]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
DialogBox is protected on Windows, rename to DialogScene
[lugaru.git] / Source / GameTick.cpp
index 14bcd307bb0a8617fa7933d49c45a0d4c38325fa..e5c89d97349e517e749ae8ad1f76e4a08f0c6fc7 100644 (file)
@@ -42,6 +42,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Awards.h"
 #include "Menu.h"
 #include "ConsoleCmds.h"
+#include "Dialog.h"
 
 #include <algorithm>
 #include <set>
@@ -85,8 +86,6 @@ extern bool ambientsound;
 extern bool mousejump;
 extern float viewdistance;
 extern bool freeze;
-extern bool keyboardfrozen;
-extern bool loadingstuff;
 extern XYZ windvector;
 extern bool debugmode;
 static int leveltheme;
@@ -125,7 +124,6 @@ extern float damagedealt;
 extern int maptype;
 extern int editoractive;
 extern int editorpathtype;
-extern ImageRec texture;
 
 extern float hostiletime;
 
@@ -302,16 +300,16 @@ inline float stepTowardf(float from, float to, float by)
         return from + by;
 }
 
-void Game::playdialogueboxsound()
+void Game::playdialoguescenesound()
 {
     XYZ temppos;
-    temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
+    temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
     temppos = temppos - viewer;
     Normalise(&temppos);
     temppos += viewer;
 
     int sound = -1;
-    switch (dialogueboxsound[whichdialogue][indialogue]) {
+    switch (Dialog::currentScene().sound) {
     case -6:
         sound = alarmsound;
         break;
@@ -384,49 +382,6 @@ void Game::playdialogueboxsound()
 
 // ================================================================
 
-bool Game::AddClothes(const char *fileName, GLubyte *array)
-{
-    LOGFUNC;
-    //Load Image
-    bool opened = upload_image(fileName);
-
-    float alphanum;
-    //Is it valid?
-    if (opened) {
-        if (tintr > 1) tintr = 1;
-        if (tintg > 1) tintg = 1;
-        if (tintb > 1) tintb = 1;
-
-        if (tintr < 0) tintr = 0;
-        if (tintg < 0) tintg = 0;
-        if (tintb < 0) tintb = 0;
-
-        int bytesPerPixel = texture.bpp / 8;
-
-        int tempnum = 0;
-        alphanum = 255;
-        for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
-            if (bytesPerPixel == 3)
-                alphanum = 255;
-            else if ((i + 1) % 4 == 0)
-                alphanum = texture.data[i];
-            if ((i + 1) % 4 || bytesPerPixel == 3) {
-                if ((i % 4) == 0)
-                    texture.data[i] *= tintr;
-                if ((i % 4) == 1)
-                    texture.data[i] *= tintg;
-                if ((i % 4) == 2)
-                    texture.data[i] *= tintb;
-                array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
-                tempnum++;
-            }
-        }
-        return 1;
-    } else {
-        return 0;
-    }
-}
-
 int Game::findClosestPlayer()
 {
     int closest = -1;
@@ -646,22 +601,18 @@ void Setenvironment(int which)
         if (ambientsound)
             emit_stream_np(stream_wind);
 
-        objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
-        objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
-        objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
-        objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
+        objects.treetextureptr.load(":Data:Textures:snowtree.png", 0);
+        objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0);
+        objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1);
+        objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1);
 
         footstepsound = footstepsn1;
         footstepsound2 = footstepsn2;
         footstepsound3 = footstepst1;
         footstepsound4 = footstepst2;
 
-        terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
-        terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
-
-        //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
-
-
+        terraintexture.load(":Data:Textures:snow.jpg", 1);
+        terraintexture2.load(":Data:Textures:rock.jpg", 1);
 
 
         temptexdetail = texdetail;
@@ -681,10 +632,10 @@ void Setenvironment(int which)
     } else if (environment == desertenvironment) {
         windvector = 0;
         windvector.z = 2;
-        objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
-        objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
-        objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
-        objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
+        objects.treetextureptr.load(":Data:Textures:deserttree.png", 0);
+        objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0);
+        objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1);
+        objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1);
 
 
         if (ambientsound)
@@ -695,11 +646,8 @@ void Setenvironment(int which)
         footstepsound3 = footstepsn1;
         footstepsound4 = footstepsn2;
 
-        terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
-        terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
-
-        //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
-
+        terraintexture.load(":Data:Textures:sand.jpg", 1);
+        terraintexture2.load(":Data:Textures:sandslope.jpg", 1);
 
 
         temptexdetail = texdetail;
@@ -719,10 +667,10 @@ void Setenvironment(int which)
     } else if (environment == grassyenvironment) {
         windvector = 0;
         windvector.z = 2;
-        objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
-        objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
-        objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
-        objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
+        objects.treetextureptr.load(":Data:Textures:tree.png", 0);
+        objects.bushtextureptr.load(":Data:Textures:bush.png", 0);
+        objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1);
+        objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1);
 
         if (ambientsound)
             emit_stream_np(stream_wind, 100.);
@@ -732,11 +680,8 @@ void Setenvironment(int which)
         footstepsound3 = footstepst1;
         footstepsound4 = footstepst2;
 
-        terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
-        terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
-
-        //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
-
+        terraintexture.load(":Data:Textures:grassdirt.jpg", 1);
+        terraintexture2.load(":Data:Textures:mossrock.jpg", 1);
 
 
         temptexdetail = texdetail;
@@ -787,9 +732,9 @@ void LoadCampaign()
 
     ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
     if (test.good()) {
-        Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
+        Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0);
     } else {
-        Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
+        Mainmenuitems[7].load(":Data:Textures:World.png", 0);
     }
 
     if (accountactive->getCampaignChoicesMade() == 0) {
@@ -844,8 +789,6 @@ void Game::Loadlevel(const char *name)
     static const char *pfx = ":Data:Maps:";
     char *buf;
 
-    float headprop, legprop, armprop, bodyprop;
-
     LOGFUNC;
 
     LOG(std::string("Loading level...") + name);
@@ -871,7 +814,6 @@ void Game::Loadlevel(const char *name)
         tutorialstagetime = 0;
         tutorialmaxtime = 1;
     }
-    loadingstuff = 1;
     pause_sound(whooshsound);
     pause_sound(stream_firesound);
 
@@ -892,12 +834,9 @@ void Game::Loadlevel(const char *name)
 
         animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
 
-        numdialogues = 0;
-
-        for (int i = 0; i < 20; i++)
-            dialoguegonethrough[i] = 0;
+        Dialog::dialogs.clear();
 
-        indialogue = -1;
+        Dialog::indialogue = -1;
         cameramode = 0;
 
         damagedealt = 0;
@@ -969,6 +908,7 @@ void Game::Loadlevel(const char *name)
         }
 
         weapons.clear();
+        Person::players.resize(1);
 
         funpackf(tfile, "Bi", &mapvers);
         if (mapvers >= 15)
@@ -1008,7 +948,6 @@ void Game::Loadlevel(const char *name)
             funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
         if (stealthloading)
             funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
-        Person::players[0]->originalcoords = Person::players[0]->coords;
         if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
             for (int j = 0; j < Person::players[0]->num_weapons; j++) {
                 Person::players[0]->weaponids[j] = weapons.size();
@@ -1040,53 +979,8 @@ void Game::Loadlevel(const char *name)
 
         //dialogues
         if (mapvers >= 8) {
-            funpackf(tfile, "Bi", &numdialogues);
-            for (int k = 0; k < numdialogues; k++) {
-                funpackf(tfile, "Bi", &numdialogueboxes[k]);
-                funpackf(tfile, "Bi", &dialoguetype[k]);
-                for (int l = 0; l < 10; l++) {
-                    funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
-                    funpackf(tfile, "Bf", &participantyaw[k][l]);
-                }
-                for (int l = 0; l < numdialogueboxes[k]; l++) {
-                    funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
-                    funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
-                    funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
-                    funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
-                    funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
-
-                    funpackf(tfile, "Bi", &templength);
-                    if (templength > 128 || templength <= 0)
-                        templength = 128;
-                    int m;
-                    for (m = 0; m < templength; m++) {
-                        funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
-                        if (dialoguetext[k][l][m] == '\0')
-                            break;
-                    }
-                    dialoguetext[k][l][m] = 0;
-
-                    funpackf(tfile, "Bi", &templength);
-                    if (templength > 64 || templength <= 0)
-                        templength = 64;
-                    for (m = 0; m < templength; m++) {
-                        funpackf(tfile, "Bb", &dialoguename[k][l][m]);
-                        if (dialoguename[k][l][m] == '\0')
-                            break;
-                    }
-                    dialoguename[k][l][m] = 0;
-                    funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
-                    funpackf(tfile, "Bi", &participantfocus[k][l]);
-                    funpackf(tfile, "Bi", &participantaction[k][l]);
-
-                    for (m = 0; m < 10; m++)
-                        funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
-
-                    funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
-                }
-            }
-        } else
-            numdialogues = 0;
+            Dialog::loadDialogs(tfile);
+        }
 
         for (int k = 0; k < Person::players[0]->numclothes; k++) {
             funpackf(tfile, "Bi", &templength);
@@ -1135,11 +1029,9 @@ void Game::Loadlevel(const char *name)
 
             float maxdistance = 0;
             float tempdist;
-            //~ int whichclosest;
             for (int i = 0; i < objects.numobjects; i++) {
                 tempdist = distsq(&objects.center, &objects.position[i]);
                 if (tempdist > maxdistance) {
-                    //~ whichclosest=i;
                     maxdistance = tempdist;
                 }
             }
@@ -1151,113 +1043,20 @@ void Game::Loadlevel(const char *name)
 
         int numplayers;
         funpackf(tfile, "Bi", &numplayers);
-        int howmanyremoved = 0;
-        bool removeanother = 0;
         if (numplayers > maxplayers) {
             cout << "Warning: this level contains more players than allowed" << endl;
         }
-        if (numplayers > 1) {
-            for (int i = 1; i < numplayers; i++) {
-                Person::players.push_back(shared_ptr<Person>(new Person()));
-                if (visibleloading)
-                    LoadingScreen();
-                removeanother = 0;
-
-                funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &Person::players[i - howmanyremoved]->whichskin, &Person::players[i - howmanyremoved]->creature, &Person::players[i - howmanyremoved]->coords.x, &Person::players[i - howmanyremoved]->coords.y, &Person::players[i - howmanyremoved]->coords.z, &Person::players[i - howmanyremoved]->num_weapons);
-                if (mapvers >= 5)
-                    funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
-                else
-                    Person::players[i - howmanyremoved]->howactive = typeactive;
-                if (mapvers >= 3)
-                    funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
-                else
-                    Person::players[i - howmanyremoved]->scale = -1;
-                if (mapvers >= 11)
-                    funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
-                else
-                    Person::players[i - howmanyremoved]->immobile = 0;
-                if (mapvers >= 12)
-                    funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
-                else
-                    Person::players[i - howmanyremoved]->yaw = 0;
-                Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
-                if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
-                    removeanother = 1;
-                    howmanyremoved++;
-                }
-                if (!removeanother) {
-                    if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
-                        for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
-                            Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
-                            int type;
-                            funpackf(tfile, "Bi", &type);
-                            weapons.push_back(Weapon(type, i));
-                        }
-                    }
-                    funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
-                    //Person::players[i-howmanyremoved]->numwaypoints=10;
-                    for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
-                        funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
-                        funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
-                        funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
-                        if (mapvers >= 5)
-                            funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
-                        else
-                            Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
-                    }
-
-                    funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
-                    if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
-                        Person::players[i - howmanyremoved]->waypoint = 0;
-
-                    funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
-                    funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
-                    funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
-                    funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
-
-                    if (mapvers >= 4)
-                        funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
-                    else {
-                        headprop = 1;
-                        bodyprop = 1;
-                        armprop = 1;
-                        legprop = 1;
-                    }
-                    if (Person::players[i - howmanyremoved]->creature == wolftype) {
-                        Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
-                        Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
-                        Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
-                        Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
-                    }
-
-                    if (Person::players[i - howmanyremoved]->creature == rabbittype) {
-                        Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
-                        Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
-                        Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
-                        Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
-                        Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
-                    }
-
-                    funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
-                    if (Person::players[i - howmanyremoved]->numclothes) {
-                        for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
-                            int templength;
-                            funpackf(tfile, "Bi", &templength);
-                            for (int l = 0; l < templength; l++)
-                                funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
-                            Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
-                            funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
-                        }
-                    }
-                }
+        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) {
             }
         }
         if (visibleloading)
             LoadingScreen();
 
-        numplayers -= howmanyremoved;
-        Person::players.resize(numplayers);
-
         funpackf(tfile, "Bi", &numpathpoints);
         if (numpathpoints > 30 || numpathpoints < 0)
             numpathpoints = 0;
@@ -1337,7 +1136,7 @@ void Game::Loadlevel(const char *name)
                         (char *)":Data:Models:Body7.solid",
                         (char *)":Data:Models:Bodylow.solid",
                         (char *)":Data:Models:Belt.solid", 1);
-                    Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
+                    Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1);
                 }
                 if (Person::players[i]->creature == wolftype) {
                     Person::players[i]->skeleton.Load(
@@ -1358,15 +1157,7 @@ void Game::Loadlevel(const char *name)
 
             Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
 
-            if (Person::players[i]->numclothes) {
-                for (int j = 0; j < Person::players[i]->numclothes; j++) {
-                    tintr = Person::players[i]->clothestintr[j];
-                    tintg = Person::players[i]->clothestintg[j];
-                    tintb = Person::players[i]->clothestintb[j];
-                    AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
-                }
-                Person::players[i]->DoMipmaps();
-            }
+            Person::players[i]->addClothes();
 
             Person::players[i]->animCurrent = bounceidleanim;
             Person::players[i]->animTarget = bounceidleanim;
@@ -1389,7 +1180,6 @@ void Game::Loadlevel(const char *name)
             Person::players[i]->normalsupdatedelay = 0;
 
             Person::players[i]->aitype = passivetype;
-            Person::players[i]->madskills = 0;
 
             if (i == 0) {
                 Person::players[i]->proportionhead = 1.2;
@@ -1501,7 +1291,6 @@ void Game::Loadlevel(const char *name)
         perror("Problem");
     }
     leveltime = 0;
-    loadingstuff = 0;
     visibleloading = 0;
 }
 
@@ -1600,7 +1389,6 @@ void doTutorial()
             break;
         case 19:
             tutorialstage = 20;
-            //tutorialmaxtime=500;
             break;
         case 20:
             tutorialmaxtime = 500;
@@ -2055,7 +1843,7 @@ void doDebugKeys()
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
-            cameramode = 1 - cameramode;
+            cameramode = !cameramode;
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
@@ -2115,15 +1903,7 @@ void doDebugKeys()
                         &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
             }
 
-            if (Person::players[closest]->numclothes) {
-                for (int i = 0; i < Person::players[closest]->numclothes; i++) {
-                    tintr = Person::players[closest]->clothestintr[i];
-                    tintg = Person::players[closest]->clothestintg[i];
-                    tintb = Person::players[closest]->clothestintb[i];
-                    AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
-                }
-                Person::players[closest]->DoMipmaps();
-            }
+            Person::players[closest]->addClothes();
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
@@ -2147,7 +1927,7 @@ void doDebugKeys()
                 if (Person::players[closest]->creature == rabbittype) {
                     Person::players[closest]->skeleton.id = closest;
                     Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0);
-                    Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
+                    Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
                     Person::players[closest]->whichskin = 0;
                     Person::players[closest]->creature = wolftype;
 
@@ -2386,7 +2166,7 @@ void doDebugKeys()
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-            editorenabled = 1 - editorenabled;
+            editorenabled = !editorenabled;
             if (editorenabled) {
                 Person::players[0]->damagetolerance = 100000;
             } else {
@@ -2424,15 +2204,15 @@ void doDebugKeys()
 
             if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
                 if (objects.numobjects < max_objects - 1) {
-                    XYZ boxcoords;
-                    boxcoords.x = Person::players[0]->coords.x;
-                    boxcoords.z = Person::players[0]->coords.z;
-                    boxcoords.y = Person::players[0]->coords.y - 3;
+                    XYZ scenecoords;
+                    scenecoords.x = Person::players[0]->coords.x;
+                    scenecoords.z = Person::players[0]->coords.z;
+                    scenecoords.y = Person::players[0]->coords.y - 3;
                     if (editortype == bushtype)
-                        boxcoords.y = Person::players[0]->coords.y - .5;
+                        scenecoords.y = Person::players[0]->coords.y - .5;
                     if (editortype == firetype)
-                        boxcoords.y = Person::players[0]->coords.y - .5;
-                    //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
+                        scenecoords.y = Person::players[0]->coords.y - .5;
+                    //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
                     float temprotat, temprotat2;
                     temprotat = editoryaw;
                     temprotat2 = editorpitch;
@@ -2441,9 +2221,9 @@ void doDebugKeys()
                     if (temprotat2 < 0)
                         temprotat2 = Random() % 360;
 
-                    objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
+                    objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
                     if (editortype == treetrunktype)
-                        objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
+                        objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
                 }
             }
 
@@ -2468,7 +2248,7 @@ void doDebugKeys()
                     Person::players.back()->whichskin = 2;
                 }
 
-                Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
+                Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1);
                 Person::players.back()->power = 1;
                 Person::players.back()->speedmult = 1;
                 Person::players.back()->animCurrent = bounceidleanim;
@@ -2549,20 +2329,13 @@ void doDebugKeys()
                 Person::players.back()->immobile = Person::players[0]->immobile;
 
                 Person::players.back()->numclothes = Person::players[0]->numclothes;
-                if (Person::players.back()->numclothes)
-                    for (int i = 0; i < Person::players.back()->numclothes; i++) {
-                        strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
-                        Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
-                        Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
-                        Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
-                        tintr = Person::players.back()->clothestintr[i];
-                        tintg = Person::players.back()->clothestintg[i];
-                        tintb = Person::players.back()->clothestintb[i];
-                        AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
-                    }
-                if (Person::players.back()->numclothes) {
-                    Person::players.back()->DoMipmaps();
+                for (int i = 0; i < Person::players.back()->numclothes; i++) {
+                    strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
+                    Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
+                    Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
+                    Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
                 }
+                Person::players.back()->addClothes();
 
                 Person::players.back()->power = Person::players[0]->power;
                 Person::players.back()->speedmult = Person::players[0]->speedmult;
@@ -2574,7 +2347,6 @@ void doDebugKeys()
                 Person::players.back()->bleeding = 0;
                 Person::players.back()->numwaypoints = 0;
                 Person::players.back()->waypoint = 0;
-                Person::players.back()->jumppath = 0;
                 Person::players.back()->weaponstuck = -1;
                 Person::players.back()->weaponactive = -1;
                 Person::players.back()->num_weapons = 0;
@@ -3020,12 +2792,8 @@ void doAerialAcrobatics()
                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
                                 if (k == 0) {
-                                    envsound[numenvsounds] = Person::players[k]->coords;
-                                    envsoundvol[numenvsounds] = 16;
-                                    envsoundlife[numenvsounds] = .4;
-                                    numenvsounds++;
+                                    addEnvSound(Person::players[k]->coords);
                                 }
-
                             }
                         }
                     }
@@ -3197,7 +2965,6 @@ void doAerialAcrobatics()
 
 void doAttacks()
 {
-    static XYZ relative;
     static int randattack;
     static bool playerrealattackkeydown = 0;
 
@@ -3231,11 +2998,11 @@ void doAttacks()
         }
     }
 
-    if (!hostile || indialogue != -1)
+    if (!hostile || Dialog::inDialog())
         Person::players[0]->attackkeydown = 0;
 
     for (unsigned k = 0; k < Person::players.size(); k++) {
-        if (indialogue != -1)
+        if (Dialog::inDialog())
             Person::players[k]->attackkeydown = 0;
         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
             if (Person::players[k]->aitype != playercontrolled)
@@ -3466,8 +3233,7 @@ void doAttacks()
                                             !Person::players[i]->skeleton.free &&
                                             Person::players[i]->animTarget != getupfrombackanim &&
                                             Person::players[i]->animTarget != getupfromfrontanim &&
-                                            (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
-                                             Person::players[i]->surprised > 0 ||
+                                            (Person::players[i]->surprised > 0 ||
                                              Person::players[i]->aitype == passivetype ||
                                              attackweapon && Person::players[i]->stunned > 0) &&
                                             normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
@@ -3952,7 +3718,7 @@ void doPlayerCollisions()
 void doAI(unsigned i)
 {
     static bool connected;
-    if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
+    if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
         Person::players[i]->jumpclimb = 0;
         //disable movement in editor
         if (editorenabled)
@@ -5493,14 +5259,7 @@ void MenuTick()
         }
     }
 
-    if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
-        tryquit = 1;
-        if (mainmenu == 3) {
-            SaveSettings();
-        }
-    }
-
-    OPENAL_SetFrequency(channels[stream_menutheme], 22050);
+    OPENAL_SetFrequency(channels[stream_menutheme]);
 
     if (entername) {
         inputText(displaytext[0], &displayselected);
@@ -5525,7 +5284,7 @@ void MenuTick()
         displayblinkdelay -= multiplier;
         if (displayblinkdelay <= 0) {
             displayblinkdelay = .3;
-            displayblink = 1 - displayblink;
+            displayblink = !displayblink;
         }
     }
 
@@ -5549,7 +5308,6 @@ void Game::Tick()
         displaytime[i] += multiplier;
     }
 
-    keyboardfrozen = false;
     Input::Tick();
 
     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
@@ -5615,7 +5373,7 @@ void Game::Tick()
             fireSound();
             flash();
             if (musictoggle) {
-                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                OPENAL_SetFrequency(OPENAL_ALL);
                 emit_stream_np(stream_menutheme);
                 pause_sound(leveltheme);
             }
@@ -5632,7 +5390,7 @@ void Game::Tick()
             }
             //play menu theme
             if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
-                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                OPENAL_SetFrequency(OPENAL_ALL);
                 emit_stream_np(stream_menutheme);
                 pause_sound(leveltheme);
             }
@@ -5684,16 +5442,16 @@ void Game::Tick()
 
         //keys
         if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
-            freeze = 1 - freeze;
+            freeze = !freeze;
             if (freeze) {
-                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                OPENAL_SetFrequency(OPENAL_ALL);
             }
         }
 
         if (Input::isKeyPressed(consolekey) && debugmode) {
             console = !console;
             if (console) {
-                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                OPENAL_SetFrequency(OPENAL_ALL);
             } else {
                 freeze = 0;
                 waiting = false;
@@ -5718,22 +5476,13 @@ void Game::Tick()
             consoleblinkdelay -= multiplier;
             if (consoleblinkdelay <= 0) {
                 consoleblinkdelay = .3;
-                consoleblink = 1 - consoleblink;
-            }
-        }
-
-
-
-        if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
-            tryquit = 1;
-            if (mainmenu == 3) {
-                SaveSettings();
+                consoleblink = !consoleblink;
             }
         }
 
         static int oldwinfreeze;
         if (winfreeze && !oldwinfreeze) {
-            OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+            OPENAL_SetFrequency(OPENAL_ALL);
             emit_sound_np(consolesuccesssound);
         }
         if (winfreeze == 0)
@@ -5761,61 +5510,15 @@ void Game::Tick()
             //dialogues
             static float talkdelay = 0;
 
-            if (indialogue != -1)
+            if (Dialog::inDialog())
                 talkdelay = 1;
             talkdelay -= multiplier;
 
-            if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
-                for (int i = 0; i < numdialogues; i++) {
-                    unsigned realdialoguetype;
-                    bool special;
-                    /* FIXME - Seems like modulo done with ifs */
-                    if (dialoguetype[i] > 49) {
-                        realdialoguetype = dialoguetype[i] - 50;
-                        special = 1;
-                    } else if (dialoguetype[i] > 39) {
-                        realdialoguetype = dialoguetype[i] - 40;
-                        special = 1;
-                    } else if (dialoguetype[i] > 29) {
-                        realdialoguetype = dialoguetype[i] - 30;
-                        special = 1;
-                    } else if (dialoguetype[i] > 19) {
-                        realdialoguetype = dialoguetype[i] - 20;
-                        special = 1;
-                    } else if (dialoguetype[i] > 9) {
-                        realdialoguetype = dialoguetype[i] - 10;
-                        special = 1;
-                    } else {
-                        realdialoguetype = dialoguetype[i];
-                        special = 0;
-                    }
-                    if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
-                            realdialoguetype < Person::players.size() &&
-                            realdialoguetype > 0 &&
-                            (dialoguegonethrough[i] == 0 || !special) &&
-                            (special || Input::isKeyPressed(attackkey))) {
-                        if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
-                                Person::players[realdialoguetype]->howactive >= typedead1 ||
-                                dialoguetype[i] > 40 && dialoguetype[i] < 50) {
-                            whichdialogue = i;
-                            for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
-                                Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
-                                Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
-                                Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
-                                Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
-                                Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
-                                Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
-                            }
-                            directing = 0;
-                            indialogue = 0;
-                            dialoguetime = 0;
-                            dialoguegonethrough[i]++;
-                            if (dialogueboxsound[whichdialogue][indialogue] != 0) {
-                                playdialogueboxsound();
-                            }
-                        }
-                    }
+            if (talkdelay <= 0 && !Dialog::inDialog() && animation[Person::players[0]->animTarget].height != highheight) {
+                for (int i = 0; i < Dialog::dialogs.size(); i++) {
+                    Dialog::dialogs[i].tick(i);
                 }
+            }
 
             windvar += multiplier;
             smoketex += multiplier;
@@ -5907,7 +5610,7 @@ void Game::Tick()
             static XYZ oldviewer;
 
             //control keys
-            if (indialogue == -1) {
+            if (!Dialog::inDialog()) {
                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
@@ -5931,9 +5634,9 @@ void Game::Tick()
                 Person::players[0]->jumpclimb = 0;
 
 
-            if (indialogue != -1) {
+            if (Dialog::inDialog()) {
                 cameramode = 1;
-                if (directing) {
+                if (Dialog::directing) {
                     facing = 0;
                     facing.z = -1;
 
@@ -5982,30 +5685,31 @@ void Game::Tick()
                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
                             whichend = -1;
                         if (whichend != -1) {
-                            participantfocus[whichdialogue][indialogue] = whichend;
-                            participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
-                            participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
+                            Dialog::currentScene().participantfocus = whichend;
+                            Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
+                            Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
                         }
                         if (whichend == -1) {
-                            participantfocus[whichdialogue][indialogue] = -1;
+                            Dialog::currentScene().participantfocus = -1;
                         }
-                        if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
-                            indialogue = -1;
-                            directing = 0;
+                        /* FIXME: potentially accessing -1 in Person::players! */
+                        if (Person::players[Dialog::currentScene().participantfocus]->dead) {
+                            Dialog::indialogue = -1;
+                            Dialog::directing = false;
                             cameramode = 0;
                         }
-                        dialoguecamera[whichdialogue][indialogue] = viewer;
-                        dialoguecamerayaw[whichdialogue][indialogue] = yaw;
-                        dialoguecamerapitch[whichdialogue][indialogue] = pitch;
-                        indialogue++;
-                        if (indialogue < numdialogueboxes[whichdialogue]) {
-                            if (dialogueboxsound[whichdialogue][indialogue] != 0) {
-                                playdialogueboxsound();
+                        Dialog::currentScene().camera = viewer;
+                        Dialog::currentScene().camerayaw = yaw;
+                        Dialog::currentScene().camerapitch = pitch;
+                        Dialog::indialogue++;
+                        if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
+                            if (Dialog::currentScene().sound != 0) {
+                                playdialoguescenesound();
                             }
                         }
 
                         for (unsigned j = 0; j < Person::players.size(); j++) {
-                            participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
+                            Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
                         }
                     }
                     //TODO: should these be KeyDown or KeyPressed?
@@ -6030,21 +5734,21 @@ void Game::Tick()
                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
-                        participantfacing[whichdialogue][indialogue][whichend] = facing;
+                        Dialog::currentScene().participantfacing[whichend] = facing;
                     }
-                    if (indialogue >= numdialogueboxes[whichdialogue]) {
-                        indialogue = -1;
-                        directing = 0;
+                    if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
+                        Dialog::indialogue = -1;
+                        Dialog::directing = false;
                         cameramode = 0;
                     }
                 }
-                if (!directing) {
+                if (!Dialog::directing) {
                     pause_sound(whooshsound);
-                    viewer = dialoguecamera[whichdialogue][indialogue];
+                    viewer = Dialog::currentScene().camera;
                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
-                    yaw = dialoguecamerayaw[whichdialogue][indialogue];
-                    pitch = dialoguecamerapitch[whichdialogue][indialogue];
-                    if (dialoguetime > 0.5)
+                    yaw = Dialog::currentScene().camerayaw;
+                    pitch = Dialog::currentScene().camerapitch;
+                    if (Dialog::dialoguetime > 0.5) {
                         if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
                                  Input::isKeyPressed(SDL_SCANCODE_2) ||
                                  Input::isKeyPressed(SDL_SCANCODE_3) ||
@@ -6057,40 +5761,41 @@ void Game::Tick()
                                  Input::isKeyPressed(SDL_SCANCODE_0) ||
                                  Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
                                  Input::isKeyPressed(attackkey)) {
-                            indialogue++;
-                            if (indialogue < numdialogueboxes[whichdialogue]) {
-                                if (dialogueboxsound[whichdialogue][indialogue] != 0) {
-                                    playdialogueboxsound();
-                                    if (dialogueboxsound[whichdialogue][indialogue] == -5) {
+                            Dialog::indialogue++;
+                            if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
+                                if (Dialog::currentScene().sound != 0) {
+                                    playdialoguescenesound();
+                                    if (Dialog::currentScene().sound == -5) {
                                         hotspot[numhotspots] = Person::players[0]->coords;
                                         hotspotsize[numhotspots] = 10;
                                         hotspottype[numhotspots] = -1;
 
                                         numhotspots++;
                                     }
-                                    if (dialogueboxsound[whichdialogue][indialogue] == -6) {
+                                    if (Dialog::currentScene().sound == -6) {
                                         hostile = 1;
                                     }
 
-                                    if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
-                                        indialogue = -1;
-                                        directing = 0;
+                                    if (Person::players[Dialog::currentScene().participantfocus]->dead) {
+                                        Dialog::indialogue = -1;
+                                        Dialog::directing = false;
                                         cameramode = 0;
                                     }
                                 }
                             }
                         }
-                    if (indialogue >= numdialogueboxes[whichdialogue]) {
-                        indialogue = -1;
-                        directing = 0;
+                    }
+                    if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
+                        Dialog::indialogue = -1;
+                        Dialog::directing = false;
                         cameramode = 0;
-                        if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
+                        if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
                             hostile = 1;
                         }
-                        if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
+                        if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
                             windialogue = true;
                         }
-                        if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
+                        if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
                             hostile = 1;
                             for (unsigned i = 1; i < Person::players.size(); i++) {
                                 Person::players[i]->aitype = attacktypecutoff;
@@ -6110,7 +5815,7 @@ void Game::Tick()
                 Person::players[0]->jumptogglekeydown = 1;
 
 
-            dialoguetime += multiplier;
+            Dialog::dialoguetime += multiplier;
             hawkyaw += multiplier * 25;
             realhawkcoords = 0;
             realhawkcoords.x = 25;
@@ -6173,7 +5878,7 @@ void Game::Tick()
                 static float oldtargetyaw;
                 if (!Person::players[i]->skeleton.free) {
                     oldtargetyaw = Person::players[i]->targetyaw;
-                    if (i == 0 && indialogue == -1) {
+                    if (i == 0 && !Dialog::inDialog()) {
                         //TODO: refactor repetitive code
                         if (!animation[Person::players[0]->animTarget].attack &&
                                 Person::players[0]->animTarget != staggerbackhighanim &&
@@ -6206,7 +5911,7 @@ void Game::Tick()
                         Person::players[i]->targetheadyaw = yaw;
                         Person::players[i]->targetheadpitch = pitch;
                     }
-                    if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
+                    if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
                         if (!animation[Person::players[i]->animTarget].attack &&
                                 Person::players[i]->animTarget != staggerbackhighanim &&
                                 Person::players[i]->animTarget != staggerbackhardanim &&
@@ -6230,9 +5935,9 @@ void Game::Tick()
                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
                     }
-                    if (indialogue != -1) {
-                        Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
-                        Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
+                    if (Dialog::inDialog()) {
+                        Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
+                        Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
                     }
 
                     if (leveltime < .5)
@@ -6289,7 +5994,7 @@ void Game::Tick()
                         Person::players[i]->throwkeydown = 0;
                     }
 
-                    if (indialogue != -1) {
+                    if (Dialog::inDialog()) {
                         Person::players[i]->forwardkeydown = 0;
                         Person::players[i]->leftkeydown = 0;
                         Person::players[i]->backkeydown = 0;
@@ -6370,12 +6075,7 @@ void Game::Tick()
                                                             if (weapons[j].getType() != staff)
                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
 
-                                                            Person::players[i]->weaponactive = 0;
-                                                            weapons[j].owner = Person::players[i]->id;
-                                                            if (Person::players[i]->num_weapons > 0)
-                                                                Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
-                                                            Person::players[i]->num_weapons++;
-                                                            Person::players[i]->weaponids[0] = j;
+                                                            Person::players[i]->takeWeapon(j);
                                                         }
                                             }
                                         } else if ((Person::players[i]->isIdle() ||
@@ -6404,12 +6104,7 @@ void Game::Tick()
                                                                 if (weapons[k].getType() != staff)
                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
 
-                                                                Person::players[i]->weaponactive = 0;
-                                                                weapons[k].owner = Person::players[i]->id;
-                                                                if (Person::players[i]->num_weapons > 0)
-                                                                    Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
-                                                                Person::players[i]->num_weapons++;
-                                                                Person::players[i]->weaponids[0] = k;
+                                                                Person::players[i]->takeWeapon(k);
                                                             }
                                                 }
                                             }
@@ -6461,7 +6156,6 @@ void Game::Tick()
                                                             if (fleshstuck)
                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
 
-                                                            Person::players[i]->weaponactive = 0;
                                                             if (weapons[k].owner != -1) {
                                                                 if (Person::players[i]->victim->num_weapons == 1)
                                                                     Person::players[i]->victim->num_weapons = 0;
@@ -6509,12 +6203,7 @@ void Game::Tick()
                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
                                                             }
-                                                            weapons[k].owner = i;
-                                                            if (Person::players[i]->num_weapons > 0) {
-                                                                Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
-                                                            }
-                                                            Person::players[i]->num_weapons++;
-                                                            Person::players[i]->weaponids[0] = k;
+                                                            Person::players[i]->takeWeapon(k);
                                                         }
                                                     }
                                                 }
@@ -6550,18 +6239,12 @@ void Game::Tick()
                                                                     Person::players[i]->throwtogglekeydown = 1;
                                                                     Person::players[i]->victim = Person::players[j];
                                                                     XYZ aim;
-                                                                    weapons[Person::players[i]->weaponids[0]].owner = -1;
                                                                     aim = Person::players[i]->victim->coords + DoRotation(Person::players[i]->victim->jointPos(abdomen), 0, Person::players[i]->victim->yaw, 0) * Person::players[i]->victim->scale + Person::players[i]->victim->velocity * findDistance(&Person::players[i]->victim->coords, &Person::players[i]->coords) / 50 - (Person::players[i]->coords + DoRotation(Person::players[i]->jointPos(righthand), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale);
                                                                     Normalise(&aim);
 
                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
 
-                                                                    weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
-                                                                    weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
-                                                                    weapons[Person::players[i]->weaponids[0]].missed = 0;
-                                                                    weapons[Person::players[i]->weaponids[0]].freetime = 0;
-                                                                    weapons[Person::players[i]->weaponids[0]].firstfree = 1;
-                                                                    weapons[Person::players[i]->weaponids[0]].physics = 0;
+                                                                    weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
                                                                     Person::players[i]->num_weapons--;
                                                                     if (Person::players[i]->num_weapons) {
                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
@@ -6576,15 +6259,10 @@ void Game::Tick()
                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
                                 Person::players[i]->throwtogglekeydown = 1;
-                                weapons[Person::players[i]->weaponids[0]].owner = -1;
-                                weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
-                                if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
-                                    weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
-                                weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
-                                weapons[Person::players[i]->weaponids[0]].missed = 1;
-                                weapons[Person::players[i]->weaponids[0]].freetime = 0;
-                                weapons[Person::players[i]->weaponids[0]].firstfree = 1;
-                                weapons[Person::players[i]->weaponids[0]].physics = 1;
+                                XYZ tempVelocity = Person::players[i]->velocity * .2;
+                                if (tempVelocity.x == 0)
+                                    tempVelocity.x = .1;
+                                weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
                                 Person::players[i]->num_weapons--;
                                 if (Person::players[i]->num_weapons) {
                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
@@ -6665,7 +6343,7 @@ void Game::Tick()
                     } else
                         absflatfacing = flatfacing;
 
-                    if (indialogue != -1) {
+                    if (Dialog::inDialog()) {
                         Person::players[i]->forwardkeydown = 0;
                         Person::players[i]->leftkeydown = 0;
                         Person::players[i]->backkeydown = 0;
@@ -6916,8 +6594,8 @@ void Game::Tick()
                                 Person::players[i]->setAnimation(jumpupanim);
                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
                                 Person::players[i]->transspeed = 20;
-                                Person::players[i]->FootLand(0, 1);
-                                Person::players[i]->FootLand(1, 1);
+                                Person::players[i]->FootLand(leftfoot, 1);
+                                Person::players[i]->FootLand(rightfoot, 1);
 
                                 facing = 0;
                                 facing.z = -1;
@@ -7070,10 +6748,7 @@ void Game::Tick()
                     envsound[j] = envsound[numenvsounds];
                 }
             }
-            if (slomo)
-                OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
-            else
-                OPENAL_SetFrequency(OPENAL_ALL, 22050);
+            OPENAL_SetFrequency(OPENAL_ALL, slomo);
 
             if (tutoriallevel == 1) {
                 XYZ temp;
@@ -7095,7 +6770,7 @@ void Game::Tick()
                 if (tutorialstage >= 51)
                     if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
                         OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
-                        OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                        OPENAL_SetFrequency(OPENAL_ALL);
 
                         emit_stream_np(stream_menutheme);
 
@@ -7197,14 +6872,15 @@ void Game::Tick()
 
 void Game::TickOnce()
 {
-    if (mainmenu)
+    if (mainmenu) {
         yaw += multiplier * 5;
-    else if (directing || indialogue == -1) {
+    } else if (Dialog::directing || !Dialog::inDialog()) {
         yaw += deltah * .7;
-        if (!invertmouse)
-            pitch += deltav * .7;
-        if (invertmouse)
+        if (invertmouse) {
             pitch -= deltav * .7;
+        } else {
+            pitch += deltav * .7;
+        }
         if (pitch > 90)
             pitch = 90;
         if (pitch < -70)