-                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                       glPushMatrix();                                                                         // Store The Projection Matrix
-                               glLoadIdentity();                                                                       // Reset The Projection Matrix
-                               glOrtho(0,screenwidth,0,screenheight,-100,100);                                         // Set Up An Ortho Screen
-                               glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                               glPushMatrix();                                                                         // Store The Modelview Matrix
-                                       glLoadIdentity();                                                               // Reset The Modelview Matrix
-                                       glScalef(screenwidth,screenheight,1);
-                                       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-                                       glEnable(GL_BLEND);
-                                       glColor4f(flashr,flashg,flashb,flashamount);
-                                       glBegin(GL_QUADS);
-                                       glVertex3f(0,           0,       0.0f);
-                                       glVertex3f(256, 0,       0.0f);
-                                       glVertex3f(256, 256, 0.0f);
-                                       glVertex3f(0,   256, 0.0f);
-                                       glEnd();
-                                       glMatrixMode(GL_PROJECTION);                                            // Select The Projection Matrix
-                               glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                       glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
-                       glPopMatrix();                                                                          // Restore The Old Projection Matrix
-                       glEnable(GL_DEPTH_TEST);                                                        // Enables Depth Testing
-                       glEnable(GL_CULL_FACE);
-                       glDisable(GL_BLEND);
-                       glDepthMask(1);
-               }
+    //draw screen flash
+    if(flashamount>0)
+    {
+        if(flashamount>1)flashamount=1;
+        if(flashdelay<=0)flashamount-=multiplier;
+        flashdelay--;
+        if(flashamount<0)flashamount=0;
+        glDisable(GL_DEPTH_TEST);                                                      // Disables Depth Testing
+        glDisable(GL_CULL_FACE);
+        glDisable(GL_LIGHTING);
+        glDisable(GL_TEXTURE_2D);
+        glDepthMask(0);
+        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
+        glPushMatrix();                                                                                // Store The Projection Matrix
+            glLoadIdentity();                                                                  // Reset The Projection Matrix
+            glOrtho(0,screenwidth,0,screenheight,-100,100);                                            // Set Up An Ortho Screen
+            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
+            glPushMatrix();                                                                            // Store The Modelview Matrix
+                glLoadIdentity();                                                              // Reset The Modelview Matrix
+                glScalef(screenwidth,screenheight,1);
+                glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+                glEnable(GL_BLEND);
+                glColor4f(flashr,flashg,flashb,flashamount);
+                glBegin(GL_QUADS);
+                glVertex3f(0,          0,       0.0f);
+                glVertex3f(256,        0,       0.0f);
+                glVertex3f(256,        256, 0.0f);
+                glVertex3f(0,  256, 0.0f);
+                glEnd();
+                glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
+            glPopMatrix();                                                                             // Restore The Old Projection Matrix
+        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
+        glPopMatrix();                                                                         // Restore The Old Projection Matrix
+        glEnable(GL_DEPTH_TEST);                                                       // Enables Depth Testing
+        glEnable(GL_CULL_FACE);
+        glDisable(GL_BLEND);
+        glDepthMask(1);
+    }
 }
index 5b58c1c81b954bde07eb81d58699aa00488d8381..8b519880e7da4f483bddcfe830334cc7db30cd72 100644 (file)
@@ -5574,13 +5574,12 @@ void Game::MenuTick(){
                        case 4:
                                if(!waiting) {
                                        fireSound();
-                                       if(selected<nummenuitems-1 && keyselect==-1)
+                                       if(selected<(debugmode?10:9) && keyselect==-1)
                                                keyselect=selected;
                                        if(keyselect!=-1)
                                                setKeySelected();
-                                       if(selected==nummenuitems-1){
+                                       if(selected==(debugmode?10:9)){
                                                flash();
-
                                                mainmenu=3;
                                        }
                                }
diff --git a/Source/Menu.cpp b/Source/Menu.cpp
new file mode 100644 (file)
index 0000000..515fe3c
--- /dev/null
@@ -0,0 +1,234 @@
+#include <vector>
+#include <string>
+#include "gamegl.h"
+
+#include "Menu.h"
+using namespace Menu;
+
+extern float multiplier;
+
+struct MenuItem {
+    enum MenuItemType{NONE,LABEL,BUTTON,IMAGE,IMAGEBUTTON,MAPMARKER,MAPLINE,MAPLABEL} type;
+    int id;
+    string label;
+    int texture;
+    MBCallback cb;
+    int x,y,w,h;
+    float r,g,b;
+    float effectfade;
+
+    XYZ linestart;
+    XYZ lineend;
+    float linestartsize;
+    float lineendsize;
+
+    MenuItem(MenuItemType _type, int _id, const string& _label, int _texture, MBCallback _cb,
+            int _x, int _y, int _w, int _h, float _r, float _g, float _b):
+        type(_type),id(_id),label(_label),texture(_texture),cb(_cb),
+        x(_x),y(_y),w(_w),h(_h),r(_r),g(_g),b(_b),effectfade(0) {
+        if(type==MenuItem::BUTTON){
+            if(w==-1)
+                w=label.length()*10;
+            if(h==-1)
+                h=20;
+        }
+    }
+    MenuItem(const XYZ& start, const XYZ& end, float startsize, float endsize, float _r, float _g, float _b):
+        type(MAPLINE),id(-1),label(""),r(_r),g(_g),b(_b),
+        linestart(start),lineend(end),linestartsize(startsize),lineendsize(endsize) { }
+};
+
+vector<MenuItem> items;
+
+
+
+
+void Menu::GUITick(Game* game){
+    for(vector<MenuItem>::iterator it=items.begin();it!=items.end();it++){
+               if(it->id==game->selected){
+                       it->effectfade+=multiplier*5;
+                       if(it->effectfade>1)
+                it->effectfade=1;
+               }else{
+                       it->effectfade-=multiplier*5;
+                       if(it->effectfade<0)
+                it->effectfade=0;      
+               }        
+    }
+}
+
+void Menu::clearMenu(){
+    items.clear();
+}
+
+void Menu::addLabel(int id,const string& label,int x,int y){
+    items.push_back(MenuItem(MenuItem::LABEL,id,label,0,NULL,x,y,-1,-1,1,0,0));
+}
+void Menu::addButton(int id,const string& label,MBCallback cb,int x,int y,int w,int h){
+    items.push_back(MenuItem(MenuItem::BUTTON,id,label,0,cb,x,y,w,h,1,0,0));
+}
+void Menu::addButton(int id,const string& label,MBCallback cb,int x,int y,int w,int h,float r,float g,float b){
+    items.push_back(MenuItem(MenuItem::BUTTON,id,label,0,cb,x,y,w,h,r,g,b));
+}
+void Menu::addImage(int id,int texture,int x,int y,int w,int h){
+    items.push_back(MenuItem(MenuItem::IMAGE,id,"",texture,NULL,x,y,w,h,1,1,1));
+}
+void Menu::addImageButton(int id,int texture,MBCallback cb,int x,int y,int w,int h){
+    items.push_back(MenuItem(MenuItem::IMAGEBUTTON,id,"",texture,cb,x,y,w,h,1,1,1));
+}
+void Menu::addImageButton(int id,int texture,MBCallback cb,int x,int y,int w,int h,float r,float g,float b){
+    items.push_back(MenuItem(MenuItem::IMAGEBUTTON,id,"",texture,cb,x,y,w,h,r,g,b));
+}
+void Menu::addMapLine(const XYZ& start, const XYZ& end, float startsize, float endsize, float r,float g,float b){
+    items.push_back(MenuItem(start,end,startsize,endsize,r,g,b));
+}
+void Menu::addMapMarker(int id,int texture,MBCallback cb,int x,int y,int w,int h,float r,float g,float b){
+    items.push_back(MenuItem(MenuItem::MAPMARKER,id,"",texture,cb,x,y,w,h,r,g,b));
+}
+
+void Menu::setMapItem(int id){
+    for(vector<MenuItem>::iterator it=items.begin();it!=items.end();it++)
+        if(it->id==id){
+            if(it->type==MenuItem::LABEL)
+                it->type=MenuItem::MAPLABEL;
+            break;
+        }
+}
+
+void Menu::setButtonText(int id,const string& label){
+    for(vector<MenuItem>::iterator it=items.begin();it!=items.end();it++)
+        if(it->id==id){
+            it->label=label;
+            it->w=it->label.length()*10;
+            break;
+        }
+}
+
+void Menu::setButtonText(int id,const string& label,int x,int y,int w,int h){
+    for(vector<MenuItem>::iterator it=items.begin();it!=items.end();it++)
+        if(it->id==id){
+            it->label=label;
+            it->x=x;
+            it->y=y;
+            if(w==-1)
+                it->w=it->label.length()*10;
+            if(h==-1)
+                it->h=20;
+            break;
+        }
+}
+
+int Menu::getSelected(int mousex, int mousey){
+    for(vector<MenuItem>::iterator it=items.begin();it!=items.end();it++)
+        if(it->type==MenuItem::BUTTON || it->type==MenuItem::IMAGEBUTTON || it->type==MenuItem::MAPMARKER){
+            int mx=mousex;
+            int my=mousey;
+            if(it->type==MenuItem::MAPMARKER){
+                mx-=1;
+                my+=2;
+            }
+            if(mx>=it->x && mx<it->x+it->w && my>=it->y && my<it->y+it->h)
+                return it->id;
+        }
+    return -1;
+}
+
+void Menu::drawItems(Game* game){
+    glEnable(GL_TEXTURE_2D);
+    glEnable(GL_ALPHA_TEST);
+    glEnable(GL_BLEND);
+    for(vector<MenuItem>::iterator it=items.begin();it!=items.end();it++){
+        switch(it->type){
+        case MenuItem::IMAGE:
+        case MenuItem::IMAGEBUTTON:
+        case MenuItem::MAPMARKER:
+            glColor4f(it->r,it->g,it->b,1);
+            glPushMatrix();
+            if(it->type==MenuItem::MAPMARKER){
+                glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+                glTranslatef(2,-5,0); //from old code
+            }else{
+                glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+            }
+            glBindTexture(GL_TEXTURE_2D,it->texture);
+                       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+                       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+            glBegin(GL_QUADS);
+            glTexCoord2f(0,0);
+            glVertex3f(it->x,it->y,0);
+            glTexCoord2f(1,0);
+            glVertex3f(it->x+it->w,it->y,0);
+            glTexCoord2f(1,1);
+            glVertex3f(it->x+it->w,it->y+it->h,0);
+            glTexCoord2f(0,1);
+            glVertex3f(it->x,it->y+it->h,0);
+            glEnd();
+            if(it->type!=MenuItem::IMAGE){
+                //mouseover highlight
+                for(int i=0;i<10;i++){
+                    if(1-((float)i)/10-(1-it->effectfade)>0){
+                        glColor4f(it->r,it->g,it->b,(1-((float)i)/10-(1-it->effectfade))*.25);
+                        glBegin(GL_QUADS);
+                        glTexCoord2f(0,0);
+                        glVertex3f(it->x-((float)i)*1/2, it->y-((float)i)*1/2, 0);
+                        glTexCoord2f(1,0);
+                        glVertex3f(it->x+it->w+((float)i)*1/2, it->y-((float)i)*1/2, 0);
+                        glTexCoord2f(1,1);
+                        glVertex3f(it->x+it->w+((float)i)*1/2, it->y+it->h+((float)i)*1/2, 0);
+                        glTexCoord2f(0,1);
+                        glVertex3f(it->x-((float)i)*1/2, it->y+it->h+((float)i)*1/2, 0);
+                        glEnd();
+                    }
+                }
+            }
+            glPopMatrix();
+            break;
+        case MenuItem::LABEL:
+        case MenuItem::BUTTON:
+            glColor4f(it->r,it->g,it->b,1);
+            glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+            game->text.glPrint(it->x,it->y,it->label.c_str(),0,1,640,480);
+            if(it->type!=MenuItem::LABEL){
+                //mouseover highlight
+                glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+                for(int i=0;i<15;i++){
+                    if(1-((float)i)/15-(1-it->effectfade)>0){
+                        glColor4f(it->r,it->g,it->b,(1-((float)i)/10-(1-it->effectfade))*.25);
+                        game->text.glPrint(it->x-((float)i),it->y,it->label.c_str(),0,1+((float)i)/70,640,480);
+                    }
+                }
+            }
+            break;
+        case MenuItem::MAPLABEL:
+            game->text.glPrintOutlined(0.9,0,0,it->x,it->y,it->label.c_str(),0,0.6,640,480);
+            break;
+        case MenuItem::MAPLINE: {
+            XYZ linestart=it->linestart;
+            XYZ lineend=it->lineend;
+            XYZ offset=lineend-linestart;
+            XYZ fac=offset;
+            Normalise(&fac);
+            offset=DoRotation(offset,0,0,90);
+            Normalise(&offset);
+
+            linestart+=fac*4*it->linestartsize;
+            lineend-=fac*4*it->lineendsize;
+
+            glDisable(GL_TEXTURE_2D);                                                  
+            glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+            glColor4f(it->r,it->g,it->b,1);
+            glPushMatrix();
+            glTranslatef(2,-5,0); //from old code
+            glBegin(GL_QUADS);
+            glVertex3f(linestart.x-offset.x*it->linestartsize, linestart.y-offset.y*it->linestartsize,          0.0f);
+            glVertex3f(linestart.x+offset.x*it->linestartsize, linestart.y+offset.y*it->linestartsize,          0.0f);
+            glVertex3f(lineend.x+offset.x*it->lineendsize,             lineend.y+offset.y*it->lineendsize, 0.0f);
+            glVertex3f(lineend.x-offset.x*it->lineendsize,             lineend.y-offset.y*it->lineendsize, 0.0f);
+            glEnd();
+            glPopMatrix();
+            glEnable(GL_TEXTURE_2D);
+            } break;
+        }
+    }
+}
+
diff --git a/Source/Menu.h b/Source/Menu.h
new file mode 100644 (file)
index 0000000..f671ebc
--- /dev/null
@@ -0,0 +1,26 @@
+#ifndef _MENU_H_
+#define _MENU_H_
+
+#include "Game.h"
+
+namespace Menu {
+    typedef void(*MBCallback)(int id);
+
+    void GUITick(Game* game);
+    void clearMenu();
+    void addLabel(int id,const string& label,int x,int y);
+    void addButton(int id,const string& label,MBCallback cb,int x,int y,int w,int h);
+    void addButton(int id,const string& label,MBCallback cb,int x,int y,int w,int h,float r,float g,float b);
+    void addImage(int id,int texture,int x,int y,int w,int h);
+    void addImageButton(int id,int texture,MBCallback cb,int x,int y,int w,int h);
+    void addImageButton(int id,int texture,MBCallback cb,int x,int y,int w,int h,float r,float g,float b);
+    void addMapLine(const XYZ& start, const XYZ& end, float startsize, float endsize, float r,float g,float b);
+    void addMapMarker(int id,int texture,MBCallback cb,int x,int y,int w,int h,float r,float g,float b);
+    void setMapItem(int id);
+    void setButtonText(int id,const string& label);
+    void setButtonText(int id,const string& label,int x,int y,int w,int h);
+    int getSelected(int mousex, int mousey);
+    void drawItems(Game* game);
+}
+
+#endif