]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
major refactor of menu system, part 1
[lugaru.git] / Source / GameTick.cpp
index 5b635c75db4e9abd4ae531a1d1ef4363ab60a784..8b519880e7da4f483bddcfe830334cc7db30cd72 100644 (file)
@@ -122,8 +122,6 @@ extern float hostiletime;
 extern bool gamestarted;
 
 extern int numhotspots;
-extern int winhotspot;
-extern int windialogue;
 extern int killhotspot;
 extern XYZ hotspot[40];
 extern int hotspottype[40];
@@ -169,7 +167,7 @@ static bool stripfx(const char *str, const char *pfx)
 }
 
 static const char *cmd_names[] = {
-#define DECLARE_COMMAND(cmd) #cmd " ",
+#define DECLARE_COMMAND(cmd) #cmd,
 #include "ConsoleCmds.h"
 #undef  DECLARE_COMMAND
 };
@@ -190,13 +188,6 @@ static console_handler cmd_handlers[] = {
 
 // added utility functions -sf17k =============================================================
 
-//TODO: try to hide these variables completely with a better interface
-inline void setAnimation(int playerid,int animation){
-    player[playerid].targetanimation=animation;
-    player[playerid].targetframe=0;
-    player[playerid].target=0;
-}
-
 //TODO: this is incorrect but I'm afraid to change it and break something,
 //probably causes quirky behavior that I might want to preserve
 inline float roughDirection(XYZ vec){
@@ -219,13 +210,7 @@ inline float pitchTo(XYZ start, XYZ end){
     return pitch(end-start);
 }
 
-//change these to a Person method
-inline Joint& playerJoint(int playerid, int bodypart){
-    return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; }
-inline Joint& playerJoint(Person* pplayer, int bodypart){
-    return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; }
-
-inline float sq(float n){ return n*n; }
+inline float sq(float n) { return n*n; }
 
 inline float stepTowardf(float from, float to, float by){
     if(fabs(from-to)<by) return to;
@@ -1101,15 +1086,16 @@ static void ch_skybox(Game *game, const char *args)
   objects.DoShadows();
 }
 
-static void cmd_dispatch(Game *game, const char *cmd)
+static void cmd_dispatch(Game *game, const string cmd)
 {
   int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
 
   for (i = 0; i < n_cmds; i++)
-    if (stripfx(cmd, cmd_names[i]))
+    if (cmd.substr(0,cmd.find(' '))==string(cmd_names[i]))
       {
-       cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
-       break;
+                 cout << "|" << cmd.substr(cmd.find(' ')+1) << "|" << endl;
+               cmd_handlers[i](game, cmd.substr(cmd.find(' ')+1).c_str());
+               break;
       }
   emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
 }
@@ -1399,22 +1385,22 @@ void Game::Setenvironment(int which)
        texdetail=temptexdetail;
 }
 
-void Game::Loadlevel(int which){
+void Game::Loadlevel(int which) {
        stealthloading=0;
        whichlevel=which;
 
-       if(which == -1){
+       if(which == -1) {
            tutoriallevel = -1;
            Loadlevel("tutorial");
-       }else if(which >= 0 && which <= 15){
+       } else if(which >= 0 && which <= 15) {
            char buf[32];
            snprintf(buf, 32, "map%d", which + 1); // challenges
            Loadlevel(buf);
-       }else
+       } else
            Loadlevel("mapsave");
 }
 
-void Game::Loadlevel(const char *name){
+void Game::Loadlevel(const char *name) {
        int templength;
        float lamefloat;
        static const char *pfx = ":Data:Maps:";
@@ -1435,7 +1421,7 @@ void Game::Loadlevel(const char *name){
        gamestarted=1;
 
        numenvsounds=0;
-       //visibleloading=1;
+
        if(tutoriallevel!=-1)
         tutoriallevel=0;
        else
@@ -1443,7 +1429,7 @@ void Game::Loadlevel(const char *name){
 
        if(tutoriallevel==1)
         tutorialstage=0;
-       if(tutorialstage==0){
+       if(tutorialstage==0) {
                tutorialstagetime=0;
                tutorialmaxtime=1;
        }
@@ -1458,11 +1444,14 @@ void Game::Loadlevel(const char *name){
 
        int mapvers;
        FILE *tfile;
+       //~ char* buff=getcwd(NULL,0);
+       //~ cout << buff << " " << FixedFN << endl;
+       //~ free(buff);
        tfile=fopen( FixedFN, "rb" );
-       if(tfile){
+       if(tfile) {
                pause_sound(stream_firesound);
                scoreadded=0;
-               windialogue=0;
+               windialogue=false;
                hostiletime=0;
                won=0;
 
@@ -2086,6 +2075,8 @@ void Game::Loadlevel(const char *name){
 
                if(!firstload)
                        firstload=1;
+       } else {
+               perror("Problem");
        }
        leveltime=0;
        loadingstuff=0;
@@ -2350,8 +2341,6 @@ void Game::doTutorial(){
                                        weapons[player[0].weaponids[player[0].weaponactive]].setType(staff);
                 else 
                                        weapons[0].setType(staff);
-
-                //~ weapons.size()++;
             break; case 49:
                 canattack=0;
                 cananger=0;
@@ -2362,10 +2351,8 @@ void Game::doTutorial(){
                 weapons[1].position=1000;
                 weapons[1].tippoint=1000;
 
-                //~ weapons.size()=1;
                 weapons[0].setType(knife);
 
-                //~ weapons.size()++;
                 weapons[0].owner=0;
                 player[1].weaponactive=-1;
                 player[1].num_weapons=0;
@@ -2427,7 +2414,7 @@ void Game::doTutorial(){
             break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
             break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
             break; case 29:
-                if(player[0].escapednum==2){
+                if(player[0].escapednum==2) {
                     tutorialsuccess=1;
                     reversaltrain=0;
                     cananger=0;
@@ -2693,7 +2680,7 @@ void Game::doDebugKeys(){
             if(closest!=-1){
                 XYZ headspurtdirection;
                 //int i = player[closest].skeleton.jointlabels[head];
-                Joint& headjoint=playerJoint(closest,head);
+                Joint& headjoint= player[closest].getJointFor(head);
                 for(int k=0;k<player[closest].skeleton.num_joints; k++){
                     if(!player[closest].skeleton.free)
                         flatvelocity2=player[closest].velocity;
@@ -2706,7 +2693,7 @@ void Game::doDebugKeys(){
                     flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
                     flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
                     flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
-                    headspurtdirection=headjoint.position-playerJoint(closest,neck).position;
+                    headspurtdirection=headjoint.position-player[closest].getJointFor(neck).position;
                     Normalise(&headspurtdirection);
                     Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
                     flatvelocity2+=headspurtdirection*8;
@@ -3413,7 +3400,7 @@ void Game::doAerialAcrobatics(){
                             XYZ tempcoords1=lowpoint;
                             whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
                             if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
-                                setAnimation(k,walljumpleftanim);
+                                player[k].setAnimation(walljumpleftanim);
                                 emit_sound_at(movewhooshsound, player[k].coords);
                                 if(k==0)
                                     pause_sound(whooshsound);
@@ -3433,7 +3420,7 @@ void Game::doAerialAcrobatics(){
                                 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
                                 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
                                 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
-                                    setAnimation(k,walljumprightanim);
+                                    player[k].setAnimation(walljumprightanim);
                                     emit_sound_at(movewhooshsound, player[k].coords);
                                     if(k==0)pause_sound(whooshsound);
 
@@ -3450,7 +3437,7 @@ void Game::doAerialAcrobatics(){
                                     lowpointtarget=lowpoint+player[k].facing*2;
                                     whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
                                     if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
-                                        setAnimation(k,walljumpbackanim);
+                                        player[k].setAnimation(walljumpbackanim);
                                         emit_sound_at(movewhooshsound, player[k].coords);
                                         if(k==0)pause_sound(whooshsound);
 
@@ -3467,7 +3454,7 @@ void Game::doAerialAcrobatics(){
                                         lowpointtarget=lowpoint-player[k].facing*2;
                                         whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
                                         if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
-                                            setAnimation(k,walljumpfrontanim);
+                                            player[k].setAnimation(walljumpfrontanim);
                                             emit_sound_at(movewhooshsound, player[k].coords);
                                             if(k==0)pause_sound(whooshsound);
 
@@ -3650,7 +3637,7 @@ void Game::doAerialAcrobatics(){
                                                                         player[k].targetframe=1;
                                                                         //hang ledge (?)
                                                                         if(j>25){
-                                                                            setAnimation(k,hanganim);
+                                                                            player[k].setAnimation(hanganim);
                                                                             player[k].jumppower=0;
                                                                         }
                                                                     }
@@ -3681,7 +3668,7 @@ void Game::doAerialAcrobatics(){
                         //stagger off ledge (?)
                         if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
                             player[k].RagDoll(0);
-                        setAnimation(k,jumpdownanim);
+                        player[k].setAnimation(jumpdownanim);
 
                         if(!k)
                           emit_sound_at(whooshsound, player[k].coords, 128.);
@@ -3756,14 +3743,14 @@ void Game::doAttacks(){
                                     player[i].targetanimation==staffhitanim||
                                     player[i].targetanimation==staffspinhitanim)
                                 if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
-                                    setAnimation(k,dodgebackanim);
+                                    player[k].setAnimation(dodgebackanim);
                                     player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
                                     player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
                                 }
                         }
                         if(player[k].targetanimation!=dodgebackanim){
                             if(k==0)numflipped++;
-                            setAnimation(k,backhandspringanim);
+                            player[k].setAnimation(backhandspringanim);
                             player[k].targetrotation=-rotation+180;
                             if(player[k].leftkeydown)
                                 player[k].targetrotation-=45;
@@ -4154,8 +4141,8 @@ void Game::doAttacks(){
                                     if(player[k].targetanimation==crouchstabanim||
                                             player[k].targetanimation==swordgroundstabanim||
                                             player[k].targetanimation==staffgroundsmashanim){
-                                        targetpoint+=(playerJoint(i,abdomen).position+
-                                                 playerJoint(i,neck).position)/2*
+                                        targetpoint+=(player[i].getJointFor(abdomen).position+
+                                                 player[i].getJointFor(neck).position)/2*
                                                 player[i].scale;
                                     }
                                     player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
@@ -4211,7 +4198,7 @@ void Game::doAttacks(){
                                   player[k].rabbitkickenabled)||
                                  player[k].jumpkeydown)){
                             oldattackkey=1;
-                            setAnimation(k,rabbitkickanim);
+                            player[k].setAnimation(rabbitkickanim);
                         }
                     //update counts
                     if(animation[player[k].targetanimation].attack&&k==0){
@@ -4275,9 +4262,9 @@ void Game::doPlayerCollisions(){
                     XYZ tempcoords1=player[i].coords;
                     XYZ tempcoords2=player[k].coords;
                     if(!player[i].skeleton.oldfree)
-                        tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale;
+                        tempcoords1.y+=player[i].getJointFor(abdomen).position.y*player[i].scale;
                     if(!player[k].skeleton.oldfree)
-                        tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
+                        tempcoords2.y+=player[k].getJointFor(abdomen).position.y*player[k].scale;
                     collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
                     if(player[0].hasvictim)
                         if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
@@ -4371,18 +4358,18 @@ void Game::doPlayerCollisions(){
                                         if(player[k].howactive==typeactive||hostile)
                                             if(player[k].isIdle()){
                                                 if(player[k].howactive<typesleeping)
-                                                    setAnimation(k,player[k].getStop());
+                                                    player[k].setAnimation(player[k].getStop());
                                                 else if(player[k].howactive==typesleeping)
-                                                    setAnimation(k,getupfromfrontanim);
+                                                    player[k].setAnimation(getupfromfrontanim);
                                                 if(!editorenabled)
                                                     player[k].howactive=typeactive;
                                             }
                                         if(player[i].howactive==typeactive||hostile)
                                             if(player[i].isIdle()){
                                                 if(player[i].howactive<typesleeping)
-                                                    setAnimation(i,player[k].getStop());
+                                                    player[i].setAnimation(player[k].getStop());
                                                 else
-                                                    setAnimation(i,getupfromfrontanim);
+                                                    player[i].setAnimation(getupfromfrontanim);
                                                 if(!editorenabled)
                                                     player[i].howactive=typeactive;
                                             }
@@ -4554,7 +4541,7 @@ void Game::doAI(int i){
             if(     findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
                     findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
                     findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
-                    player[i].lastpathfindpoint==player[i].finalpathfindpoint){
+                    player[i].lastpathfindpoint==player[i].finalpathfindpoint) {
                 player[i].aitype=passivetype;
             }
 
@@ -4566,7 +4553,7 @@ void Game::doAI(int i){
             player[i].attackkeydown=0;
             player[i].throwkeydown=0;
 
-            if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
+            if(player[i].avoidcollided>.8 && !player[i].jumpkeydown && player[i].collided<.8)
                 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
 
             if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
@@ -4598,9 +4585,9 @@ void Game::doAI(int i){
                                     if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
                                         if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
                                             if(!player[j].isWallJump()&&-1==checkcollide(
-                                                            DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)
+                                                            DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)
                                                                 *player[i].scale+player[i].coords,
-                                                            DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
+                                                            DoRotation(player[j].getJointFor(head).position,0,player[j].rotation,0)
                                                                 *player[j].scale+player[j].coords)||
                                                     (player[j].targetanimation==hanganim&&
                                                      normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
@@ -4692,7 +4679,7 @@ void Game::doAI(int i){
 
                 if(player[i].aitype!=passivetype){
                     if(player[i].howactive==typesleeping)
-                        setAnimation(i,getupfromfrontanim);
+                        player[i].setAnimation(getupfromfrontanim);
                     player[i].howactive=typeactive;
                 }
             }
@@ -4741,9 +4728,9 @@ void Game::doAI(int i){
                                 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
                                     if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
                                         if((-1==checkcollide(
-                                                        DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
+                                                        DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*
                                                             player[i].scale+player[i].coords,
-                                                        DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
+                                                        DoRotation(player[j].getJointFor(head).position,0,player[j].rotation,0)*
                                                             player[j].scale+player[j].coords)&&
                                                     !player[j].isWallJump())||
                                                 (player[j].targetanimation==hanganim&&
@@ -4798,7 +4785,7 @@ void Game::doAI(int i){
                         j=checkcollide(test2,test);
                     if(j==-1){
                         player[i].velocity=0;
-                        setAnimation(i,player[i].getStop());
+                        player[i].setAnimation(player[i].getStop());
                         player[i].targetrotation+=180;
                         player[i].stunned=.5;
                         //player[i].aitype=passivetype;
@@ -4877,9 +4864,9 @@ void Game::doAI(int i){
                     if(findDistancefast(&player[i].coords,&player[0].coords)<400)
                         if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
                             if((checkcollide(
-                                        DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
+                                        DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*
                                             player[i].scale+player[i].coords,
-                                        DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
+                                        DoRotation(player[0].getJointFor(head).position,0,player[0].rotation,0)*
                                             player[0].scale+player[0].coords)==-1)||
                                     (player[0].targetanimation==hanganim&&normaldotproduct(
                                         player[0].facing,player[i].coords-player[0].coords)<0)){
@@ -4910,25 +4897,25 @@ void Game::doAI(int i){
             player[i].runninghowlong=0;
 
         //get help from buddies
-        if(player[i].aitype==gethelptype){
+        if(player[i].aitype==gethelptype) {
             player[i].runninghowlong+=multiplier;
             player[i].aiupdatedelay-=multiplier;
 
-            if(player[i].aiupdatedelay<0||player[i].ally==0){
+            if(player[i].aiupdatedelay<0||player[i].ally==0) {
                 player[i].aiupdatedelay=.2;
 
                 //find closest ally
                 //TODO: factor out closest search somehow
-                if(!player[i].ally){
+                if(!player[i].ally) {
                     int closest=-1;
                     float closestdist=-1;
-                    for(int k=0;k<numplayers;k++){
+                    for(int k=0;k<numplayers;k++) {
                         if(k!=i&&k!=0&&!player[k].dead&&
                                 player[k].howactive<typedead1&&
                                 !player[k].skeleton.free&&
-                                player[k].aitype==passivetype){
+                                player[k].aitype==passivetype) {
                             float distance=findDistancefast(&player[i].coords,&player[k].coords);
-                            if(closestdist==-1||distance<closestdist){
+                            if(closestdist==-1||distance<closestdist) {
                                 closestdist=distance;
                                 closest=k;
                             }
@@ -4948,8 +4935,8 @@ void Game::doAI(int i){
 
                 XYZ facing=player[i].coords;
                 XYZ flatfacing=player[player[i].ally].coords;
-                facing.y+=playerJoint(i,head).position.y*player[i].scale;
-                flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale;
+                facing.y+=player[i].getJointFor(head).position.y*player[i].scale;
+                flatfacing.y+=player[player[i].ally].getJointFor(head).position.y*player[player[i].ally].scale;
                 if(-1!=checkcollide(facing,flatfacing))
                     player[i].lastseentime-=.1;
 
@@ -5110,14 +5097,14 @@ void Game::doAI(int i){
                         if(weapons[player[0].weaponids[0]].getType()==knife){
                             if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
                                 if(abs(Random()%2==0))
-                                    setAnimation(i,backhandspringanim);
+                                    player[i].setAnimation(backhandspringanim);
                                 else
-                                    setAnimation(i,rollanim);
+                                    player[i].setAnimation(rollanim);
                                 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
                                 player[i].wentforweapon=0;
                             }
                             if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
-                                setAnimation(i,flipanim);
+                                player[i].setAnimation(flipanim);
                         }
                     }
                     player[i].forwardkeydown=0;
@@ -5141,7 +5128,7 @@ void Game::doAI(int i){
                                 weapons[i].velocity.x==0&&
                                 weapons[i].velocity.z==0&&
                                 weapons[i].velocity.y==0){
-                            if(findDistancefast(&player[i].coords,&weapons[k].position)<16){
+                            if(findDistancefast(&player[i].coords,&weapons[k].position)<16) {
                                 player[i].wentforweapon++;
                                 player[i].lastchecktime=6;
                                 player[i].aitype=getweapontype;
@@ -5170,9 +5157,9 @@ void Game::doAI(int i){
                     j=checkcollide(test2,test,player[i].laststanding);
                     if(j==-1)
                         j=checkcollide(test2,test);
-                    if(j==-1){
+                    if(j==-1) {
                         player[i].velocity=0;
-                        setAnimation(i,player[i].getStop());
+                        player[i].setAnimation(player[i].getStop());
                         player[i].targetrotation+=180;
                         player[i].stunned=.5;
                         player[i].aitype=pathfindtype;
@@ -5183,7 +5170,7 @@ void Game::doAI(int i){
                         player[i].lastpathfindpoint2=-1;
                         player[i].lastpathfindpoint3=-1;
                         player[i].lastpathfindpoint4=-1;
-                    }else
+                    } else
                         player[i].laststanding=j;
                 }
             //lose sight of player in the air (?)
@@ -5332,8 +5319,8 @@ void Game::doAI(int i){
 
                 XYZ facing=player[i].coords;
                 XYZ flatfacing=player[0].coords;
-                facing.y+=playerJoint(i,head).position.y*player[i].scale;
-                flatfacing.y+=playerJoint(0,head).position.y*player[0].scale;
+                facing.y+=player[i].getJointFor(head).position.y*player[i].scale;
+                flatfacing.y+=player[0].getJointFor(head).position.y*player[0].scale;
                 if(player[i].occluded>=2)
                     if(-1!=checkcollide(facing,flatfacing)){
                         if(!player[i].pause)
@@ -5587,13 +5574,12 @@ void Game::MenuTick(){
                        case 4:
                                if(!waiting) {
                                        fireSound();
-                                       if(selected<9 && keyselect==-1)
+                                       if(selected<(debugmode?10:9) && keyselect==-1)
                                                keyselect=selected;
                                        if(keyselect!=-1)
                                                setKeySelected();
-                                       if(selected==9){
+                                       if(selected==(debugmode?10:9)){
                                                flash();
-
                                                mainmenu=3;
                                        }
                                }
@@ -5601,7 +5587,7 @@ void Game::MenuTick(){
                        case 5:
                                fireSound();
                                flash();
-                               if((selected-NB_CAMPAIGN_MENU_ITEM-1 >= accountactive->getCampaignChoicesMade())) {
+                               if((selected-NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
                                        startbonustotal=0;
 
                                        loading=2;
@@ -5611,10 +5597,11 @@ void Game::MenuTick(){
                                                TickOnceAfter();
                                        else
                                                LoadStuff();
-                                       whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-1-accountactive->getCampaignChoicesMade();
+                                       whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-accountactive->getCampaignChoicesMade();
+                                       actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel[whichchoice]:0);
                                        visibleloading=1;
                                        stillloading=1;
-                                       Loadlevel(campaignmapname[campaignchoicewhich[whichchoice]]);
+                                       Loadlevel(campaignlevels[actuallevel].mapname.c_str());
                                        campaign=1;
                                        mainmenu=0;
                                        gameon=1;
@@ -5629,9 +5616,9 @@ void Game::MenuTick(){
                                                targetlevel=-1;
                                                if(firstload) {
                                                        TickOnceAfter();
-                                                       Loadlevel(-1);
                                                } else
                                                        LoadStuff();
+                                               Loadlevel(-1);
 
                                                mainmenu=0;
                                                gameon=1;
@@ -5661,9 +5648,6 @@ void Game::MenuTick(){
                                                                c=campaigns.begin();
                                                        accountactive->setCurrentCampaign(*c);
                                                }
-                                               if(Mainmenuitems[7])
-                                                       glDeleteTextures(1,&Mainmenuitems[7]); // we delete the world texture so load campaign will reload it
-                                               Mainmenuitems[7] = 0;
                                                LoadCampaign();
                                                break;
                                }
@@ -5715,9 +5699,11 @@ void Game::MenuTick(){
                                        loading=2;
                                        loadtime=0;
                                        targetlevel=selected;
-                                       if(firstload)TickOnceAfter();
-                                       if(!firstload)LoadStuff();
-                                       else Loadlevel(selected);
+                                       if(firstload)
+                                               TickOnceAfter();
+                                       else
+                                               LoadStuff();
+                                       Loadlevel(selected);
                                        campaign=0;
 
                                        mainmenu=0;
@@ -5870,13 +5856,13 @@ void Game::Tick(){
                if(mainmenu&&endgame==1)
             mainmenu=10;
         //go to level select after completing a campaign level
-        if(campaign&&winfreeze&&mainmenu==0&&campaignchoosenext[campaignchoicewhich[whichchoice]]==1) {
+        if(campaign&&winfreeze&&mainmenu==0&&campaignlevels[actuallevel].choosenext==1) {
             mainmenu=5;
             gameon=0;
             winfreeze=0;
             fireSound();
             flash();
-            if(musictoggle){
+            if(musictoggle) {
                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
                 emit_stream_np(stream_menutheme);
                 pause_sound(leveltheme);
@@ -5966,9 +5952,9 @@ void Game::Tick(){
                if(chatting)
             keyboardfrozen=true;
 
-               if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
+               if(Input::isKeyPressed(consolekey)&&debugmode) {
                        console=!console;
-                       if(console){
+                       if(console) {
                                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
                        } else {
                                freeze=0;
@@ -5978,14 +5964,14 @@ void Game::Tick(){
 
                if(console)
             freeze=1;
-               if(console&&!Input::isKeyDown(SDLK_LMETA)){
+               if(console&&!Input::isKeyDown(SDLK_LMETA)) {
                        inputText(consoletext[0],&consoleselected,&consolechars[0]);
                        if(!waiting) {
                                archiveselected=0;
-                               if(consolechars[0]>0){
-                    consoletext[0][consolechars[0]]=' ';
+                               if(consolechars[0]>0) {
+                    consoletext[0][consolechars[0]]='\0';
                     cmd_dispatch(this, consoletext[0]);
-                                       for(int k=14;k>=1;k--){
+                                       for(int k=14;k>=1;k--) {
                                                for(int j=0;j<255;j++)
                                                        consoletext[k][j]=consoletext[k-1][j];
                                                consolechars[k]=consolechars[k-1];
@@ -5998,7 +5984,7 @@ void Game::Tick(){
                        }
 
                        consoleblinkdelay-=multiplier;
-                       if(consoleblinkdelay<=0){
+                       if(consoleblinkdelay<=0) {
                                consoleblinkdelay=.3;
                                consoleblink=1-consoleblink;
                        }
@@ -6376,7 +6362,7 @@ void Game::Tick(){
                             hostile=1;
                         }
                         if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
-                            windialogue=1;
+                            windialogue=true;
                         }
                         if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
                             hostile=1;
@@ -6641,7 +6627,7 @@ void Game::Tick(){
                                                     player[i].isIdle()||
                                                     player[i].aitype!=playercontrolled){
                                                 player[i].throwtogglekeydown=1;
-                                                setAnimation(i,crouchremoveknifeanim);
+                                                player[i].setAnimation(crouchremoveknifeanim);
                                                 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
                                                 player[i].hasvictim=0;
                                             }
@@ -6674,7 +6660,7 @@ void Game::Tick(){
                                                 player[i].coords.y<weapons[j].position.y){
                                             if(!player[i].isFlip()){
                                                 player[i].throwtogglekeydown=1;
-                                                setAnimation(i,removeknifeanim);
+                                                player[i].setAnimation(removeknifeanim);
                                                 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
                                             }
                                             if(player[i].isFlip()){
@@ -6727,7 +6713,7 @@ void Game::Tick(){
                                                         player[i].throwtogglekeydown=1;
                                                         player[i].victim=&player[j];
                                                         player[i].hasvictim=1;
-                                                        setAnimation(i,crouchremoveknifeanim);
+                                                        player[i].setAnimation(crouchremoveknifeanim);
                                                         player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
                                                     }
                                                     if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
@@ -6789,10 +6775,10 @@ void Game::Tick(){
 
                                                                 player[i].victim->weaponactive=-1;
 
-                                                                playerJoint(player[i].victim,abdomen).velocity+=relative*6;
-                                                                playerJoint(player[i].victim,neck).velocity+=relative*6;
-                                                                playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
-                                                                playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
+                                                                player[i].victim->getJointFor(abdomen).velocity+=relative*6;
+                                                                player[i].victim->getJointFor(neck).velocity+=relative*6;
+                                                                player[i].victim->getJointFor(rightshoulder).velocity+=relative*6;
+                                                                player[i].victim->getJointFor(leftshoulder).velocity+=relative*6;
                                                             }
                                                             weapons[k].owner=i;
                                                             if(player[i].num_weapons>0){
@@ -6822,11 +6808,11 @@ void Game::Tick(){
                                                                 findDistancefast(&player[i].coords,&player[j].coords)<100&&
                                                                 findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
                                                                 !player[j].skeleton.free&&
-                                                                -1==checkcollide(DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
+                                                                -1==checkcollide(DoRotation(player[j].getJointFor(head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
                                                             if(!player[i].isFlip()){
                                                                 player[i].throwtogglekeydown=1;
                                                                 player[i].victim=&player[j];
-                                                                setAnimation(i,knifethrowanim);
+                                                                player[i].setAnimation(knifethrowanim);
                                                                 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
                                                                 player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
                                                             }
@@ -6836,7 +6822,7 @@ void Game::Tick(){
                                                                     player[i].victim=&player[j];
                                                                     XYZ aim;
                                                                     weapons[player[i].weaponids[0]].owner=-1;
-                                                                    aim=player[i].victim->coords+DoRotation(playerJoint(player[i].victim,abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(playerJoint(i,righthand).position,0,player[i].rotation,0)*player[i].scale);
+                                                                    aim=player[i].victim->coords+DoRotation(player[i].victim->getJointFor(abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(player[i].getJointFor(righthand).position,0,player[i].rotation,0)*player[i].scale);
                                                                     Normalise(&aim);
 
                                                                     aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
@@ -6899,7 +6885,7 @@ void Game::Tick(){
                                     isgood=false;
                             if(isgood&&player[i].creature!=wolftype){
                                 if(player[i].isIdle()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
-                                    setAnimation(i,drawrightanim);
+                                    player[i].setAnimation(drawrightanim);
                                     player[i].drawtogglekeydown=1;
                                 }
                                 if((player[i].isIdle()||
@@ -6908,11 +6894,11 @@ void Game::Tick(){
                                              player[i].isRun()))&&
                                         player[i].num_weapons&&
                                         weapons[player[i].weaponids[0]].getType()==sword){
-                                    setAnimation(i,drawleftanim);
+                                    player[i].setAnimation(drawleftanim);
                                     player[i].drawtogglekeydown=1;
                                 }
                                 if(player[i].isCrouch()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
-                                    setAnimation(i,crouchdrawrightanim);
+                                    player[i].setAnimation(crouchdrawrightanim);
                                     player[i].drawtogglekeydown=1;
                                 }
                             }
@@ -6929,9 +6915,9 @@ void Game::Tick(){
                                                        player[i].attackkeydown&&
                                                        musictype!=stream_fighttheme) {
                                                                if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==knife)
-                                                                       setAnimation(i,crouchstabanim);
+                                                                       player[i].setAnimation(crouchstabanim);
                                                                if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==sword)
-                                                                       setAnimation(i,swordgroundstabanim);
+                                                                       player[i].setAnimation(swordgroundstabanim);
                                                                player[i].hasvictim=0;
                                                }
                                        }
@@ -7004,7 +6990,7 @@ void Game::Tick(){
                             player[i].lowreversaldelay=.5;
 
                             if(player[i].isIdle()){
-                                setAnimation(i,player[i].getCrouch());
+                                player[i].setAnimation(player[i].getCrouch());
                                 player[i].transspeed=10;
                             }
                             if(player[i].isRun()||
@@ -7013,7 +6999,7 @@ void Game::Tick(){
                                       player[i].rightkeydown||
                                       player[i].forwardkeydown||
                                       player[i].backkeydown))){
-                                setAnimation(i,rollanim);
+                                player[i].setAnimation(rollanim);
                                 player[i].transspeed=20;
                             }
                         }
@@ -7048,12 +7034,12 @@ void Game::Tick(){
                                         player[i].currentanimation=player[i].getCrouch();
                                         player[i].currentframe=0;
                                     }
-                                    setAnimation(i,player[i].getIdle());
+                                    player[i].setAnimation(player[i].getIdle());
                                     player[i].transspeed=10;
                                 }
                             }
                             if(player[i].targetanimation==sneakanim){
-                                setAnimation(i,player[i].getIdle());
+                                player[i].setAnimation(player[i].getIdle());
                                 player[i].transspeed=10;
                             }
                         }
@@ -7069,9 +7055,9 @@ void Game::Tick(){
                                      !player[i].jumpkeydown&&
                                      player[i].crouchkeydown)){
                                 if(player[i].aitype==passivetype)
-                                    setAnimation(i,walkanim);
+                                    player[i].setAnimation(walkanim);
                                 else
-                                    setAnimation(i,player[i].getRun());
+                                    player[i].setAnimation(player[i].getRun());
                             }
                             if(player[i].isCrouch()){
                                 player[i].targetanimation=sneakanim;
@@ -7080,7 +7066,7 @@ void Game::Tick(){
                                 player[i].targetframe=0;
                             }
                             if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
-                                setAnimation(i,climbanim);
+                                player[i].setAnimation(climbanim);
                                 player[i].targetframe=1;
                                 player[i].jumpclimb=1;
                             }
@@ -7101,7 +7087,7 @@ void Game::Tick(){
                                      player[i].targetframe>0&&
                                      !player[i].jumpkeydown&&
                                      player[i].crouchkeydown)){
-                                setAnimation(i,player[i].getRun());
+                                player[i].setAnimation(player[i].getRun());
                             }
                             if(player[i].isCrouch()){
                                 player[i].targetanimation=sneakanim;
@@ -7128,7 +7114,7 @@ void Game::Tick(){
                                      player[i].targetframe>0&&
                                      !player[i].jumpkeydown&&
                                      player[i].crouchkeydown)){
-                                setAnimation(i,player[i].getRun());
+                                player[i].setAnimation(player[i].getRun());
                             }
                             if(player[i].isCrouch()){
                                 player[i].targetanimation=sneakanim;
@@ -7155,7 +7141,7 @@ void Game::Tick(){
                                      player[i].targetframe>0&&
                                      !player[i].jumpkeydown&&
                                      player[i].crouchkeydown)){
-                                setAnimation(i,player[i].getRun());
+                                player[i].setAnimation(player[i].getRun());
                             }
                             if(player[i].isCrouch()){
                                 player[i].targetanimation=sneakanim;
@@ -7191,7 +7177,7 @@ void Game::Tick(){
                                     ((player[i].targetanimation!=rabbitrunninganim&&
                                       player[i].targetanimation!=wolfrunninganim)||i!=0)){
                                 player[i].jumpstart=0;
-                                setAnimation(i,jumpupanim);
+                                player[i].setAnimation(jumpupanim);
                                 player[i].rotation=player[i].targetrotation;
                                 player[i].transspeed=20;
                                 player[i].FootLand(0,1);
@@ -7238,7 +7224,7 @@ void Game::Tick(){
                                     emit_sound_at(jumpsound, player[i].coords, 128.);
                             }
                             if((player[i].isIdle())&&player[i].jumppower>1){
-                                setAnimation(i,player[i].getLanding());
+                                player[i].setAnimation(player[i].getLanding());
                                 player[i].targetframe=2;
                                 player[i].landhard=0;
                                 player[i].jumpstart=1;
@@ -7263,7 +7249,7 @@ void Game::Tick(){
 
                         if(!movekey){
                             if(player[i].isRun()||player[i].targetanimation==walkanim)
-                                setAnimation(i,player[i].getStop());
+                                player[i].setAnimation(player[i].getStop());
                             if(player[i].targetanimation==sneakanim){
                                 player[i].targetanimation=player[i].getCrouch();
                                 if(player[i].currentanimation==sneakanim)
@@ -7276,9 +7262,9 @@ void Game::Tick(){
                                  player[i].aitype==searchtype||
                                  (player[i].aitype==passivetype&&
                                   player[i].numwaypoints<=1)))
-                            setAnimation(i,player[i].getStop());
+                            player[i].setAnimation(player[i].getStop());
                         if(player[i].isRun()&&(player[i].aitype==passivetype))
-                            setAnimation(i,player[i].getStop());
+                            player[i].setAnimation(player[i].getStop());
                     }
                 }
                 if(player[i].targetanimation==rollanim)
@@ -7296,7 +7282,7 @@ void Game::Tick(){
 
                 //stop to turn in right direction
                 if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
-                    setAnimation(k,player[k].getStop());
+                    player[k].setAnimation(player[k].getStop());
 
                 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
                     player[k].targettilt=0;
@@ -7607,11 +7593,11 @@ void Game::TickOnceAfter(){
             killhotspot=0;
 
 
-               winhotspot=0;
+               winhotspot=false;
                for(int i=0;i<numhotspots;i++)
                        if(hotspottype[i]==-1)
                                if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
-                                       winhotspot=1;
+                                       winhotspot=true;
 
                int numalarmed=0;
                for(int i=1;i<numplayers;i++)
@@ -7625,18 +7611,21 @@ void Game::TickOnceAfter(){
                                changedelay=1;
                                targetlevel=whichlevel;
                        }
-                       alldead=1;
-                       for(int i=1;i<numplayers;i++)
-                               if(!player[i].dead&&player[i].howactive<typedead1)
-                    alldead=0;
+                       alldead=true;
+                       for(int i=1;i<numplayers;i++) {
+                               if(!player[i].dead&&player[i].howactive<typedead1) {
+                    alldead=false;
+                    break;
+                               }
+                       }
 
 
-                       if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
+                       if(alldead&&!player[0].dead&&maptype==mapkilleveryone) {
                                changedelay=1;
                                targetlevel=whichlevel+1;
                                if(targetlevel>numchallengelevels-1)targetlevel=0;
                        }
-                       if(winhotspot||windialogue){
+                       if(winhotspot||windialogue) {
                                changedelay=0.1;
                                targetlevel=whichlevel+1;
                                if(targetlevel>numchallengelevels-1)targetlevel=0;
@@ -7666,8 +7655,8 @@ void Game::TickOnceAfter(){
                        if(leveltime<1){
                                loading=0;
                                changedelay=.1;
-                               alldead=0;
-                               winhotspot=0;
+                               alldead=false;
+                               winhotspot=false;
                                killhotspot=0;
                        }
 
@@ -7698,7 +7687,7 @@ void Game::TickOnceAfter(){
 
                                        fireSound(firestartsound);
 
-                                       Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);
+                                       Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
 
                                        fireSound();
 
@@ -7732,11 +7721,11 @@ void Game::TickOnceAfter(){
                 // 0 = load next level
                 // 1 = go back to level select screen
                 // 2 = stealthload next level
-                               if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1){
-                                       if(campaignnumnext[campaignchoicewhich[whichchoice]]==0)
+                               if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1) {
+                                       if(campaignlevels[actuallevel].nextlevel.empty())
                                                endgame=1;
                                } else if(mainmenu==0&&winfreeze) {
-                                       stealthloading = (campaignchoosenext[campaignchoicewhich[whichchoice]]==2);
+                                       stealthloading = (campaignlevels[actuallevel].choosenext==2);
 
                                        if(!stealthloading){
                                                fireSound(firestartsound);
@@ -7754,9 +7743,10 @@ void Game::TickOnceAfter(){
                                        if(!firstload)
                                                LoadStuff();
                                        whichchoice=0;
+                                       actuallevel=campaignlevels[actuallevel].nextlevel.front();
                                        visibleloading=1;
                                        stillloading=1;
-                                       Loadlevel(campaignmapname[campaignchoicewhich[0]]);
+                                       Loadlevel(campaignlevels[actuallevel].mapname.c_str());
                                        campaign=1;
                                        mainmenu=0;
                                        gameon=1;