]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameDraw.cpp
Fix feedback on prev commits from MCMic
[lugaru.git] / Source / GameDraw.cpp
index a0c92d50e0f93542ef5930cd567c302fe7b5bf6f..de4d97d37926a04e4ddd725f26a8684651f41c43 100644 (file)
@@ -1,6 +1,6 @@
 /*
 Copyright (C) 2003, 2010 - Wolfire Games
-Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
+Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
 
 This file is part of Lugaru.
 
@@ -18,13 +18,15 @@ You should have received a copy of the GNU General Public License
 along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 */
 
-#include "Game.h"
-#include "openal_wrapper.h"
-#include "Input.h"
-#include "Awards.h"
-#include "Menu.h"
-#include "Dialog.h"
-#include "Hotspot.h"
+#include "Game.hpp"
+
+#include "Audio/openal_wrapper.hpp"
+#include "Level/Awards.hpp"
+#include "Level/Dialog.hpp"
+#include "Level/Hotspot.hpp"
+#include "Menu/Menu.hpp"
+#include "Tutorial.hpp"
+#include "Utils/Input.hpp"
 
 extern XYZ viewer;
 extern int environment;
@@ -38,7 +40,6 @@ extern float screenwidth, screenheight;
 extern int kTextureSize;
 extern FRUSTUM frustum;
 extern Light light;
-extern Objects objects;
 extern int detail;
 extern float usermousesensitivity;
 extern float camerashake;
@@ -62,18 +63,14 @@ extern float motionbluramount;
 extern bool isclient;
 extern bool alwaysblur;
 extern bool velocityblur;
-extern bool debugmode;
+extern bool devtools;
 extern int mainmenu;
 extern int bloodtoggle;
 extern int difficulty;
-extern bool decals;
+extern bool decalstoggle;
 extern float texdetail;
 extern bool musictoggle;
-extern int tutoriallevel;
 extern float smoketex;
-extern float tutorialstagetime;
-extern float tutorialmaxtime;
-extern int tutorialstage;
 extern bool againbonus;
 extern float damagedealt;
 extern bool invertmouse;
@@ -87,21 +84,22 @@ extern bool gamestarted;
 
 extern bool showdamagebar;
 
-
-
 int drawtoggle = 0;
 int numboundaries = 0;
 XYZ boundary[360];
 int change = 0;
 
-
-
-enum drawmodes {
-    normalmode, motionblurmode, radialzoommode,
-    realmotionblurmode, doublevisionmode, glowmode,
+enum drawmodes
+{
+    normalmode,
+    motionblurmode,
+    radialzoommode,
+    realmotionblurmode,
+    doublevisionmode,
+    glowmode,
 };
 
-void Game::flash(float amount, int delay)   // shouldn't be that way, these should be attributes and Person class should not change rendering.
+void Game::flash(float amount, int delay) // shouldn't be that way, these should be attributes and Person class should not change rendering.
 {
     flashr = 1;
     flashg = 0;
@@ -117,30 +115,28 @@ int Game::DrawGLScene(StereoSide side)
 {
     static float texcoordwidth, texcoordheight;
     static float texviewwidth, texviewheight;
-    static int l;
     static XYZ checkpoint;
     static float tempmult;
     float tutorialopac;
-    static char string[256] = "";
-    static char string2[256] = "";
-    static char string3[256] = "";
+    std::string string;
     static int drawmode = 0;
 
-    if ( stereomode == stereoAnaglyph ) {
+    if (stereomode == stereoAnaglyph) {
         switch (side) {
-        case stereoLeft:
-            glColorMask( 0.0, 1.0, 1.0, 1.0 );
-            break;
-        case stereoRight:
-            glColorMask( 1.0, 0.0, 0.0, 1.0 );
-            break;
-        default:
-            break;
+            case stereoLeft:
+                glColorMask(0.0, 1.0, 1.0, 1.0);
+                break;
+            case stereoRight:
+                glColorMask(1.0, 0.0, 0.0, 1.0);
+                break;
+            default:
+                break;
         }
     } else {
-        glColorMask( 1.0, 1.0, 1.0, 1.0 );
+        glColorMask(1.0, 1.0, 1.0, 1.0);
 
-        if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
+        if (stereomode == stereoHorizontalInterlaced ||
+            stereomode == stereoVerticalInterlaced) {
             glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
         }
     }
@@ -153,8 +149,9 @@ int Game::DrawGLScene(StereoSide side)
     if (!mainmenu) {
         if (editorenabled) {
             numboundaries = mapradius * 2;
-            if (numboundaries > 360)
+            if (numboundaries > 360) {
                 numboundaries = 360;
+            }
             for (int i = 0; i < numboundaries; i++) {
                 boundary[i] = 0;
                 boundary[i].z = 1;
@@ -181,54 +178,66 @@ int Game::DrawGLScene(StereoSide side)
         }
 
         if (slomo && !loading) {
-            if (ismotionblur)
+            if (ismotionblur) {
                 drawmode = motionblurmode;
+            }
             motionbluramount = .2;
             slomodelay -= multiplier;
-            if (slomodelay < 0)
+            if (slomodelay < 0) {
                 slomo = 0;
+            }
             camerashake = 0;
             changed = 1;
         }
         if ((!changed && !slomo) || loading) {
             drawmode = normalmode;
-            if (ismotionblur && (/*fps>100||*/alwaysblur)) {
-                if (olddrawmode != realmotionblurmode)
+            if (ismotionblur && (/*fps>100||*/ alwaysblur)) {
+                if (olddrawmode != realmotionblurmode) {
                     change = 1;
-                else
+                } else {
                     change = 0;
+                }
                 drawmode = realmotionblurmode;
-            } else if (olddrawmode == realmotionblurmode)
+            } else if (olddrawmode == realmotionblurmode) {
                 change = 2;
-            else
+            } else {
                 change = 0;
+            }
         }
 
-        if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted))
+        if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
             drawmode = normalmode;
-        if ((freeze || winfreeze) && ismotionblur && !mainmenu)
+        }
+        if ((freeze || winfreeze) && ismotionblur && !mainmenu) {
             drawmode = radialzoommode;
+        }
 
-        if (winfreeze || mainmenu)
+        if (winfreeze || mainmenu) {
             drawmode = normalmode;
+        }
 
-        if (drawtoggle != 2)
+        if (drawtoggle != 2) {
             drawtoggle = 1 - drawtoggle;
+        }
 
         if (!texcoordwidth) {
             texviewwidth = kTextureSize;
-            if (texviewwidth > screenwidth)
+            if (texviewwidth > screenwidth) {
                 texviewwidth = screenwidth;
+            }
             texviewheight = kTextureSize;
-            if (texviewheight > screenheight)
+            if (texviewheight > screenheight) {
                 texviewheight = screenheight;
+            }
 
             texcoordwidth = screenwidth / kTextureSize;
             texcoordheight = screenheight / kTextureSize;
-            if (texcoordwidth > 1)
+            if (texcoordwidth > 1) {
                 texcoordwidth = 1;
-            if (texcoordheight > 1)
+            }
+            if (texcoordheight > 1) {
                 texcoordheight = 1;
+            }
         }
 
         glDrawBuffer(GL_BACK);
@@ -236,10 +245,11 @@ int Game::DrawGLScene(StereoSide side)
 
         static XYZ terrainlight;
         static float distance;
-        if (drawmode == normalmode)
+        if (drawmode == normalmode) {
             Game::ReSizeGLScene(90, .1f);
-        if (drawmode != normalmode)
+        } else {
             glViewport(0, 0, texviewwidth, texviewheight);
+        }
         glDepthFunc(GL_LEQUAL);
         glDepthMask(1);
         glAlphaFunc(GL_GREATER, 0.0001f);
@@ -247,18 +257,18 @@ int Game::DrawGLScene(StereoSide side)
         glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
         glClear(GL_DEPTH_BUFFER_BIT);
 
-        glMatrixMode (GL_MODELVIEW);
+        glMatrixMode(GL_MODELVIEW);
         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-        glLoadIdentity ();
+        glLoadIdentity();
 
         // Move the camera for the current eye's point of view.
         // Reverse the movement if we're reversing stereo
-        glTranslatef((stereoseparation / 2) * side * (stereoreverse  ? -1 : 1), 0, 0);
+        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);
+            glRotatef(float(Random() % 100) / 10 * camerashake /*+(woozy*woozy)/10*/, 0, 0, 1);
             //sway
             glRotatef(pitch + sin(woozy / 2) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 1, 0, 0);
             glRotatef(yaw + sin(woozy) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 0, 1, 0);
@@ -280,99 +290,108 @@ int Game::DrawGLScene(StereoSide side)
             blurness = targetblurness;
             targetblurness = (float)(abs(Random() % 100)) / 40;
         }
-        if (blurness < targetblurness)
+        if (blurness < targetblurness) {
             blurness += multiplier * 5;
-        else
+        } 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) {
+            if (detail == 2) {
+                glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4);
+            }
             glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0);
             glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0);
         }
         skybox->draw();
-        glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
+        glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0);
         glPopMatrix();
         glTranslatef(-viewer.x, -viewer.y, -viewer.z);
         frustum.GetFrustum();
 
-        //make shadow decals on terrain and objects
+        //make shadow decals on terrain and Object::objects
         static XYZ point;
         static float size, opacity, rotation;
         rotation = 0;
-        for (unsigned k = 0; k < Person::players.size(); k++) {
-            if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
-                if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
-                    for (int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
+        for (unsigned int k = 0; k < Person::players.size(); k++) {
+            if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping) {
+                if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25) {
+                    for (unsigned int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
                         if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) {
                             point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                             size = .4f;
                             opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
-                            if (k != 0 && tutoriallevel == 1) {
+                            if (k != 0 && Tutorial::active) {
                                 opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
                             }
                             terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
-                            for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
-                                int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
-                                if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
-                                    point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+                            for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
+                                unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+                                if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
+                                    point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
                                     size = .4f;
                                     opacity = .4f;
-                                    if (k != 0 && tutoriallevel == 1) {
+                                    if (k != 0 && Tutorial::active) {
                                         opacity = .2 + .2 * sin(smoketex * 6 + i);
                                     }
-                                    objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
+                                    Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
                                 }
                             }
                         }
                     }
-            if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail)
-                if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25)
-                    for (int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
+                }
+            }
+            if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail) {
+                if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25) {
+                    for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
                         if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) {
-                            if (Person::players[k]->skeleton.free)
+                            if (Person::players[k]->skeleton.free) {
                                 point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords;
-                            else
+                            } else {
                                 point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
+                            }
                             size = .4f;
                             opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
-                            if (k != 0 && tutoriallevel == 1) {
+                            if (k != 0 && Tutorial::active) {
                                 opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
                             }
                             terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
-                            for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
-                                int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
-                                if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
-                                    if (Person::players[k]->skeleton.free)
-                                        point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
-                                    else
-                                        point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+                            for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
+                                unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+                                if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
+                                    if (Person::players[k]->skeleton.free) {
+                                        point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
+                                    } else {
+                                        point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
+                                    }
                                     size = .4f;
                                     opacity = .4f;
-                                    if (k != 0 && tutoriallevel == 1) {
+                                    if (k != 0 && Tutorial::active) {
                                         opacity = .2 + .2 * sin(smoketex * 6 + i);
                                     }
-                                    objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
+                                    Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
                                 }
                             }
                         }
                     }
+                }
+            }
 
-            if (!Person::players[k]->playerdetail)
+            if (!Person::players[k]->playerdetail) {
                 if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5)) {
                     point = Person::players[k]->coords;
                     size = .7;
                     opacity = .4 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
                     terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
-                    for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
-                        int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
-                        point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
+                    for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
+                        unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+                        point = DoRotation(Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
                         size = .7;
                         opacity = .4f;
-                        objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
+                        Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
                     }
                 }
+            }
         }
 
         //Terrain
@@ -405,44 +424,49 @@ int Game::DrawGLScene(StereoSide side)
             glCullFace(GL_FRONT);
             glDepthMask(1);
             for (unsigned k = 0; k < Person::players.size(); k++) {
-                if (k == 0 || tutoriallevel != 1) {
+                if (k == 0 || !Tutorial::active) {
                     glEnable(GL_BLEND);
                     glEnable(GL_LIGHTING);
                     terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
                     distance = distsq(&viewer, &Person::players[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)
+                    if (distance >= 1) {
                         glDisable(GL_BLEND);
+                    }
                     if (distance >= .5) {
-                        checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
+                        checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                         checkpoint.y += 1;
                         int i = -1;
-                        if (Person::players[k]->occluded != 0)
-                            i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
-                        if (i == -1)
-                            i = checkcollide(viewer, checkpoint);
+                        if (Person::players[k]->occluded != 0) {
+                            i = Object::checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
+                        }
+                        if (i == -1) {
+                            i = Object::checkcollide(viewer, checkpoint);
+                        }
                         if (i != -1) {
                             Person::players[k]->occluded += 1;
                             Person::players[k]->lastoccluded = i;
                         } else {
                             Person::players[k]->occluded = 0;
                         }
-                        if (Person::players[k]->occluded < 25)
+                        if (Person::players[k]->occluded < 25) {
                             Person::players[k]->DrawSkeleton();
+                        }
                     }
                 }
             }
         }
 
-        if (!cameramode && musictype == stream_fighttheme)
+        if (!cameramode && musictype == stream_fighttheme) {
             playerdist = distsqflat(&Person::players[0]->coords, &viewer);
-        else
+        } else {
             playerdist = -100;
+        }
         glPushMatrix();
         glCullFace(GL_BACK);
         glEnable(GL_TEXTURE_2D);
-        objects.Draw();
+        Object::Draw();
         glPopMatrix();
 
         //draw hawk
@@ -458,10 +482,12 @@ int Game::DrawGLScene(StereoSide side)
             glTranslatef(25, 0, 0);
             distance = distsq(&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)
+            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)
+            }
+            if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 0) {
                 hawk.drawdifftex(hawktexture);
+            }
         }
         glPopMatrix();
 
@@ -470,31 +496,35 @@ int Game::DrawGLScene(StereoSide side)
         glCullFace(GL_FRONT);
         glDepthMask(1);
         for (unsigned k = 0; k < Person::players.size(); k++) {
-            if (!(k == 0 || tutoriallevel != 1)) {
+            if (!(k == 0 || !Tutorial::active)) {
                 glEnable(GL_BLEND);
                 glEnable(GL_LIGHTING);
                 terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
                 distance = distsq(&viewer, &Person::players[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)
+                if (distance >= 1) {
                     glDisable(GL_BLEND);
+                }
                 if (distance >= .5) {
-                    checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
+                    checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                     checkpoint.y += 1;
                     int i = -1;
-                    if (Person::players[k]->occluded != 0)
-                        i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
-                    if (i == -1)
-                        i = checkcollide(viewer, checkpoint);
+                    if (Person::players[k]->occluded != 0) {
+                        i = Object::checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
+                    }
+                    if (i == -1) {
+                        i = Object::checkcollide(viewer, checkpoint);
+                    }
                     if (i != -1) {
                         Person::players[k]->occluded += 1;
                         Person::players[k]->lastoccluded = i;
                     } else {
                         Person::players[k]->occluded = 0;
                     }
-                    if (Person::players[k]->occluded < 25)
+                    if (Person::players[k]->occluded < 25) {
                         Person::players[k]->DrawSkeleton();
+                    }
                 }
             }
         }
@@ -532,7 +562,6 @@ int Game::DrawGLScene(StereoSide side)
                 }
             }
 
-
             if (numpathpoints > 1) {
                 glColor4f(0, 1, 0, 1);
                 for (unsigned k = 0; int(k) < numpathpoints; k++) {
@@ -558,340 +587,33 @@ int Game::DrawGLScene(StereoSide side)
         glEnable(GL_TEXTURE_2D);
         glColor4f(.5, .5, .5, 1);
         if (!console) {
-            if (!tutoriallevel)
+            if (!Tutorial::active) {
                 if (bonus > 0 && bonustime < 1 && !winfreeze && !Dialog::inDialog()) {
-                    const char *bonus_name;
-                    if (bonus < bonus_count)
+                    const charbonus_name;
+                    if (bonus < bonus_count) {
                         bonus_name = bonus_names[bonus];
-                    else
+                    } else {
                         bonus_name = "Excellent!"; // When does this happen?
+                    }
+                    text->glPrintOutlined(1, 0, 0, 1 - bonustime, 1024 / 2 - 10 * strlen(bonus_name), 768 / 16 + 768 * 4 / 5, bonus_name, 1, 2, 1024, 768);
 
-                    glColor4f(0, 0, 0, 1 - bonustime);
-                    text->glPrintOutline(1024 / 2 - 10 * strlen(bonus_name) - 4, 768 / 16 - 4 + 768 * 4 / 5, bonus_name, 1, 2.5, 1024, 768);
-                    glColor4f(1, 0, 0, 1 - bonustime);
-                    text->glPrint(1024 / 2 - 10 * strlen(bonus_name), 768 / 16 + 768 * 4 / 5, bonus_name, 1, 2, 1024, 768);
+                    string = to_string(bonusvalue);
+                    text->glPrintOutlined(1, 0, 0, 1 - bonustime, 1024 / 2 - 10 * string.size(), 768 / 16 - 20 + 768 * 4 / 5, string, 1, 2 * .8, 1024, 768);
 
-                    sprintf (string, "%d", (int)bonusvalue);
-                    glColor4f(0, 0, 0, 1 - bonustime);
-                    text->glPrintOutline(1024 / 2 - 10 * strlen(string) - 4, 768 / 16 - 4 - 20 + 768 * 4 / 5, string, 1, 2.5 * .8, 1024, 768);
-                    glColor4f(1, 0, 0, 1 - bonustime);
-                    text->glPrint(1024 / 2 - 10 * strlen(string), 768 / 16 - 20 + 768 * 4 / 5, string, 1, 2 * .8, 1024, 768);
                     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.");
-                    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.");
-                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);
+            if (Tutorial::active) {
+                Tutorial::DrawTextInfo();
             }
 
             //Hot spots
-            if (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !tutoriallevel) {
+            if (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !Tutorial::active) {
                 float closestdist = -1;
-                float distance = 0;
                 int closest = Hotspot::current;
-                for (int i = 0; i < Hotspot::hotspots.size(); i++) {
-                    distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position);
+                for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
+                    float distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position);
                     if (closestdist == -1 || distance < closestdist) {
                         if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size && ((Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type >= 0) || (Hotspot::hotspots[i].type <= 40 && Hotspot::hotspots[i].type >= 20))) {
                             closestdist = distance;
@@ -902,16 +624,19 @@ int Game::DrawGLScene(StereoSide side)
                 if (closest != -1) {
                     Hotspot::current = closest;
                     if (Hotspot::hotspots[closest].type <= 10) {
-                        if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[closest].position) < Hotspot::hotspots[closest].size)
-                            tutorialstagetime = 0;
-                        tutorialmaxtime = 1;
-                        tutorialopac = tutorialmaxtime - tutorialstagetime;
-                        if (tutorialopac > 1)
+                        if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[closest].position) < Hotspot::hotspots[closest].size) {
+                            Tutorial::stagetime = 0;
+                        }
+                        Tutorial::maxtime = 1;
+                        tutorialopac = Tutorial::maxtime - Tutorial::stagetime;
+                        if (tutorialopac > 1) {
                             tutorialopac = 1;
-                        if (tutorialopac < 0)
+                        }
+                        if (tutorialopac < 0) {
                             tutorialopac = 0;
+                        }
 
-                        sprintf (string, "%s", Hotspot::hotspots[closest].text);
+                        string = Hotspot::hotspots[closest].text;
 
                         int lastline = 0;
                         int line = 0;
@@ -919,17 +644,16 @@ int Game::DrawGLScene(StereoSide side)
                         int 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);
+                                text->glPrintOutlined(1, 1, 1, tutorialopac, 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')
+                                if (string[i] == '\0') {
                                     done = 1;
+                                }
                             }
-                            if (i >= 255)
+                            if (i >= 255) {
                                 done = 1;
+                            }
                             i++;
                         }
                     } else if ((Hotspot::hotspots[closest].type >= 20) && (Dialog::dialogs[Hotspot::hotspots[closest].type - 20].gonethrough == 0)) {
@@ -940,6 +664,7 @@ int Game::DrawGLScene(StereoSide side)
                 }
             }
 
+            /* Drawing dialogs */
             if (Dialog::inDialog() && !mainmenu) {
                 glDisable(GL_DEPTH_TEST);
                 glDisable(GL_CULL_FACE);
@@ -953,8 +678,9 @@ int Game::DrawGLScene(StereoSide side)
                 glMatrixMode(GL_MODELVIEW);
                 glPushMatrix();
                 glLoadIdentity();
-                if (Dialog::currentScene().location == 1)
+                if (Dialog::currentScene().location == 1) {
                     glTranslatef(0, screenheight * 3 / 4, 0);
+                }
                 glScalef(screenwidth, screenheight / 4, 1);
                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                 glEnable(GL_BLEND);
@@ -982,46 +708,29 @@ int Game::DrawGLScene(StereoSide side)
                 float starty;
 
                 startx = screenwidth * 1 / 5;
-                if (Dialog::currentScene().location == 1)
+                if (Dialog::currentScene().location == 1) {
                     starty = screenheight / 16 + screenheight * 4 / 5;
-                if (Dialog::currentScene().location == 2)
+                } else {
                     starty = screenheight * 1 / 5 - screenheight / 16;
-
-                char tempname[264];
-                int tempnum = 0;
-                for (int i = 0; i < 264; i++) {
-                    tempname[i] = '\0';
-                }
-
-                for (int i = 0; i < Dialog::currentScene().name.size(); i++) {
-                    tempname[tempnum] = Dialog::currentScene().name[i];
-                    if (tempname[tempnum] == '#' || tempname[tempnum] == '\0')
-                        tempname[tempnum] = '\0';
-                    else
-                        tempnum++;
                 }
 
-                sprintf (string, "%s: ", tempname);
+                /* Get speaker name, and remove potential '#' chars hardcoded in it. */
+                string = Dialog::currentScene().name + ": ";
+                string.erase(std::remove(string.begin(), string.end(), '#'), string.end());
 
+                /* Print speaker name in dialog box. */
                 if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[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);
+                    text->glPrintOutlined(0.7, 0.7, 0.7, tutorialopac, startx - 2 * 7.6 * string.size() * screenwidth / 1024, starty, string, 1, 1.4 * 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 (int i = 0; i < Dialog::currentScene().text.size() + 1; i++) {
-                    tempname[tempnum] = Dialog::currentScene().text[i];
-                    if (Dialog::currentScene().text[i] != '#')
-                        tempnum++;
+                    text->glPrintOutline(startx - 2 * 7.6 * string.size() * screenwidth / 1024 - 4, starty - 4, string, 1, 1.4 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
                 }
 
-                sprintf (string, "%s", tempname);
+                /* Get dialog text, and remove potential '#' chars hardcoded in it.' */
+                string = Dialog::currentScene().text;
+                string.erase(std::remove(string.begin(), string.end(), '#'), string.end());
 
+                /* Print dialog text in dialog box. */
                 int lastline = 0;
                 int line = 0;
                 bool done = false;
@@ -1029,38 +738,35 @@ int Game::DrawGLScene(StereoSide side)
                 while (!done) {
                     if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
                         if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[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);
+                            text->glPrintOutlined(1, 1, 1, tutorialopac, startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.4 * 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);
+                            text->glPrint(startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.4 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
                         }
                         lastline = i + 1;
                         line++;
-                        if (string[i] == '\0')
+                        if (string[i] == '\0') {
                             done = 1;
+                        }
                     }
-                    if (i >= 255)
+                    if (i >= 255) {
                         done = 1;
+                    }
                     i++;
                 }
             }
 
-            if (!tutoriallevel && !winfreeze && !Dialog::inDialog() && !mainmenu) {
+            if (!Tutorial::active && !winfreeze && !Dialog::inDialog() && !mainmenu) {
                 if (campaign) {
-                    if (scoreadded)
-                        sprintf (string, "Score: %d", (int)accountactive->getCampaignScore());
-                    else
-                        sprintf (string, "Score: %d", (int)accountactive->getCampaignScore() + (int)bonustotal);
+                    if (scoreadded) {
+                        string = "Score: " + to_string(int(Account::active().getCampaignScore()));
+                    } else {
+                        string = "Score: " + to_string(int(Account::active().getCampaignScore() + bonustotal));
+                    }
+                } else {
+                    string = "Score: " + to_string(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);
+                text->glPrintOutlined(1, 0, 0, 1, 1024 / 40, 768 / 16 + 768 * 14 / 16, string, 1, 1.5, 1024, 768);
                 if (showdamagebar) {
                     glDisable(GL_DEPTH_TEST);
                     glDisable(GL_CULL_FACE);
@@ -1139,89 +845,87 @@ int Game::DrawGLScene(StereoSide side)
                     glEnable(GL_TEXTURE_2D);
 
                     // writing the numbers :
-                    sprintf (string, "Damages : %d/%d (%d)", (int)(Person::players[0]->damage), (int)(Person::players[0]->damagetolerance), (int)(Person::players[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);
+                    string = "Damages : " + to_string(int(Person::players[0]->damage)) + "/" + to_string(int(Person::players[0]->damagetolerance)) + " (" + to_string(int(Person::players[0]->bloodloss)) + ")";
+                    text->glPrintOutlined(1, 0, 0, 1, 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));
+            if ((texttoggle || editorenabled) && devtools && !mainmenu) {
+                string = "The framespersecond is " + to_string(int(fps));
                 text->glPrint(10, 30, string, 0, .8, 1024, 768);
 
-                if (editorenabled)
-                    sprintf (string, "Map editor enabled.");
-                else
-                    sprintf (string, "Map editor disabled.");
+                if (editorenabled) {
+                    string = "Map editor enabled.";
+                } else {
+                    string = "Map editor disabled.";
+                }
                 text->glPrint(10, 60, string, 0, .8, 1024, 768);
                 if (editorenabled) {
-                    sprintf (string, "Object size: %f", editorsize);
+                    string = "Object size: " + to_string(editorsize);
                     text->glPrint(10, 75, string, 0, .8, 1024, 768);
-                    if (editoryaw >= 0)
-                        sprintf (string, "Object yaw: %f", editoryaw);
-                    else
-                        sprintf (string, "Object yaw: Random");
+                    if (editoryaw >= 0) {
+                        string = "Object yaw: " + to_string(editoryaw);
+                    } else {
+                        string = "Object yaw: Random";
+                    }
                     text->glPrint(10, 90, string, 0, .8, 1024, 768);
-                    if (editorpitch >= 0)
-                        sprintf (string, "Object pitch: %f", editorpitch);
-                    else
-                        sprintf (string, "Object pitch: Random");
+                    if (editorpitch >= 0) {
+                        string = "Object pitch: " + to_string(editorpitch);
+                    } else {
+                        string = "Object pitch: Random";
+                    }
                     text->glPrint(10, 105, string, 0, .8, 1024, 768);
-                    sprintf (string, "Object type: %d", editortype);
+                    string = "Object type: " + to_string(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;
+                        case boxtype:
+                            string = "(box)";
+                            break;
+                        case treetrunktype:
+                            string = "(tree)";
+                            break;
+                        case walltype:
+                            string = "(wall)";
+                            break;
+                        case weirdtype:
+                            string = "(weird)";
+                            break;
+                        case spiketype:
+                            string = "(spike)";
+                            break;
+                        case rocktype:
+                            string = "(rock)";
+                            break;
+                        case bushtype:
+                            string = "(bush)";
+                            break;
+                        case tunneltype:
+                            string = "(tunnel)";
+                            break;
+                        case chimneytype:
+                            string = "(chimney)";
+                            break;
+                        case platformtype:
+                            string = "(platform)";
+                            break;
+                        case cooltype:
+                            string = "(cool)";
+                            break;
+                        case firetype:
+                            string = "(fire)";
+                            break;
                     }
                     text->glPrint(130, 120, string, 0, .8, 1024, 768);
 
-                    sprintf (string, "Numplayers: %lu", Person::players.size());
+                    string = "Numplayers: " + to_string(Person::players.size());
                     text->glPrint(10, 155, string, 0, .8, 1024, 768);
-                    sprintf (string, "Player %d: numwaypoints: %d", (int(Person::players.size()) - 1), Person::players.back()->numwaypoints);
+                    string = "Player " + to_string(int(Person::players.size()) - 1) + ": numwaypoints: " + to_string(Person::players.back()->numwaypoints);
                     text->glPrint(10, 140, string, 0, .8, 1024, 768);
                 }
-                sprintf (string, "Difficulty: %d", difficulty);
+                string = "Difficulty: " + to_string(difficulty);
                 text->glPrint(10, 240, string, 0, .8, 1024, 768);
-
             }
         }
 
@@ -1243,7 +947,7 @@ int Game::DrawGLScene(StereoSide side)
             glEnable(GL_BLEND);
             glColor4f(0, 0, 0, .5);
             glBegin(GL_QUADS);
-            glVertex3f(0, 0,  0.0f);
+            glVertex3f(0, 0, 0.0f);
             glVertex3f(256, 0, 0.0f);
             glVertex3f(256, 256, 0.0f);
             glVertex3f(0, 256, 0.0f);
@@ -1274,27 +978,31 @@ int Game::DrawGLScene(StereoSide side)
             glScalef(screenwidth, screenheight, 1);
             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
             glEnable(GL_BLEND);
-            if (Person::players[0]->dead)
+            if (Person::players[0]->dead) {
                 blackout += multiplier * 3;
-            if (Person::players[0]->dead == 1)
+            }
+            if (Person::players[0]->dead == 1) {
                 blackout = .4f;
-            if (Person::players[0]->dead == 2 && blackout > .6)
+            }
+            if (Person::players[0]->dead == 2 && blackout > .6) {
                 blackout = .6;
+            }
             glColor4f(0, 0, 0, blackout);
             if (!Person::players[0]->dead) {
-                if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5))*.3 < .3) {
-                    glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)*.3);
+                if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)) * .3 < .3) {
+                    glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3);
                     blackout = Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3;
                 } else {
                     glColor4f(0, 0, 0, Person::players[0]->blooddimamount * .3);
                     blackout = Person::players[0]->blooddimamount * .3;
                 }
             }
-            if (console)
+            if (console) {
                 glColor4f(.7, 0, 0, .2);
+            }
             glBegin(GL_QUADS);
-            glVertex3f(0, 0,  0.0f);
-            glVertex3f(256, 0,  0.0f);
+            glVertex3f(0, 0, 0.0f);
+            glVertex3f(256, 0, 0.0f);
             glVertex3f(256, 256, 0.0f);
             glVertex3f(0, 256, 0.0f);
             glEnd();
@@ -1309,13 +1017,16 @@ int Game::DrawGLScene(StereoSide side)
         }
 
         if (flashamount > 0 && damageeffects) {
-            if (flashamount > 1)
+            if (flashamount > 1) {
                 flashamount = 1;
-            if (flashdelay <= 0)
+            }
+            if (flashdelay <= 0) {
                 flashamount -= multiplier;
+            }
             flashdelay--;
-            if (flashamount < 0)
+            if (flashamount < 0) {
                 flashamount = 0;
+            }
             glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
@@ -1332,7 +1043,7 @@ int Game::DrawGLScene(StereoSide side)
             glEnable(GL_BLEND);
             glColor4f(flashr, flashg, flashb, flashamount);
             glBegin(GL_QUADS);
-            glVertex3f(0, 0,  0.0f);
+            glVertex3f(0, 0, 0.0f);
             glVertex3f(256, 0, 0.0f);
             glVertex3f(256, 256, 0.0f);
             glVertex3f(0, 256, 0.0f);
@@ -1347,28 +1058,15 @@ int Game::DrawGLScene(StereoSide side)
             glDepthMask(1);
         }
 
-        if (!console) {
-            displaytime[0] = 0;
-            glEnable(GL_TEXTURE_2D);
-            glColor4f(1, 1, 1, 1);
-            for (unsigned i = 1; i < 15; i++)
-                if (displaytime[i] < 4)
-                    for (unsigned j = 0; j < displaytext[i].size(); j++) {
-                        glColor4f(1, 1, 1, 4 - displaytime[i]);
-                        sprintf (string, "%c", displaytext[i][j]);
-                        text->glPrint(30 + j * 10, 30 + i * 20 + (screenheight - 330), string, 0, 1, screenwidth, screenheight);
-                    }
-        }
-
         if (difficulty < 2 && !Dialog::inDialog()) { // minimap
             float mapviewdist = 20000;
 
             glDisable(GL_DEPTH_TEST);
-            glColor3f (1.0, 1.0, 1.0); // no coloring
+            glColor3f(1.0, 1.0, 1.0); // no coloring
 
             glEnable(GL_TEXTURE_2D);
-            glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-            glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
             glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
@@ -1401,15 +1099,15 @@ int Game::DrawGLScene(StereoSide side)
             glPopMatrix();
             glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1);
             glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0);
-            for (int i = 0; i < objects.numobjects; i++) {
-                if (objects.type[i] == treetrunktype) {
-                    distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
+            for (unsigned int i = 0; i < Object::objects.size(); i++) {
+                if (Object::objects[i]->type == treetrunktype) {
+                    distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position);
                     if (distcheck < mapviewdist) {
                         Mapcircletexture.bind();
                         glColor4f(0, .3, 0, opac * (1 - distcheck / mapviewdist));
                         glPushMatrix();
-                        glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
-                        glRotatef(objects.yaw[i], 0, 0, 1);
+                        glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0);
+                        glRotatef(Object::objects[i]->yaw, 0, 0, 1);
                         glScalef(.003, .003, .003);
                         glBegin(GL_QUADS);
                         glTexCoord2f(0, 0);
@@ -1424,15 +1122,15 @@ int Game::DrawGLScene(StereoSide side)
                         glPopMatrix();
                     }
                 }
-                if (objects.type[i] == boxtype) {
-                    distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
+                if (Object::objects[i]->type == boxtype) {
+                    distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position);
                     if (distcheck < mapviewdist) {
                         Mapboxtexture.bind();
                         glColor4f(.4, .4, .4, opac * (1 - distcheck / mapviewdist));
                         glPushMatrix();
-                        glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
-                        glRotatef(objects.yaw[i], 0, 0, 1);
-                        glScalef(.01 * objects.scale[i], .01 * objects.scale[i], .01 * objects.scale[i]);
+                        glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0);
+                        glRotatef(Object::objects[i]->yaw, 0, 0, 1);
+                        glScalef(.01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale);
                         glBegin(GL_QUADS);
                         glTexCoord2f(0, 0);
                         glVertex3f(-1, -1, 0.0f);
@@ -1472,18 +1170,19 @@ int Game::DrawGLScene(StereoSide side)
                 if (distcheck < mapviewdist) {
                     glPushMatrix();
                     Maparrowtexture.bind();
-                    if (i == 0)
+                    if (i == 0) {
                         glColor4f(1, 1, 1, opac);
-                    else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping)
+                    } else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping) {
                         glColor4f(0, 0, 0, opac * (1 - distcheck / mapviewdist));
-                    else if (Person::players[i]->dead)
+                    } else if (Person::players[i]->dead) {
                         glColor4f(.3, .3, .3, opac * (1 - distcheck / mapviewdist));
-                    else if (Person::players[i]->aitype == attacktypecutoff)
+                    } else if (Person::players[i]->aitype == attacktypecutoff) {
                         glColor4f(1, 0, 0, opac * (1 - distcheck / mapviewdist));
-                    else if (Person::players[i]->aitype == passivetype)
+                    } else if (Person::players[i]->aitype == passivetype) {
                         glColor4f(0, 1, 0, opac * (1 - distcheck / mapviewdist));
-                    else
+                    } else {
                         glColor4f(1, 1, 0, 1);
+                    }
                     glTranslatef(Person::players[i]->coords.x / terrain.scale / 256 * -2 + 1, Person::players[i]->coords.z / terrain.scale / 256 * 2 - 1, 0);
                     glRotatef(Person::players[i]->yaw + 180, 0, 0, 1);
                     glScalef(.005, .005, .005);
@@ -1546,7 +1245,7 @@ int Game::DrawGLScene(StereoSide side)
 
             //logo
             glDisable(GL_DEPTH_TEST);
-            glColor3f (1.0, 1.0, 1.0); // no coloring
+            glColor3f(1.0, 1.0, 1.0); // no coloring
 
             glEnable(GL_TEXTURE_2D);
 
@@ -1555,7 +1254,7 @@ int Game::DrawGLScene(StereoSide side)
             if (loading != 4) {
                 glEnable(GL_TEXTURE_2D);
                 glColor4f(1, 1, 1, 1);
-                sprintf (string, "Loading...");
+                string = "Loading...";
                 text->glPrint(1024 / 2 - 90, 768 / 2, string, 1, 2, 1024, 768);
             }
             loading = 2;
@@ -1596,7 +1295,7 @@ int Game::DrawGLScene(StereoSide side)
 
             //logo
             glDisable(GL_DEPTH_TEST);
-            glColor3f (1.0, 1.0, 1.0); // no coloring
+            glColor3f(1.0, 1.0, 1.0); // no coloring
 
             glEnable(GL_TEXTURE_2D);
 
@@ -1604,34 +1303,30 @@ int Game::DrawGLScene(StereoSide side)
 
             glEnable(GL_TEXTURE_2D);
             glColor4f(1, 1, 1, 1);
-            sprintf (string, "Level Cleared!");
-            text->glPrintOutlined(1024 / 2 - strlen(string) * 10, 768 * 7 / 8, string, 1, 2, 1024, 768);
+            string = "Level Cleared!";
+            text->glPrintOutlined(1024 / 2 - string.size() * 10, 768 * 7 / 8, string, 1, 2, 1024, 768);
 
-            sprintf (string, "Score:     %d", (int)(bonustotal - startbonustotal));
+            string = "Score:     " + to_string(int(bonustotal - startbonustotal));
             text->glPrintOutlined(1024 / 30, 768 * 6 / 8, string, 1, 2, 1024, 768);
 
-            sprintf (string, "Press Escape to return to menu or Space to continue");
-            text->glPrintOutlined(640 / 2 - strlen(string) * 5, 480 * 1 / 16, string, 1, 1, 640, 480);
-
-            char temp[255];
+            string = "Press Escape to return to menu or Space to continue";
+            text->glPrintOutlined(640 / 2 - string.size() * 5, 480 * 1 / 16, string, 1, 1, 640, 480);
 
-            for (int i = 0; i < 255; i++)
-                string[i] = '\0';
             int wontime = (int)round(wonleveltime);
-            sprintf (temp, "Time:      %d:", int((wontime - wontime % 60) / 60));
-            strcat(string, temp);
-            if (wontime % 60 < 10)
-                strcat(string, "0");
-            sprintf (temp, "%d", wontime % 60);
-            strcat(string, temp);
+            string = "Time:      " + to_string(int((wontime - wontime % 60) / 60));
+            if (wontime % 60 < 10) {
+                string += "0";
+            }
+            string += to_string(int(wontime % 60));
             text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 40, string, 1, 2, 1024, 768);
 
             //Awards
             int awards[award_count];
             int numawards = award_awards(awards);
 
-            for (int i = 0; i < numawards && i < 6; i++)
+            for (int i = 0; i < numawards && i < 6; i++) {
                 text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 90 - 40 * i, award_names[awards[i]], 1, 2, 1024, 768);
+            }
         }
 
         if (drawmode != normalmode) {
@@ -1640,32 +1335,32 @@ int Game::DrawGLScene(StereoSide side)
             if (!drawtoggle || drawmode != realmotionblurmode || (drawtoggle == 2 || change == 1)) {
                 if (screentexture) {
 
-                    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
+                    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
                     GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
                     glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
-                    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
-                    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
-                    glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
+                    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
+                    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
+                    glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 2.0f);
 
-                    glBindTexture( GL_TEXTURE_2D, screentexture);
+                    glBindTexture(GL_TEXTURE_2D, screentexture);
                     glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
                 }
             }
             if ((drawtoggle || change == 1) && drawmode == realmotionblurmode) {
                 if (screentexture2) {
-                    glBindTexture( GL_TEXTURE_2D, screentexture2);
+                    glBindTexture(GL_TEXTURE_2D, screentexture2);
                     glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
                 }
                 if (!screentexture2) {
-                    glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
+                    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 
-                    glGenTextures( 1, &screentexture2 );
-                    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+                    glGenTextures(1, &screentexture2);
+                    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 
                     glEnable(GL_TEXTURE_2D);
-                    glBindTexture( GL_TEXTURE_2D, screentexture2);
-                    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-                    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+                    glBindTexture(GL_TEXTURE_2D, screentexture2);
+                    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+                    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 
                     glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
                 }
@@ -1682,12 +1377,12 @@ int Game::DrawGLScene(StereoSide side)
                 glDrawBuffer(GL_FRONT);
                 glReadBuffer(GL_BACK);
             }
-            glColor3f (1.0, 1.0, 1.0); // no coloring
+            glColor3f(1.0, 1.0, 1.0); // no coloring
 
             glEnable(GL_TEXTURE_2D);
-            glBindTexture( GL_TEXTURE_2D, screentexture);
-            glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-            glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+            glBindTexture(GL_TEXTURE_2D, screentexture);
+            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
             glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
@@ -1704,8 +1399,9 @@ int Game::DrawGLScene(StereoSide side)
             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
             glEnable(GL_BLEND);
             if (drawmode == motionblurmode) {
-                if (motionbluramount < .2)
+                if (motionbluramount < .2) {
                     motionbluramount = .2;
+                }
                 glColor4f(1, 1, 1, motionbluramount);
                 glPushMatrix();
                 glBegin(GL_QUADS);
@@ -1724,7 +1420,7 @@ int Game::DrawGLScene(StereoSide side)
                 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
                 glClear(GL_COLOR_BUFFER_BIT);
                 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-                glBindTexture( GL_TEXTURE_2D, screentexture);
+                glBindTexture(GL_TEXTURE_2D, screentexture);
                 glColor4f(1, 1, 1, .5);
                 glPushMatrix();
                 glBegin(GL_QUADS);
@@ -1738,7 +1434,7 @@ int Game::DrawGLScene(StereoSide side)
                 glVertex3f(-1, 1, 0.0f);
                 glEnd();
                 glPopMatrix();
-                glBindTexture( GL_TEXTURE_2D, screentexture2);
+                glBindTexture(GL_TEXTURE_2D, screentexture2);
                 glColor4f(1, 1, 1, .5);
                 glPushMatrix();
                 glBegin(GL_QUADS);
@@ -1757,10 +1453,12 @@ int Game::DrawGLScene(StereoSide side)
             if (drawmode == doublevisionmode) {
                 static float crosseyedness;
                 crosseyedness = abs(Person::players[0]->damage - Person::players[0]->superpermanentdamage - (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2) / 30;
-                if (crosseyedness > 1)
+                if (crosseyedness > 1) {
                     crosseyedness = 1;
-                if (crosseyedness < 0)
+                }
+                if (crosseyedness < 0) {
                     crosseyedness = 0;
+                }
                 glColor4f(1, 1, 1, 1);
                 glDisable(GL_BLEND);
                 glPushMatrix();
@@ -1885,20 +1583,16 @@ int Game::DrawGLScene(StereoSide side)
             glEnable(GL_TEXTURE_2D);
             glColor4f(1, 1, 1, 1);
             int offset = 0;
-            if (consoleselected >= 60)
+            if (consoleselected >= 60) {
                 offset = consoleselected - 60;
-            sprintf (string, " ]");
-            text->glPrint(10, 30, string, 0, 1, 1024, 768);
+            }
+            textmono->glPrint(10, 30, " ]", 0, 1, 1024, 768);
             if (consoleblink) {
-                sprintf (string, "_");
-                text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, string, 0, 1, 1024, 768);
+                textmono->glPrint(30 + (float)consoleselected * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
+            }
+            for (unsigned i = 0; i < 15; i++) {
+                textmono->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768);
             }
-            for (unsigned i = 0; i < 15; i++)
-                for (unsigned j = 0; j < consoletext[i].size(); j++) {
-                    glColor4f(1, 1, 1, 1 - (float)(i) / 16);
-                    sprintf (string, "%c", consoletext[i][j]);
-                    text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, string, 0, 1, 1024, 768);
-                }
         }
     }
 
@@ -1915,7 +1609,7 @@ int Game::DrawGLScene(StereoSide side)
         multiplier = 0;
     }
 
-    if ( side == stereoRight || side == stereoCenter ) {
+    if (side == stereoRight || side == stereoCenter) {
         if (drawmode != motionblurmode || mainmenu) {
             swap_gl_buffers();
         }
@@ -1926,8 +1620,9 @@ int Game::DrawGLScene(StereoSide side)
 
     weapons.DoStuff();
 
-    if (drawtoggle == 2)
+    if (drawtoggle == 2) {
         drawtoggle = 0;
+    }
 
     if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
         multiplier = tempmult;
@@ -1943,7 +1638,7 @@ void DrawMenu()
 
     glDrawBuffer(GL_BACK);
     glReadBuffer(GL_BACK);
-    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
     Game::ReSizeGLScene(90, .1f);
 
     //draw menu background
@@ -1968,8 +1663,8 @@ void DrawMenu()
     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
     glDisable(GL_BLEND);
     glColor4f(0, 0, 0, 1.0);
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
     glDisable(GL_TEXTURE_2D);
     glBegin(GL_QUADS);
     glVertex3f(-1, -1, 0);
@@ -1979,8 +1674,8 @@ void DrawMenu()
     glEnd();
     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 );
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
     glEnable(GL_TEXTURE_2D);
     Game::Mainmenuitems[4].bind();
     glBegin(GL_QUADS);
@@ -1999,8 +1694,6 @@ void DrawMenu()
     glPopMatrix();
     glMatrixMode(GL_MODELVIEW);
 
-
-
     glMatrixMode(GL_PROJECTION);
     glPushMatrix();
     glLoadIdentity();
@@ -2032,8 +1725,8 @@ void DrawMenu()
     glEnable(GL_BLEND);
     glEnable(GL_TEXTURE_2D);
     glColor4f(1, 1, 1, 1);
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
-    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
     glPopMatrix();
     if (!Game::waiting) { // hide the cursor while waiting for a key
         glPushMatrix();
@@ -2061,16 +1754,18 @@ void DrawMenu()
     glMatrixMode(GL_PROJECTION);
     glPopMatrix();
 
-
     //draw screen flash
     if (flashamount > 0) {
-        if (flashamount > 1)
+        if (flashamount > 1) {
             flashamount = 1;
-        if (flashdelay <= 0)
+        }
+        if (flashdelay <= 0) {
             flashamount -= multiplier;
+        }
         flashdelay--;
-        if (flashamount < 0)
+        if (flashamount < 0) {
             flashamount = 0;
+        }
         glDisable(GL_DEPTH_TEST);
         glDisable(GL_CULL_FACE);
         glDisable(GL_LIGHTING);