]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameDraw.cpp
Fix feedback on prev commits from MCMic
[lugaru.git] / Source / GameDraw.cpp
index fa7da1ccfa1fb8dd7ba17aa51cea38abbee05885..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.
 
@@ -25,6 +25,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Level/Dialog.hpp"
 #include "Level/Hotspot.hpp"
 #include "Menu/Menu.hpp"
+#include "Tutorial.hpp"
 #include "Utils/Input.hpp"
 
 extern XYZ viewer;
@@ -66,14 +67,10 @@ 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;
     std::string string;
-    std::string string2;
-    std::string string3;
     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);
@@ -248,18 +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);
@@ -281,20 +290,21 @@ 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) {
             if (detail == 2) {
-                glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 );
+                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, GL_TEXTURE_LOD_BIAS, 0);
+        glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0);
         glPopMatrix();
         glTranslatef(-viewer.x, -viewer.y, -viewer.z);
         frustum.GetFrustum();
@@ -303,25 +313,25 @@ int Game::DrawGLScene(StereoSide side)
         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 (unsigned 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];
+                            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);
                                     }
                                     Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
@@ -329,30 +339,34 @@ int Game::DrawGLScene(StereoSide side)
                             }
                         }
                     }
-            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)
+                }
+            }
+            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];
+                            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)
+                                    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
+                                    } 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);
                                     }
                                     Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
@@ -360,21 +374,24 @@ int Game::DrawGLScene(StereoSide side)
                             }
                         }
                     }
+                }
+            }
 
-            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];
+                    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;
                         Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
                     }
                 }
+            }
         }
 
         //Terrain
@@ -407,40 +424,45 @@ 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[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);
@@ -460,10 +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();
 
@@ -472,31 +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[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();
+                    }
                 }
             }
         }
@@ -534,7 +562,6 @@ int Game::DrawGLScene(StereoSide side)
                 }
             }
 
-
             if (numpathpoints > 1) {
                 glColor4f(0, 1, 0, 1);
                 for (unsigned k = 0; int(k) < numpathpoints; k++) {
@@ -560,332 +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);
 
-                    string = to_string((int)bonusvalue);
+                    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);
 
                     glColor4f(.5, .5, .5, 1);
                 }
+            }
 
-            if (tutoriallevel == 1) {
-                tutorialopac = tutorialmaxtime - tutorialstagetime;
-                if (tutorialopac > 1)
-                    tutorialopac = 1;
-                if (tutorialopac < 0)
-                    tutorialopac = 0;
-
-                string = " ";
-                string2 = " ";
-                string3 = " ";
-                if (tutorialstage == 0) {
-                    string = " ";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 1) {
-                    string = "Welcome to the Lugaru training level!";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 2) {
-                    string = "BASIC MOVEMENT:";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 3) {
-                    string = "You can move the mouse to rotate the camera.";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 4) {
-                    string = std::string("Try using the ") +
-                            Input::keyToChar(forwardkey) + ", " +
-                            Input::keyToChar(leftkey) + ", " +
-                            Input::keyToChar(backkey) + " and " +
-                            Input::keyToChar(rightkey) + " keys to move around.";
-                    string2 = "All movement is relative to the camera.";
-                    string3 = " ";
-                }
-                if (tutorialstage == 5) {
-                    string = std::string("Please press ") + Input::keyToChar(jumpkey) + " to jump.";
-                    string2 = "You can hold it longer to jump higher.";
-                    string3 = " ";
-                }
-                if (tutorialstage == 6) {
-                    string = std::string("You can press ") + Input::keyToChar(crouchkey) + " to crouch.";
-                    string2 = "You can jump higher from a crouching position.";
-                    string3 = " ";
-                }
-                if (tutorialstage == 7) {
-                    string = std::string("While running, you can press ") + Input::keyToChar(crouchkey) + " to roll.";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 8) {
-                    string = "While crouching, you can sneak around silently";
-                    string2 = "using the movement keys.";
-                    string3 = " ";
-                }
-                if (tutorialstage == 9) {
-                    string = "Release the crouch key while sneaking and hold the movement keys";
-                    string2 = "to run animal-style.";
-                    string3 = " ";
-                }
-                if (tutorialstage == 10) {
-                    string = "ADVANCED MOVEMENT:";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 11) {
-                    string = std::string("When you jump at a wall, you can hold ") + Input::keyToChar(jumpkey) + " again";
-                    string2 = "during impact to perform a walljump.";
-                    string3 = "Be sure to use the movement keys to press against the wall";
-                }
-                if (tutorialstage == 12) {
-                    string = "While in the air, you can press crouch to flip.";
-                    string2 = "Walljumps and flips confuse enemies and give you more control.";
-                    string3 = " ";
-                }
-                if (tutorialstage == 13) {
-                    string = "BASIC COMBAT:";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 14) {
-                    string = "There is now an imaginary enemy";
-                    string2 = "in the middle of the training area.";
-                    string3 = " ";
-                }
-                if (tutorialstage == 15) {
-                    if (attackkey == MOUSEBUTTON1) {
-                        string = "Click to attack when you are near an enemy.";
-                    } else {
-                        string = std::string("Press ") + Input::keyToChar(attackkey) + " to attack when you are near an enemy.";
-                    }
-                    string2 = "You can punch by standing still near an enemy and attacking.";
-                    string3 = " ";
-                }
-                if (tutorialstage == 16) {
-                    string = "If you are close, you will perform a weak punch.";
-                    string2 = "The weak punch is excellent for starting attack combinations.";
-                    string3 = " ";
-                }
-                if (tutorialstage == 17) {
-                    string = "Attacking while running results in a spin kick.";
-                    string2 = "This is one of your most powerful ground attacks.";
-                    string3 = " ";
-                }
-                if (tutorialstage == 18) {
-                    string = "Sweep the enemy's legs out by attacking while crouched.";
-                    string2 = "This is a very fast attack, and easy to follow up.";
-                    string3 = " ";
-                }
-                if (tutorialstage == 19) {
-                    string = "When an enemy is on the ground, you can deal some extra";
-                    string2 = "damage by running up and drop-kicking him.";
-                    string3 = "(Try knocking them down with a sweep first)";
-                }
-                if (tutorialstage == 20) {
-                    string = "Your most powerful individual attack is the rabbit kick.";
-                    if (attackkey == MOUSEBUTTON1) {
-                        string2 = "Run at the enemy while holding the mouse button, and press";
-                    } else {
-                        string2 = std::string("Run at the enemy while holding ") + Input::keyToChar(attackkey) + ", and press";
-                    }
-                    string3 = std::string("the jump key (") + Input::keyToChar(jumpkey) + ") to attack.";
-                }
-                if (tutorialstage == 21) {
-                    string = "This attack is devastating if timed correctly.";
-                    string2 = "Even if timed incorrectly, it will knock the enemy over.";
-                    if (againbonus)
-                        string3 = "Try rabbit-kicking the imaginary enemy again.";
-                    else
-                        string3 = "Try rabbit-kicking the imaginary enemy.";
-                }
-                if (tutorialstage == 22) {
-                    string = "If you sneak behind an enemy unnoticed, you can kill";
-                    string2 = "him instantly. Move close behind this enemy";
-                    string3 = "and attack.";
-                }
-                if (tutorialstage == 23) {
-                    string = "Another important attack is the wall kick. When an enemy";
-                    string2 = "is near a wall, perform a walljump nearby and hold";
-                    string3 = "the attack key during impact with the wall.";
-                }
-                if (tutorialstage == 24) {
-                    string = "You can tackle enemies by running at them animal-style";
-                    if (attackkey == MOUSEBUTTON1) {
-                        string2 = std::string("and pressing jump (") + Input::keyToChar(jumpkey) + ") or attack(mouse button).";
-                    } else {
-                        string2 = std::string("and pressing jump (") + Input::keyToChar(jumpkey) + ") or attack(" + Input::keyToChar(attackkey) + ").";
-                    }
-                    string3 = "This is especially useful when they are running away.";
-                }
-                if (tutorialstage == 25) {
-                    string = "Dodge by pressing back and attack. Dodging is essential";
-                    string2 = "against enemies with swords or other long weapons.";
-                    string3 = " ";
-                }
-                if (tutorialstage == 26) {
-                    string = "REVERSALS AND COUNTER-REVERSALS";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 27) {
-                    string = "The enemy can now reverse your attacks.";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 28) {
-                    string = "If you attack, you will notice that the enemy now sometimes";
-                    string2 = "catches your attack and uses it against you. Hold";
-                    string3 = std::string("crouch (") + Input::keyToChar(crouchkey) + ") after attacking to escape from reversals.";
-                }
-                if (tutorialstage == 29) {
-                    string = "Try escaping from two more reversals in a row.";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 30) {
-                    string = "Good!";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 31) {
-                    string = std::string("To reverse an attack, you must tap crouch (") + Input::keyToChar(crouchkey) + ") during the";
-                    string2 = "enemy's attack. You must also be close to the enemy;";
-                    string3 = "this is especially important against armed opponents.";
-                }
-                if (tutorialstage == 32) {
-                    string = "The enemy can attack in " + to_string(int(tutorialmaxtime - tutorialstagetime)) + " seconds.";
-                    string2 = "This imaginary opponents attacks will be highlighted";
-                    string3 = "to make this easier.";
-                }
-                if (tutorialstage == 33) {
-                    string = "Reverse three enemy attacks!";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 34) {
-                    string = "Reverse two more enemy attacks!";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 35) {
-                    string = "Reverse one more enemy attack!";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 36) {
-                    string = "Excellent!";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 37) {
-                    string = "Now spar with the enemy for " + to_string(int(tutorialmaxtime - tutorialstagetime)) + " more seconds.";
-                    string2 = "Damage dealt: " + to_string(int(damagedealt));
-                    string3 = "Damage taken: " + to_string(int(damagetaken));
-                }
-                if (tutorialstage == 38) {
-                    string = "WEAPONS:";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 39) {
-                    string = "There is now an imaginary knife";
-                    string2 = "in the center of the training area.";
-                    string3 = " ";
-                }
-                if (tutorialstage == 40) {
-                    string = "Stand, roll or handspring over the knife";
-                    string2 = std::string("while pressing ") + Input::keyToChar(throwkey) + " to pick it up.";
-                    string3 = "You can crouch and press the same key to drop it again.";
-                }
-                if (tutorialstage == 41) {
-                    string = std::string("You can equip and unequip weapons using the ") + Input::keyToChar(drawkey) + " key.";
-                    string2 = "Sometimes it is best to keep them unequipped to";
-                    string3 = "prevent enemies from taking them. ";
-                }
-                if (tutorialstage == 42) {
-                    string = "The knife is the smallest weapon and the least encumbering.";
-                    string2 = "You can equip or unequip it while standing, crouching,";
-                    string3 = "running or flipping.";
-                }
-                if (tutorialstage == 43) {
-                    string = "You perform weapon attacks the same way as unarmed attacks,";
-                    string2 = "but sharp weapons cause permanent damage, instead of the";
-                    string3 = "temporary trauma from blunt weapons, fists and feet.";
-                }
-                if (tutorialstage == 44) {
-                    string = "The enemy now has your knife!";
-                    string2 = "Please reverse two of his knife attacks.";
-                    string3 = " ";
-                }
-                if (tutorialstage == 45) {
-                    string = "Please reverse one more of his knife attacks.";
-                    string2 = " ";
-                    string3 = " ";
-                }
-                if (tutorialstage == 46) {
-                    string = "Now he has a sword!";
-                    string2 = "The sword has longer reach than your arms, so you";
-                    string3 = "must move close to reverse the sword slash.";
-                }
-                if (tutorialstage == 47) {
-                    string = "Long weapons like the sword and staff are also useful for defense;";
-                    string2 = "you can parry enemy weapon attacks by pressing the attack key";
-                    string3 = "at the right time. Please try parrying the enemy's attacks!";
-                }
-                if (tutorialstage == 48) {
-                    string = "The staff is like the sword, but has two main attacks.";
-                    string2 = "The standing smash is fast and effective, and the running";
-                    string3 = "spin smash is slower and more powerful.";
-                }
-                if (tutorialstage == 49) {
-                    string = std::string("When facing an enemy, you can throw the knife with ") + Input::keyToChar(throwkey) + ".";
-                    string2 = "It is possible to throw the knife while flipping,";
-                    string3 = "but it is very inaccurate.";
-                }
-                if (tutorialstage == 50) {
-                    string = "You now know everything you can learn from training.";
-                    string2 = "Everything else you must learn from experience!";
-                    string3 = " ";
-                }
-                if (tutorialstage == 51) {
-                    string = "Walk out of the training area to return to the main menu.";
-                    string2 = " ";
-                    string3 = " ";
-                }
-
-                text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
-                text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
-                text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
-
-                string = "Press 'tab' to skip to the next item.";
-                string2 = "Press escape at any time to";
-                string3 = "pause or exit the tutorial.";
-
-                text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
-                text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
-                text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string3.size()*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 (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
-                    distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position);
+                    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;
@@ -896,14 +624,17 @@ 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;
+                        }
 
                         string = Hotspot::hotspots[closest].text;
 
@@ -913,14 +644,16 @@ int Game::DrawGLScene(StereoSide side)
                         int i = 0;
                         while (!done) {
                             if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
-                                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);
+                                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)) {
@@ -931,6 +664,7 @@ int Game::DrawGLScene(StereoSide side)
                 }
             }
 
+            /* Drawing dialogs */
             if (Dialog::inDialog() && !mainmenu) {
                 glDisable(GL_DEPTH_TEST);
                 glDisable(GL_CULL_FACE);
@@ -944,8 +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);
@@ -979,39 +714,23 @@ int Game::DrawGLScene(StereoSide side)
                     starty = screenheight * 1 / 5 - screenheight / 16;
                 }
 
-                // FIXME - What is that char[] building for?
-                char tempname[264];
-                int tempnum = 0;
-                for (int i = 0; i < 264; i++) {
-                    tempname[i] = '\0';
-                }
-
-                for (unsigned 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++;
-                }
-
-                string = std::string(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) {
-                    text->glPrintOutlined(0.7, 0.7, 0.7, tutorialopac, startx - 2 * 7.6 * string.size()*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 * string.size()*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
+                    text->glPrintOutline(startx - 2 * 7.6 * string.size() * screenwidth / 1024 - 4, starty - 4, string, 1, 1.4 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
                 }
 
-                tempnum = 0;
-                for (unsigned i = 0; i < Dialog::currentScene().text.size() + 1; i++) {
-                    tempname[tempnum] = Dialog::currentScene().text[i];
-                    if (Dialog::currentScene().text[i] != '#')
-                        tempnum++;
-                }
-
-                string = 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;
@@ -1019,23 +738,25 @@ 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) {
-                            text->glPrintOutlined(1, 1, 1, tutorialopac, startx, 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, 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) {
                         string = "Score: " + to_string(int(Account::active().getCampaignScore()));
@@ -1131,7 +852,6 @@ int Game::DrawGLScene(StereoSide side)
 
             glColor4f(.5, .5, .5, 1);
 
-
             if ((texttoggle || editorenabled) && devtools && !mainmenu) {
                 string = "The framespersecond is " + to_string(int(fps));
                 text->glPrint(10, 30, string, 0, .8, 1024, 768);
@@ -1160,42 +880,42 @@ int Game::DrawGLScene(StereoSide side)
                     string = "Object type: " + to_string(editortype);
                     text->glPrint(10, 120, string, 0, .8, 1024, 768);
                     switch (editortype) {
-                    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;
+                        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);
 
@@ -1206,7 +926,6 @@ int Game::DrawGLScene(StereoSide side)
                 }
                 string = "Difficulty: " + to_string(difficulty);
                 text->glPrint(10, 240, string, 0, .8, 1024, 768);
-
             }
         }
 
@@ -1228,7 +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);
@@ -1259,27 +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();
@@ -1294,13 +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);
@@ -1317,7 +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);
@@ -1336,11 +1062,11 @@ int Game::DrawGLScene(StereoSide side)
             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);
@@ -1373,7 +1099,7 @@ 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 < Object::objects.size(); 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) {
@@ -1444,18 +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);
@@ -1518,7 +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);
 
@@ -1568,7 +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);
 
@@ -1597,8 +1324,9 @@ int Game::DrawGLScene(StereoSide side)
             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) {
@@ -1614,25 +1342,25 @@ int Game::DrawGLScene(StereoSide side)
                     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);
                 }
@@ -1649,12 +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);
@@ -1671,8 +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);
@@ -1691,7 +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);
@@ -1705,7 +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);
@@ -1724,10 +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();
@@ -1852,14 +1583,15 @@ 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;
-            text->glPrint(10, 30, " ]", 0, 1, 1024, 768);
+            }
+            textmono->glPrint(10, 30, " ]", 0, 1, 1024, 768);
             if (consoleblink) {
-                text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
+                textmono->glPrint(30 + (float)consoleselected * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
             }
             for (unsigned i = 0; i < 15; i++) {
-                text->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768);
+                textmono->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768);
             }
         }
     }
@@ -1877,7 +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();
         }
@@ -1888,8 +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;
@@ -1905,7 +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
@@ -1930,8 +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);
@@ -1941,8 +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);
@@ -1961,8 +1694,6 @@ void DrawMenu()
     glPopMatrix();
     glMatrixMode(GL_MODELVIEW);
 
-
-
     glMatrixMode(GL_PROJECTION);
     glPushMatrix();
     glLoadIdentity();
@@ -1994,8 +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();
@@ -2023,16 +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);