]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
Moved Account::active in Account class. Maybe it should be changed for a method and...
[lugaru.git] / Source / GameTick.cpp
index d10fc3fbd7fa5cd66916dd009adbc02e8ac413e6..fab80e9e5ac4c29b7c07fc9422e0e27236ae2d80 100644 (file)
@@ -45,6 +45,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Dialog.h"
 #include "Utils/Folders.h"
 #include "Hotspot.h"
+#include "Campaign.h"
 
 #include <algorithm>
 #include <set>
@@ -89,8 +90,8 @@ extern bool mousejump;
 extern float viewdistance;
 extern bool freeze;
 extern XYZ windvector;
-extern bool debugmode;
-static int leveltheme;
+extern bool devtools;
+int leveltheme;
 extern int mainmenu;
 extern int oldmainmenu;
 extern bool visibleloading;
@@ -140,87 +141,8 @@ extern bool campaign;
 
 extern void toggleFullscreen();
 
-class CampaignLevel
-{
-private:
-    int width;
-    struct Position {
-        int x, y;
-    };
-public:
-    std::string mapname;
-    std::string description;
-    int choosenext;
-    /*
-    0 = Immediately load next level at the end of this one.
-    1 = Go back to the world map.
-    2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
-    */
-    //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
-    std::vector<int> nextlevel;
-    Position location;
-    CampaignLevel() : width(10) {
-        choosenext = 1;
-        location.x = 0;
-        location.y = 0;
-    }
-    int getStartX() {
-        return 30 + 120 + location.x * 400 / 512;
-    }
-    int getStartY() {
-        return 30 + 30 + (512 - location.y) * 400 / 512;
-    }
-    int getEndX() {
-        return getStartX() + width;
-    }
-    int getEndY() {
-        return getStartY() + width;
-    }
-    XYZ getCenter() {
-        XYZ center;
-        center.x = getStartX() + width / 2;
-        center.y = getStartY() + width / 2;
-        return center;
-    }
-    int getWidth() {
-        return width;
-    }
-    istream& operator<< (istream& is) {
-        is.ignore(256, ':');
-        is.ignore(256, ':');
-        is.ignore(256, ' ');
-        is >> mapname;
-        is.ignore(256, ':');
-        is >> description;
-        for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
-            description.replace(pos, 1, 1, ' ');
-        }
-        is.ignore(256, ':');
-        is >> choosenext;
-        is.ignore(256, ':');
-        int numnext, next;
-        is >> numnext;
-        for (int j = 0; j < numnext; j++) {
-            is.ignore(256, ':');
-            is >> next;
-            nextlevel.push_back(next - 1);
-        }
-        is.ignore(256, ':');
-        is >> location.x;
-        is.ignore(256, ':');
-        is >> location.y;
-        return is;
-    }
-    friend istream& operator>> (istream& is, CampaignLevel& cl) {
-        return cl << is;
-    }
-};
-
 bool won = false;
-int entername = 0;
-vector<CampaignLevel> campaignlevels;
 int whichchoice = 0;
-int actuallevel = 0;
 bool winhotspot = false;
 bool windialogue = false;
 bool realthreat = 0;
@@ -699,66 +621,6 @@ void Setenvironment(int which)
     texdetail = temptexdetail;
 }
 
-void LoadCampaign()
-{
-    if (!accountactive)
-        return;
-    ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt"));
-    if (!ipstream.good()) {
-        if (accountactive->getCurrentCampaign() == "main") {
-            cerr << "Could not found main campaign!" << endl;
-            return;
-        }
-        cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
-        accountactive->setCurrentCampaign("main");
-        return LoadCampaign();
-    }
-    ipstream.ignore(256, ':');
-    int numlevels;
-    ipstream >> numlevels;
-    campaignlevels.clear();
-    for (int i = 0; i < numlevels; i++) {
-        CampaignLevel cl;
-        ipstream >> cl;
-        campaignlevels.push_back(cl);
-    }
-    ipstream.close();
-
-    ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png"));
-    if (test.good()) {
-        Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0);
-    } else {
-        Mainmenuitems[7].load("Textures/World.png", 0);
-    }
-
-    if (accountactive->getCampaignChoicesMade() == 0) {
-        accountactive->setCampaignScore(0);
-        accountactive->resetFasttime();
-    }
-}
-
-vector<string> ListCampaigns()
-{
-    errno = 0;
-    DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
-    struct dirent *campaign = NULL;
-    if (!campaigns) {
-        perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str());
-        exit(EXIT_FAILURE);
-    }
-    vector<string> campaignNames;
-    while ((campaign = readdir(campaigns)) != NULL) {
-        string name(campaign->d_name);
-        if (name.length() < 5)
-            continue;
-        if (!name.compare(name.length() - 4, 4, ".txt")) {
-            campaignNames.push_back(name.substr(0, name.length() - 4));
-        }
-    }
-    closedir(campaigns);
-    return campaignNames;
-}
-
 void Game::Loadlevel(int which)
 {
     stealthloading = 0;
@@ -830,8 +692,8 @@ void Game::Loadlevel(const std::string& name)
     damagedealt = 0;
     damagetaken = 0;
 
-    if (accountactive)
-        difficulty = accountactive->getDifficulty();
+    if (Account::active)
+        difficulty = Account::active->getDifficulty();
 
     Hotspot::hotspots.clear();
     Hotspot::current = -1;
@@ -899,6 +761,9 @@ void Game::Loadlevel(const std::string& name)
     Person::players.resize(1);
 
     funpackf(tfile, "Bi", &mapvers);
+    if (mapvers < 12) {
+        cerr << name << " has obsolete map version " << mapvers << endl;
+    }
     if (mapvers >= 15)
         funpackf(tfile, "Bi", &indemo);
     else
@@ -992,6 +857,10 @@ void Game::Loadlevel(const std::string& name)
     if (mapvers >= 7) {
         int numhotspots;
         funpackf(tfile, "Bi", &numhotspots);
+        if (numhotspots < 0) {
+            cerr << "Map " << name << " have an invalid number of hotspots" << endl;
+            numhotspots = 0;
+        }
         Hotspot::hotspots.resize(numhotspots);
         for (int i = 0; i < Hotspot::hotspots.size(); i++) {
             funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
@@ -1039,12 +908,13 @@ void Game::Loadlevel(const std::string& name)
     if (numplayers > maxplayers) {
         cout << "Warning: this level contains more players than allowed" << endl;
     }
+    unsigned j = 1;
     for (int i = 1; i < numplayers; i++) {
-        unsigned j = 1;
         try {
             Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
             j++;
         } catch (InvalidPersonException e) {
+            cerr << "Invalid Person found in " << name << endl;
         }
     }
     if (visibleloading)
@@ -1236,6 +1106,7 @@ void Game::Loadlevel(const std::string& name)
         firstload = 1;
 
     leveltime = 0;
+    wonleveltime = 0;
     visibleloading = 0;
 }
 
@@ -1768,358 +1639,374 @@ void doTutorial()
     }
 }
 
-void doDebugKeys()
+void doDevKeys()
 {
     float headprop, bodyprop, armprop, legprop;
-    if (!debugmode) {
+    if (!devtools) {
         return;
     }
-    if (Input::isKeyPressed(SDL_SCANCODE_H)) {
-        Person::players[0]->damagetolerance = 200000;
-        Person::players[0]->damage = 0;
-        Person::players[0]->burnt = 0;
-        Person::players[0]->permanentdamage = 0;
-        Person::players[0]->superpermanentdamage = 0;
-    }
 
-    if (Input::isKeyPressed(SDL_SCANCODE_J)) {
-        environment++;
-        if (environment > 2)
-            environment = 0;
-        Setenvironment(environment);
-    }
+    if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
+        /* Invicible */
+        if (Input::isKeyPressed(SDL_SCANCODE_H)) {
+            Person::players[0]->damagetolerance = 200000;
+            Person::players[0]->damage = 0;
+            Person::players[0]->burnt = 0;
+            Person::players[0]->permanentdamage = 0;
+            Person::players[0]->superpermanentdamage = 0;
+        }
 
-    if (Input::isKeyPressed(SDL_SCANCODE_C)) {
-        cameramode = !cameramode;
-    }
+        /* Change environment */
+        if (Input::isKeyPressed(SDL_SCANCODE_J)) {
+            environment++;
+            if (environment > 2)
+                environment = 0;
+            Setenvironment(environment);
+        }
 
-    if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-        if (Person::players[0]->num_weapons > 0) {
-            if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
-                weapons[Person::players[0]->weaponids[0]].setType(staff);
-            else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
-                weapons[Person::players[0]->weaponids[0]].setType(knife);
-            else
-                weapons[Person::players[0]->weaponids[0]].setType(sword);
+        /* Camera mode */
+        if (Input::isKeyPressed(SDL_SCANCODE_C)) {
+            cameramode = !cameramode;
         }
-    }
 
-    if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-        int closest = findClosestPlayer();
-        if (closest >= 0) {
-            if (Person::players[closest]->num_weapons) {
-                if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
-                    weapons[Person::players[closest]->weaponids[0]].setType(staff);
-                else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
-                    weapons[Person::players[closest]->weaponids[0]].setType(knife);
-                else
-                    weapons[Person::players[closest]->weaponids[0]].setType(sword);
-            }
-            if (!Person::players[closest]->num_weapons) {
-                Person::players[closest]->weaponids[0] = weapons.size();
+        /* Toggle Slow motion */
+        if (Input::isKeyPressed(SDL_SCANCODE_B)) {
+            slomo = 1 - slomo;
+            slomodelay = 1000;
+        }
 
-                weapons.push_back(Weapon(knife, closest));
+        /* Ragdoll */
+        if (Input::isKeyPressed(SDL_SCANCODE_N)) {
+            Person::players[0]->RagDoll(0);
 
-                Person::players[closest]->num_weapons = 1;
-            }
+            emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
         }
-    }
 
-    if (Input::isKeyDown(SDL_SCANCODE_U)) {
-        int closest = findClosestPlayer();
-        if (closest >= 0) {
-            Person::players[closest]->yaw += multiplier * 50;
-            Person::players[closest]->targetyaw = Person::players[closest]->yaw;
+        /* Grow tree leaves?? */
+        if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
+            for (int i = 0; i < objects.numobjects; i++) {
+                if (objects.type[i] == treeleavestype) {
+                    objects.scale[i] *= .9;
+                }
+            }
         }
-    }
 
+        /* Change (or add) weapon */
+        if (Input::isKeyPressed(SDL_SCANCODE_X)) {
+            int closest = 0;
+            if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                closest = findClosestPlayer();
+            }
 
-    if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-        int closest = findClosestPlayer();
-        if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
-            closest = 0;
+            if (closest >= 0) {
+                if (Person::players[closest]->num_weapons > 0) {
+                    if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
+                        weapons[Person::players[closest]->weaponids[0]].setType(staff);
+                    else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
+                        weapons[Person::players[closest]->weaponids[0]].setType(knife);
+                    else
+                        weapons[Person::players[closest]->weaponids[0]].setType(sword);
+                } else {
+                    Person::players[closest]->weaponids[0] = weapons.size();
 
-        if (closest >= 0) {
-            Person::players[closest]->whichskin++;
-            if (Person::players[closest]->whichskin > 9)
-                Person::players[closest]->whichskin = 0;
-            if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
-                Person::players[closest]->whichskin = 0;
+                    weapons.push_back(Weapon(knife, closest));
 
-            Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
-                    &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
+                    Person::players[closest]->num_weapons = 1;
+                }
+            }
         }
 
-        Person::players[closest]->addClothes();
-    }
+        /* Change yaw? */
+        if (Input::isKeyDown(SDL_SCANCODE_U)) {
+            int closest = 0;
+            if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                closest = findClosestPlayer();
+            }
 
-    if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-        int closest = findClosestPlayer();
-        if (closest >= 0) {
-            if (Person::players[closest]->creature == wolftype) {
-                headprop = Person::players[closest]->proportionhead.x / 1.1;
-                bodyprop = Person::players[closest]->proportionbody.x / 1.1;
-                armprop = Person::players[closest]->proportionarms.x / 1.1;
-                legprop = Person::players[closest]->proportionlegs.x / 1.1;
+            if (closest >= 0) {
+                Person::players[closest]->yaw += multiplier * 50;
+                Person::players[closest]->targetyaw = Person::players[closest]->yaw;
             }
+        }
 
-            if (Person::players[closest]->creature == rabbittype) {
-                headprop = Person::players[closest]->proportionhead.x / 1.2;
-                bodyprop = Person::players[closest]->proportionbody.x / 1.05;
-                armprop = Person::players[closest]->proportionarms.x / 1.00;
-                legprop = Person::players[closest]->proportionlegs.x / 1.1;
+        /* Toggle fire */
+        if (Input::isKeyPressed(SDL_SCANCODE_F)) {
+            Person::players[0]->onfire = 1 - Person::players[0]->onfire;
+            if (Person::players[0]->onfire) {
+                Person::players[0]->CatchFire();
+            }
+            if (!Person::players[0]->onfire) {
+                emit_sound_at(fireendsound, Person::players[0]->coords);
+                pause_sound(stream_firesound);
             }
+        }
 
+        /* Change skin */
+        if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            int closest = 0;
+            if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                closest = findClosestPlayer();
+            }
 
-            if (Person::players[closest]->creature == rabbittype) {
-                Person::players[closest]->creature = wolftype;
-                Person::players[closest]->whichskin = 0;
-                Person::players[closest]->skeletonLoad();
+            if (closest >= 0) {
+                Person::players[closest]->whichskin++;
+                if (Person::players[closest]->whichskin > 9)
+                    Person::players[closest]->whichskin = 0;
+                if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
+                    Person::players[closest]->whichskin = 0;
+
+                Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
+                        &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
+            }
 
-                Person::players[closest]->proportionhead = 1.1;
-                Person::players[closest]->proportionbody = 1.1;
-                Person::players[closest]->proportionarms = 1.1;
-                Person::players[closest]->proportionlegs = 1.1;
-                Person::players[closest]->proportionlegs.y = 1.1;
-                Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
+            Person::players[closest]->addClothes();
+        }
 
-                Person::players[closest]->damagetolerance = 300;
-            } else {
-                Person::players[closest]->creature = rabbittype;
-                Person::players[closest]->whichskin = 0;
-                Person::players[closest]->skeletonLoad(true);
-
-                Person::players[closest]->proportionhead = 1.2;
-                Person::players[closest]->proportionbody = 1.05;
-                Person::players[closest]->proportionarms = 1.00;
-                Person::players[closest]->proportionlegs = 1.1;
-                Person::players[closest]->proportionlegs.y = 1.05;
-                Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
-
-                Person::players[closest]->damagetolerance = 200;
+        /* Change creature type */
+        if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            int closest = 0;
+            if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                closest = findClosestPlayer();
             }
 
-            if (Person::players[closest]->creature == wolftype) {
-                Person::players[closest]->proportionhead = 1.1 * headprop;
-                Person::players[closest]->proportionbody = 1.1 * bodyprop;
-                Person::players[closest]->proportionarms = 1.1 * armprop;
-                Person::players[closest]->proportionlegs = 1.1 * legprop;
-            }
+            if (closest >= 0) {
+                if (Person::players[closest]->creature == wolftype) {
+                    headprop = Person::players[closest]->proportionhead.x / 1.1;
+                    bodyprop = Person::players[closest]->proportionbody.x / 1.1;
+                    armprop = Person::players[closest]->proportionarms.x / 1.1;
+                    legprop = Person::players[closest]->proportionlegs.x / 1.1;
+                }
 
-            if (Person::players[closest]->creature == rabbittype) {
-                Person::players[closest]->proportionhead = 1.2 * headprop;
-                Person::players[closest]->proportionbody = 1.05 * bodyprop;
-                Person::players[closest]->proportionarms = 1.00 * armprop;
-                Person::players[closest]->proportionlegs = 1.1 * legprop;
-                Person::players[closest]->proportionlegs.y = 1.05 * legprop;
-            }
+                if (Person::players[closest]->creature == rabbittype) {
+                    headprop = Person::players[closest]->proportionhead.x / 1.2;
+                    bodyprop = Person::players[closest]->proportionbody.x / 1.05;
+                    armprop = Person::players[closest]->proportionarms.x / 1.00;
+                    legprop = Person::players[closest]->proportionlegs.x / 1.1;
+                }
 
-        }
-    }
 
-    if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-        slomo = 1 - slomo;
-        slomodelay = 1000;
-    }
+                if (Person::players[closest]->creature == rabbittype) {
+                    Person::players[closest]->creature = wolftype;
+                    Person::players[closest]->whichskin = 0;
+                    Person::players[closest]->skeletonLoad();
 
+                    Person::players[closest]->proportionhead = 1.1;
+                    Person::players[closest]->proportionbody = 1.1;
+                    Person::players[closest]->proportionarms = 1.1;
+                    Person::players[closest]->proportionlegs = 1.1;
+                    Person::players[closest]->proportionlegs.y = 1.1;
+                    Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
 
-    if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
-        int closest = -1;
-        float closestdist = std::numeric_limits<float>::max();
+                    Person::players[closest]->damagetolerance = 300;
+                } else {
+                    Person::players[closest]->creature = rabbittype;
+                    Person::players[closest]->whichskin = 0;
+                    Person::players[closest]->skeletonLoad(true);
+
+                    Person::players[closest]->proportionhead = 1.2;
+                    Person::players[closest]->proportionbody = 1.05;
+                    Person::players[closest]->proportionarms = 1.00;
+                    Person::players[closest]->proportionlegs = 1.1;
+                    Person::players[closest]->proportionlegs.y = 1.05;
+                    Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
+
+                    Person::players[closest]->damagetolerance = 200;
+                }
 
-        for (unsigned i = 1; i < Person::players.size(); i++) {
-            float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
-            if (!Person::players[i]->headless)
-                if (distance < closestdist) {
-                    closestdist = distance;
-                    closest = i;
+                if (Person::players[closest]->creature == wolftype) {
+                    Person::players[closest]->proportionhead = 1.1 * headprop;
+                    Person::players[closest]->proportionbody = 1.1 * bodyprop;
+                    Person::players[closest]->proportionarms = 1.1 * armprop;
+                    Person::players[closest]->proportionlegs = 1.1 * legprop;
                 }
-        }
 
-        XYZ flatfacing2, flatvelocity2;
-        XYZ blah;
-        if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
-            blah = Person::players[closest]->coords;
-            XYZ headspurtdirection;
-            //int i = Person::players[closest]->skeleton.jointlabels[head];
-            Joint& headjoint = Person::players[closest]->joint(head);
-            for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
-                if (!Person::players[closest]->skeleton.free)
-                    flatvelocity2 = Person::players[closest]->velocity;
-                if (Person::players[closest]->skeleton.free)
-                    flatvelocity2 = headjoint.velocity;
-                if (!Person::players[closest]->skeleton.free)
-                    flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
-                if (Person::players[closest]->skeleton.free)
-                    flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
-                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 - Person::players[closest]->jointPos(neck);
-                Normalise(&headspurtdirection);
-                Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
-                flatvelocity2 += headspurtdirection * 8;
-                Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
-            }
-            Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
+                if (Person::players[closest]->creature == rabbittype) {
+                    Person::players[closest]->proportionhead = 1.2 * headprop;
+                    Person::players[closest]->proportionbody = 1.05 * bodyprop;
+                    Person::players[closest]->proportionarms = 1.00 * armprop;
+                    Person::players[closest]->proportionlegs = 1.1 * legprop;
+                    Person::players[closest]->proportionlegs.y = 1.05 * legprop;
+                }
 
-            emit_sound_at(splattersound, blah);
-            emit_sound_at(breaksound2, blah, 100.);
+            }
+        }
 
-            if (Person::players[closest]->skeleton.free == 2)
-                Person::players[closest]->skeleton.free = 0;
-            Person::players[closest]->RagDoll(0);
-            Person::players[closest]->dead = 2;
-            Person::players[closest]->headless = 1;
-            Person::players[closest]->DoBloodBig(3, 165);
+        /* Decapitate */
+        if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
+            int closest = -1;
+            float closestdist = std::numeric_limits<float>::max();
 
-            camerashake += .3;
-        }
-    }
+            for (unsigned i = 1; i < Person::players.size(); i++) {
+                float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
+                if (!Person::players[i]->headless)
+                    if (distance < closestdist) {
+                        closestdist = distance;
+                        closest = i;
+                    }
+            }
 
-    if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
-        int closest = findClosestPlayer();
-        XYZ flatfacing2, flatvelocity2;
-        XYZ blah;
-        if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
-            blah = Person::players[closest]->coords;
-            emit_sound_at(splattersound, blah);
-            emit_sound_at(breaksound2, blah);
-
-            for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
-                if (!Person::players[closest]->skeleton.free)
-                    flatvelocity2 = Person::players[closest]->velocity;
-                if (Person::players[closest]->skeleton.free)
-                    flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
-                if (!Person::players[closest]->skeleton.free)
-                    flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
-                if (Person::players[closest]->skeleton.free)
-                    flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
-                flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
-                flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
-                flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
-                Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
-                Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
+            XYZ flatfacing2, flatvelocity2;
+            XYZ blah;
+            if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
+                blah = Person::players[closest]->coords;
+                XYZ headspurtdirection;
+                //int i = Person::players[closest]->skeleton.jointlabels[head];
+                Joint& headjoint = Person::players[closest]->joint(head);
+                for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
+                    if (!Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->velocity;
+                    if (Person::players[closest]->skeleton.free)
+                        flatvelocity2 = headjoint.velocity;
+                    if (!Person::players[closest]->skeleton.free)
+                        flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+                    if (Person::players[closest]->skeleton.free)
+                        flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    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 - Person::players[closest]->jointPos(neck);
+                    Normalise(&headspurtdirection);
+                    Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
+                    flatvelocity2 += headspurtdirection * 8;
+                    Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
+                }
                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
-            }
 
-            for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
-                if (!Person::players[closest]->skeleton.free)
-                    flatvelocity2 = Person::players[closest]->velocity;
-                if (Person::players[closest]->skeleton.free)
-                    flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
-                if (!Person::players[closest]->skeleton.free)
-                    flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
-                if (Person::players[closest]->skeleton.free)
-                    flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
-                flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
-                flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
-                flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
-                Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
-                Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
-            }
+                emit_sound_at(splattersound, blah);
+                emit_sound_at(breaksound2, blah, 100.);
 
-            for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
-                if (!Person::players[closest]->skeleton.free)
-                    flatvelocity2 = Person::players[closest]->velocity;
-                if (Person::players[closest]->skeleton.free)
-                    flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
-                if (!Person::players[closest]->skeleton.free)
-                    flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
-                if (Person::players[closest]->skeleton.free)
-                    flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
-                flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
-                flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
-                flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
-                Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
-                Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
-            }
+                if (Person::players[closest]->skeleton.free == 2)
+                    Person::players[closest]->skeleton.free = 0;
+                Person::players[closest]->RagDoll(0);
+                Person::players[closest]->dead = 2;
+                Person::players[closest]->headless = 1;
+                Person::players[closest]->DoBloodBig(3, 165);
 
-            for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
-                if (!Person::players[closest]->skeleton.free)
-                    flatvelocity2 = Person::players[closest]->velocity;
-                if (Person::players[closest]->skeleton.free)
-                    flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
-                if (!Person::players[closest]->skeleton.free)
-                    flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
-                if (Person::players[closest]->skeleton.free)
-                    flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
-                flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
-                flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
-                flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
-                Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
-                Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
+                camerashake += .3;
             }
+        }
 
-            XYZ temppos;
-            for (unsigned j = 0; j < Person::players.size(); j++) {
-                if (int(j) != closest) {
-                    if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
-                        Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
-                        if (Person::players[j]->skeleton.free == 2)
-                            Person::players[j]->skeleton.free = 1;
-                        Person::players[j]->skeleton.longdead = 0;
-                        Person::players[j]->RagDoll(0);
-                        for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
-                            temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
-                            if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
-                                flatvelocity2 = temppos - Person::players[closest]->coords;
-                                Normalise(&flatvelocity2);
-                                Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
-                            }
-                        }
-                    }
+        /* Explode */
+        if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
+            int closest = findClosestPlayer();
+            XYZ flatfacing2, flatvelocity2;
+            XYZ blah;
+            if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
+                blah = Person::players[closest]->coords;
+                emit_sound_at(splattersound, blah);
+                emit_sound_at(breaksound2, blah);
+
+                for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+                    if (!Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->velocity;
+                    if (Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+                    if (!Person::players[closest]->skeleton.free)
+                        flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+                    if (Person::players[closest]->skeleton.free)
+                        flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+                    Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
+                    Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
+                    Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
                 }
-            }
 
-            Person::players[closest]->DoDamage(10000);
-            Person::players[closest]->RagDoll(0);
-            Person::players[closest]->dead = 2;
-            Person::players[closest]->coords = 20;
-            Person::players[closest]->skeleton.free = 2;
+                for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+                    if (!Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->velocity;
+                    if (Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+                    if (!Person::players[closest]->skeleton.free)
+                        flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+                    if (Person::players[closest]->skeleton.free)
+                        flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+                    Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
+                    Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
+                }
 
-            camerashake += .6;
+                for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+                    if (!Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->velocity;
+                    if (Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+                    if (!Person::players[closest]->skeleton.free)
+                        flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+                    if (Person::players[closest]->skeleton.free)
+                        flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+                    Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
+                    Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
+                }
 
-        }
-    }
+                for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+                    if (!Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->velocity;
+                    if (Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+                    if (!Person::players[closest]->skeleton.free)
+                        flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+                    if (Person::players[closest]->skeleton.free)
+                        flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+                    Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
+                    Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
+                }
 
-    if (Input::isKeyPressed(SDL_SCANCODE_F)) {
-        Person::players[0]->onfire = 1 - Person::players[0]->onfire;
-        if (Person::players[0]->onfire) {
-            Person::players[0]->CatchFire();
-        }
-        if (!Person::players[0]->onfire) {
-            emit_sound_at(fireendsound, Person::players[0]->coords);
-            pause_sound(stream_firesound);
-        }
-    }
+                XYZ temppos;
+                for (unsigned j = 0; j < Person::players.size(); j++) {
+                    if (int(j) != closest) {
+                        if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
+                            Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
+                            if (Person::players[j]->skeleton.free == 2)
+                                Person::players[j]->skeleton.free = 1;
+                            Person::players[j]->skeleton.longdead = 0;
+                            Person::players[j]->RagDoll(0);
+                            for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
+                                temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
+                                if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
+                                    flatvelocity2 = temppos - Person::players[closest]->coords;
+                                    Normalise(&flatvelocity2);
+                                    Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
+                                }
+                            }
+                        }
+                    }
+                }
 
-    if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-        Person::players[0]->RagDoll(0);
+                Person::players[closest]->DoDamage(10000);
+                Person::players[closest]->RagDoll(0);
+                Person::players[closest]->dead = 2;
+                Person::players[closest]->coords = 20;
+                Person::players[closest]->skeleton.free = 2;
 
-        emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
-    }
+                camerashake += .6;
 
-    if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-        for (int i = 0; i < objects.numobjects; i++) {
-            if (objects.type[i] == treeleavestype) {
-                objects.scale[i] *= .9;
             }
         }
-    }
 
-    if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-        editorenabled = !editorenabled;
-        if (editorenabled) {
-            Person::players[0]->damagetolerance = 100000;
-        } else {
-            Person::players[0]->damagetolerance = 200;
+        /* Enable editor */
+        if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            editorenabled = !editorenabled;
+            if (editorenabled) {
+                Person::players[0]->damagetolerance = 100000;
+            } else {
+                Person::players[0]->damagetolerance = 200;
+            }
+            Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
+            Person::players[0]->permanentdamage = 0;
+            Person::players[0]->superpermanentdamage = 0;
+            Person::players[0]->bloodloss = 0;
+            Person::players[0]->deathbleeding = 0;
         }
-        Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
-        Person::players[0]->permanentdamage = 0;
-        Person::players[0]->superpermanentdamage = 0;
-        Person::players[0]->bloodloss = 0;
-        Person::players[0]->deathbleeding = 0;
     }
 
     //skip level
@@ -4601,615 +4488,6 @@ void doAI(unsigned i)
     }
 }
 
-
-
-void updateSettingsMenu()
-{
-    char sbuf[256];
-    if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
-        sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
-    else
-        sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
-    Menu::setText(0, sbuf);
-    Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
-    if (newdetail == 0) Menu::setText(1, "Detail: Low");
-    if (newdetail == 1) Menu::setText(1, "Detail: Medium");
-    if (newdetail == 2) Menu::setText(1, "Detail: High");
-    if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
-    if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
-    if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
-    if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
-    if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
-    if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
-    Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
-    Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
-    Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
-    Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
-    sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
-    Menu::setText(10, sbuf);
-    sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
-    Menu::setText(11, sbuf);
-    Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
-    if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
-        sprintf (sbuf, "Back");
-    else
-        sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
-    Menu::setText(8, sbuf);
-}
-
-void updateStereoConfigMenu()
-{
-    char sbuf[256];
-    sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode).c_str());
-    Menu::setText(0, sbuf);
-    sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
-    Menu::setText(1, sbuf);
-    sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
-    Menu::setText(2, sbuf);
-}
-
-void updateControlsMenu()
-{
-    Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
-    Menu::setText(1, (string)"Back: "    + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
-    Menu::setText(2, (string)"Left: "    + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
-    Menu::setText(3, (string)"Right: "   + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
-    Menu::setText(4, (string)"Crouch: "  + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
-    Menu::setText(5, (string)"Jump: "    + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
-    Menu::setText(6, (string)"Draw: "    + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
-    Menu::setText(7, (string)"Throw: "   + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
-    Menu::setText(8, (string)"Attack: "  + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
-    if (debugmode) {
-        Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
-    }
-}
-
-/*
-Values of mainmenu :
-1 Main menu
-2 Menu pause (resume/end game)
-3 Option menu
-4 Controls configuration menu
-5 Main game menu (choose level or challenge)
-6 Deleting user menu
-7 User managment menu (select/add)
-8 Choose difficulty menu
-9 Challenge level selection menu
-10 End of the campaign congratulation (is that really a menu?)
-11 Same that 9 ??? => unused
-18 stereo configuration
-*/
-
-void Game::LoadMenu()
-{
-    Menu::clearMenu();
-    switch (mainmenu) {
-    case 1:
-    case 2:
-        Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
-        Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
-        Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
-        Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
-        break;
-    case 3:
-        Menu::addButton( 0, "", 10 + 20, 440);
-        Menu::addButton(14, "", 10 + 400, 440);
-        Menu::addButton( 1, "", 10 + 60, 405);
-        Menu::addButton( 2, "", 10 + 70, 370);
-        Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
-        Menu::addButton( 4, "", 10   , 335);
-        Menu::addButton( 5, "", 10 + 60, 300);
-        Menu::addButton( 6, "", 10 + 70, 265);
-        Menu::addButton( 9, "", 10   , 230);
-        Menu::addButton(10, "", 20   , 195);
-        Menu::addButton(11, "", 10 + 60, 160);
-        Menu::addButton(13, "", 30   , 125);
-        Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
-        Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
-        Menu::addButton(8, "Back", 10, 10);
-        updateSettingsMenu();
-        break;
-    case 4:
-        Menu::addButton(0, "", 10   , 400);
-        Menu::addButton(1, "", 10 + 40, 360);
-        Menu::addButton(2, "", 10 + 40, 320);
-        Menu::addButton(3, "", 10 + 30, 280);
-        Menu::addButton(4, "", 10 + 20, 240);
-        Menu::addButton(5, "", 10 + 40, 200);
-        Menu::addButton(6, "", 10 + 40, 160);
-        Menu::addButton(7, "", 10 + 30, 120);
-        Menu::addButton(8, "", 10 + 20, 80);
-        if (debugmode) {
-            Menu::addButton(9, "", 10 + 10, 40);
-        }
-        Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
-        updateControlsMenu();
-        break;
-    case 5: {
-        LoadCampaign();
-        Menu::addLabel(-1, accountactive->getName(), 5, 400);
-        Menu::addButton(1, "Tutorial", 5, 300);
-        Menu::addButton(2, "Challenge", 5, 240);
-        Menu::addButton(3, "Delete User", 400, 10);
-        Menu::addButton(4, "Main Menu", 5, 10);
-        Menu::addButton(5, "Change User", 5, 180);
-        Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
-
-        //show campaign map
-        //with (2,-5) offset from old code
-        Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
-        //show levels
-        int numlevels = accountactive->getCampaignChoicesMade();
-        numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
-        for (int i = 0; i < numlevels; i++) {
-            XYZ midpoint = campaignlevels[i].getCenter();
-            float itemsize = campaignlevels[i].getWidth();
-            const bool active = i >= accountactive->getCampaignChoicesMade();
-            if (!active)
-                itemsize /= 2;
-
-            if (i >= 1) {
-                XYZ start = campaignlevels[i - 1].getCenter();
-                Menu::addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0);
-            }
-            Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
-                               midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
-
-            if (active) {
-                Menu::addMapLabel(-2, campaignlevels[i].description,
-                                  campaignlevels[i].getStartX() + 10,
-                                  campaignlevels[i].getStartY() - 4);
-            }
-        }
-    }
-    break;
-    case 6:
-        Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
-        Menu::addButton(1, "Yes", 10, 360);
-        Menu::addButton(2, "No", 10, 320);
-        break;
-    case 7:
-        if (Account::getNbAccounts() < 8)
-            Menu::addButton(0, "New User", 10, 400);
-        else
-            Menu::addLabel(0, "No More Users", 10, 400);
-        Menu::addLabel(-2, "", 20, 400);
-        Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
-        for (int i = 0; i < Account::getNbAccounts(); i++)
-            Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
-        break;
-    case 8:
-        Menu::addButton(0, "Easier", 10, 400);
-        Menu::addButton(1, "Difficult", 10, 360);
-        Menu::addButton(2, "Insane", 10, 320);
-        break;
-    case 9:
-        for (int i = 0; i < numchallengelevels; i++) {
-            char temp[255];
-            string name = "";
-            sprintf (temp, "Level %d", i + 1);
-            for (int j = strlen(temp); j < 17; j++)
-                strcat(temp, " ");
-            name += temp;
-            sprintf (temp, "%d", (int)accountactive->getHighScore(i));
-            for (int j = strlen(temp); j < (32 - 17); j++)
-                strcat(temp, " ");
-            name += temp;
-            sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
-            if ((int)(accountactive->getFastTime(i)) % 60 < 10)
-                strcat(temp, "0");
-            name += temp;
-            sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
-            name += temp;
-
-            Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
-        }
-
-        Menu::addButton(-1, "             High Score      Best Time", 10, 440);
-        Menu::addButton(numchallengelevels, "Back", 10, 10);
-        break;
-    case 10: {
-        Menu::addLabel(0, "Congratulations!", 220, 330);
-        Menu::addLabel(1, "You have avenged your family and", 140, 300);
-        Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
-        Menu::addButton(3, "Back", 10, 10);
-        char sbuf[256];
-        sprintf(sbuf, "Your score:         %d", (int)accountactive->getCampaignScore());
-        Menu::addLabel(4, sbuf, 190, 200);
-        sprintf(sbuf, "Highest score:      %d", (int)accountactive->getCampaignHighScore());
-        Menu::addLabel(5, sbuf, 190, 180);
-    }
-    break;
-    case 18:
-        Menu::addButton(0, "", 70, 400);
-        Menu::addButton(1, "", 10, 360);
-        Menu::addButton(2, "", 40, 320);
-        Menu::addButton(3, "Back", 10, 10);
-        updateStereoConfigMenu();
-        break;
-    }
-}
-
-extern set<pair<int,int>> resolutions;
-
-void MenuTick()
-{
-    //menu buttons
-    selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
-
-    // some specific case where we do something even if the left mouse button is not pressed.
-    if ((mainmenu == 5) && (endgame == 2)) {
-        accountactive->endGame();
-        endgame = 0;
-    }
-    if (mainmenu == 10)
-        endgame = 2;
-    if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
-        stereoseparation -= 0.001;
-        updateStereoConfigMenu();
-    }
-
-    static int oldmainmenu = mainmenu;
-
-    if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
-        set<pair<int,int>>::iterator newscreenresolution;
-        switch (mainmenu) {
-        case 1:
-        case 2:
-            switch (selected) {
-            case 1:
-                if (gameon) { //resume
-                    mainmenu = 0;
-                    pause_sound(stream_menutheme);
-                    resume_stream(leveltheme);
-                } else { //new game
-                    fireSound(firestartsound);
-                    flash();
-                    mainmenu = (accountactive ? 5 : 7);
-                    selected = -1;
-                }
-                break;
-            case 2: //options
-                fireSound();
-                flash();
-                mainmenu = 3;
-                if (newdetail > 2)
-                    newdetail = detail;
-                if (newdetail < 0)
-                    newdetail = detail;
-                if (newscreenwidth > 3000)
-                    newscreenwidth = screenwidth;
-                if (newscreenwidth < 0)
-                    newscreenwidth = screenwidth;
-                if (newscreenheight > 3000)
-                    newscreenheight = screenheight;
-                if (newscreenheight < 0)
-                    newscreenheight = screenheight;
-                break;
-            case 3:
-                fireSound();
-                flash();
-                if (gameon) { //end game
-                    gameon = 0;
-                    mainmenu = 1;
-                } else { //quit
-                    tryquit = 1;
-                    pause_sound(stream_menutheme);
-                }
-                break;
-            }
-            break;
-        case 3:
-            fireSound();
-            switch (selected) {
-            case 0:
-                newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
-                /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
-                newscreenresolution++;
-                if (newscreenresolution == resolutions.end()) {
-                    /* It was the last one (or not found), go back to the beginning */
-                    newscreenresolution = resolutions.begin();
-                }
-                newscreenwidth  = newscreenresolution->first;
-                newscreenheight = newscreenresolution->second;
-                break;
-            case 1:
-                newdetail++;
-                if (newdetail > 2)
-                    newdetail = 0;
-                break;
-            case 2:
-                bloodtoggle++;
-                if (bloodtoggle > 2)
-                    bloodtoggle = 0;
-                break;
-            case 3:
-                difficulty++;
-                if (difficulty > 2)
-                    difficulty = 0;
-                break;
-            case 4:
-                ismotionblur = !ismotionblur;
-                break;
-            case 5:
-                decals = !decals;
-                break;
-            case 6:
-                musictoggle = !musictoggle;
-                if (musictoggle) {
-                    emit_stream_np(stream_menutheme);
-                } else {
-                    pause_sound(leveltheme);
-                    pause_sound(stream_fighttheme);
-                    pause_sound(stream_menutheme);
-
-                    for (int i = 0; i < 4; i++) {
-                        oldmusicvolume[i] = 0;
-                        musicvolume[i] = 0;
-                    }
-                }
-                break;
-            case 7: // controls
-                flash();
-                mainmenu = 4;
-                selected = -1;
-                keyselect = -1;
-                break;
-            case 8:
-                flash();
-                SaveSettings();
-                mainmenu = gameon ? 2 : 1;
-                break;
-            case 9:
-                invertmouse = !invertmouse;
-                break;
-            case 10:
-                usermousesensitivity += .2;
-                if (usermousesensitivity > 2)
-                    usermousesensitivity = .2;
-                break;
-            case 11:
-                volume += .1f;
-                if (volume > 1.0001f)
-                    volume = 0;
-                OPENAL_SetSFXMasterVolume((int)(volume * 255));
-                break;
-            case 12:
-                flash();
-                newstereomode = stereomode;
-                mainmenu = 18;
-                keyselect = -1;
-                break;
-            case 13:
-                showdamagebar = !showdamagebar;
-                break;
-            case 14:
-                toggleFullscreen();
-                break;
-            }
-            updateSettingsMenu();
-            break;
-        case 4:
-            if (!waiting) {
-                fireSound();
-                if (selected < (debugmode ? 10 : 9) && keyselect == -1)
-                    keyselect = selected;
-                if (keyselect != -1)
-                    setKeySelected();
-                if (selected == (debugmode ? 10 : 9)) {
-                    flash();
-                    mainmenu = 3;
-                }
-            }
-            updateControlsMenu();
-            break;
-        case 5:
-            fireSound();
-            flash();
-            if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
-                startbonustotal = 0;
-
-                loading = 2;
-                loadtime = 0;
-                targetlevel = 7;
-                if (firstload)
-                    TickOnceAfter();
-                else
-                    LoadStuff();
-                whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
-                actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
-                visibleloading = 1;
-                stillloading = 1;
-                Loadlevel(campaignlevels[actuallevel].mapname.c_str());
-                campaign = 1;
-                mainmenu = 0;
-                gameon = 1;
-                pause_sound(stream_menutheme);
-            }
-            switch (selected) {
-            case 1:
-                startbonustotal = 0;
-
-                loading = 2;
-                loadtime = 0;
-                targetlevel = -1;
-                if (firstload) {
-                    TickOnceAfter();
-                } else
-                    LoadStuff();
-                Loadlevel(-1);
-
-                mainmenu = 0;
-                gameon = 1;
-                pause_sound(stream_menutheme);
-                break;
-            case 2:
-                mainmenu = 9;
-                break;
-            case 3:
-                mainmenu = 6;
-                break;
-            case 4:
-                mainmenu = (gameon ? 2 : 1);
-                break;
-            case 5:
-                mainmenu = 7;
-                break;
-            case 6:
-                vector<string> campaigns = ListCampaigns();
-                vector<string>::iterator c;
-                if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
-                    if (!campaigns.empty())
-                        accountactive->setCurrentCampaign(campaigns.front());
-                } else {
-                    c++;
-                    if (c == campaigns.end())
-                        c = campaigns.begin();
-                    accountactive->setCurrentCampaign(*c);
-                }
-                LoadMenu();
-                break;
-            }
-            break;
-        case 6:
-            fireSound();
-            if (selected == 1) {
-                flash();
-                accountactive = Account::destroy(accountactive);
-                mainmenu = 7;
-            } else if (selected == 2) {
-                flash();
-                mainmenu = 5;
-            }
-            break;
-        case 7:
-            fireSound();
-            if (selected == 0 && Account::getNbAccounts() < 8) {
-                entername = 1;
-            } else if (selected < Account::getNbAccounts() + 1) {
-                flash();
-                mainmenu = 5;
-                accountactive = Account::get(selected - 1);
-            } else if (selected == Account::getNbAccounts() + 1) {
-                flash();
-                if (accountactive)
-                    mainmenu = 5;
-                else
-                    mainmenu = 1;
-                displaytext[0].clear();
-                displayselected = 0;
-                entername = 0;
-            }
-            break;
-        case 8:
-            fireSound();
-            flash();
-            if (selected <= 2)
-                accountactive->setDifficulty(selected);
-            mainmenu = 5;
-            break;
-        case 9:
-            if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
-                fireSound();
-                flash();
-
-                startbonustotal = 0;
-
-                loading = 2;
-                loadtime = 0;
-                targetlevel = selected;
-                if (firstload)
-                    TickOnceAfter();
-                else
-                    LoadStuff();
-                Loadlevel(selected);
-                campaign = 0;
-
-                mainmenu = 0;
-                gameon = 1;
-                pause_sound(stream_menutheme);
-            }
-            if (selected == numchallengelevels) {
-                fireSound();
-                flash();
-                mainmenu = 5;
-            }
-            break;
-        case 10:
-            if (selected == 3) {
-                fireSound();
-                flash();
-                mainmenu = 5;
-            }
-            break;
-        case 18:
-            if (selected == 1)
-                stereoseparation += 0.001;
-            else {
-                fireSound();
-                if (selected == 0) {
-                    newstereomode = (StereoMode)(newstereomode + 1);
-                    while (!CanInitStereo(newstereomode)) {
-                        printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode).c_str(), newstereomode);
-                        newstereomode = (StereoMode)(newstereomode + 1);
-                        if (newstereomode >= stereoCount)
-                            newstereomode = stereoNone;
-                    }
-                } else if (selected == 2) {
-                    stereoreverse = !stereoreverse;
-                } else if (selected == 3) {
-                    flash();
-                    mainmenu = 3;
-
-                    stereomode = newstereomode;
-                    InitStereo(stereomode);
-                }
-            }
-            updateStereoConfigMenu();
-            break;
-        }
-    }
-
-    OPENAL_SetFrequency(channels[stream_menutheme]);
-
-    if (entername) {
-        inputText(displaytext[0], &displayselected);
-        if (!waiting) { // the input as finished
-            if (!displaytext[0].empty()) { // with enter
-                accountactive = Account::add(string(displaytext[0]));
-
-                mainmenu = 8;
-
-                flash();
-
-                fireSound(firestartsound);
-
-                displaytext[0].clear();
-
-                displayselected = 0;
-            }
-            entername = 0;
-            LoadMenu();
-        }
-
-        displayblinkdelay -= multiplier;
-        if (displayblinkdelay <= 0) {
-            displayblinkdelay = .3;
-            displayblink = !displayblink;
-        }
-    }
-
-    if (entername) {
-        Menu::setText(0, displaytext[0], 20, 400, -1, -1);
-        Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
-    }
-
-    if (oldmainmenu != mainmenu)
-        LoadMenu();
-    oldmainmenu = mainmenu;
-
-}
-
 void Game::Tick()
 {
     static XYZ facing, flatfacing;
@@ -5288,11 +4566,11 @@ void Game::Tick()
                 emit_stream_np(stream_menutheme);
                 pause_sound(leveltheme);
             }
-            LoadMenu();
+            Menu::Load();
         }
         //escape key pressed
         if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
-                (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
+                (gameon || mainmenu == 0)) {
             selected = -1;
             if (mainmenu == 0 && !winfreeze)
                 mainmenu = 2; //pause
@@ -5310,37 +4588,11 @@ void Game::Tick()
                 pause_sound(stream_menutheme);
                 resume_stream(leveltheme);
             }
-            //finished with settings menu
-            if (mainmenu == 3) {
-                SaveSettings();
-            }
-            //effects
-            if (mainmenu >= 3 && mainmenu != 8) {
-                fireSound();
-                flash();
-            }
-            //go back
-            switch (mainmenu) {
-            case 3:
-            case 5:
-                mainmenu = gameon ? 2 : 1;
-                break;
-            case 4:
-            case 18:
-                mainmenu = 3;
-                break;
-            case 6:
-            case 7:
-            case 9:
-            case 10:
-                mainmenu = 5;
-                break;
-            }
         }
     }
 
     if (mainmenu) {
-        MenuTick();
+        Menu::Tick();
     }
 
     if (!mainmenu) {
@@ -5352,14 +4604,14 @@ void Game::Tick()
             leveltime += multiplier;
 
         //keys
-        if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
+        if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
             freeze = !freeze;
             if (freeze) {
                 OPENAL_SetFrequency(OPENAL_ALL);
             }
         }
 
-        if (Input::isKeyPressed(consolekey) && debugmode) {
+        if (Input::isKeyPressed(consolekey) && devtools) {
             console = !console;
             if (console) {
                 OPENAL_SetFrequency(OPENAL_ALL);
@@ -5724,7 +4976,7 @@ void Game::Tick()
                 hawkcalldelay = 16 + abs(Random() % 8);
             }
 
-            doDebugKeys();
+            doDevKeys();
 
             doAttacks();
 
@@ -5750,7 +5002,7 @@ void Game::Tick()
                     (whichlevel != -2 &&
                      (Input::isKeyDown(SDL_SCANCODE_Z) &&
                       Input::isKeyDown(SDL_SCANCODE_LGUI) &&
-                      debugmode) ||
+                      devtools) ||
                      (Input::isKeyDown(jumpkey) &&
                       !respawnkeydown &&
                       !oldattackkey &&
@@ -6520,7 +5772,7 @@ void Game::Tick()
                                     Person::players[i]->crouchtogglekeydown = 1;
                                 } else Person::players[i]->velocity.y = 5;
 
-                                if (mousejump && i == 0 && debugmode) {
+                                if (mousejump && i == 0 && devtools) {
                                     if (!Person::players[i]->isLanding())
                                         Person::players[i]->tempdeltav = deltav;
                                     if (Person::players[i]->tempdeltav < 0)
@@ -6545,7 +5797,7 @@ void Game::Tick()
                             if (Person::players[i]->animTarget == jumpupanim &&
                                     (((!floatjump &&
                                        !editorenabled) ||
-                                      !debugmode) ||
+                                      !devtools) ||
                                      Person::players[i]->aitype != playercontrolled)) {
                                 if (Person::players[i]->jumppower > multiplier * 6) {
                                     Person::players[i]->velocity.y += multiplier * 6;
@@ -6556,7 +5808,7 @@ void Game::Tick()
                                     Person::players[i]->jumppower = 0;
                                 }
                             }
-                            if (((floatjump || editorenabled) && debugmode) && i == 0)
+                            if (((floatjump || editorenabled) && devtools) && i == 0)
                                 Person::players[i]->velocity.y += multiplier * 30;
                         }
 
@@ -6965,10 +6217,11 @@ void Game::TickOnceAfter()
             if (changedelay > 0 && !Person::players[0]->dead && !won) {
                 //high scores, awards, win
                 if (campaign) {
-                    accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
+                    Account::active->winCampaignLevel(whichchoice, bonustotal, leveltime);
                     scoreadded = 1;
                 } else {
-                    accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
+                    wonleveltime = leveltime;
+                    Account::active->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
                 }
                 won = 1;
             }
@@ -7011,7 +6264,7 @@ void Game::TickOnceAfter()
 
                     fireSound(firestartsound);
 
-                    Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
+                    Loadlevel(campaignlevels[Account::active->getCampaignChoicesMade()].mapname.c_str());
 
                     fireSound();