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1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
4
5 This file is part of Lugaru.
6
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
19 */
20
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
23
24 #include "Game.hpp"
25
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "Tutorial.hpp"
35 #include "User/Settings.hpp"
36 #include "Utils/Folders.hpp"
37 #include "Utils/Input.hpp"
38
39 #if PLATFORM_UNIX
40 #include <sys/stat.h>
41 #include <sys/types.h>
42 #include <unistd.h>
43 #else
44 #include <direct.h>
45 #endif
46
47 #include <algorithm>
48 #include <cmath>
49 #include <ctime>
50 #include <dirent.h>
51 #include <limits>
52 #include <set>
53
54 using namespace std;
55 using namespace Game;
56
57 // Added more evilness needed for MSVC
58 #ifdef _MSC_VER
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
61 #endif
62
63 extern float multiplier;
64 extern XYZ viewer;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
68 extern float gravity;
69 extern int detail;
70 extern float texdetail;
71 extern int slomo;
72 extern float slomodelay;
73 extern bool floatjump;
74 extern float volume;
75 extern Light light;
76 extern float camerashake;
77 extern float woozy;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
84 extern float windvar;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
90 extern bool freeze;
91 extern XYZ windvector;
92 extern bool devtools;
93 int leveltheme;
94 extern int mainmenu;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool decalstoggle;
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern float smoketex;
116 extern bool againbonus;
117 extern bool reversaltrain;
118 extern bool canattack;
119 extern bool cananger;
120 extern float damagedealt;
121 extern int maptype;
122 extern int editoractive;
123 extern int editorpathtype;
124
125 extern float hostiletime;
126
127 extern bool gamestarted;
128
129 extern int hostile;
130
131 extern bool stillloading;
132 extern bool winfreeze;
133
134 extern bool campaign;
135
136 extern void toggleFullscreen();
137
138 bool won = false;
139 int whichchoice = 0;
140 bool winhotspot = false;
141 bool windialogue = false;
142 bool realthreat = 0;
143 XYZ cameraloc;
144 float cameradist = 0;
145 bool oldattackkey = 0;
146 int whichlevel = 0;
147 float musicvolume[4] = {};
148 float oldmusicvolume[4] = {};
149 int musicselected = 0;
150
151 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
152 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
153
154 // utility functions
155
156 // TODO: this is slightly incorrect
157 float roughDirection(XYZ vec)
158 {
159     Normalise(&vec);
160     float angle = -asin(-vec.x) * 180 / M_PI;
161     if (vec.z < 0) {
162         angle = 180 - angle;
163     }
164     return angle;
165 }
166 float roughDirectionTo(XYZ start, XYZ end)
167 {
168     return roughDirection(end - start);
169 }
170 inline float pitchOf(XYZ vec)
171 {
172     Normalise(&vec);
173     return -asin(vec.y) * 180 / M_PI;
174 }
175 float pitchTo(XYZ start, XYZ end)
176 {
177     return pitchOf(end - start);
178 }
179 float sq(float n)
180 {
181     return n * n;
182 }
183 inline float stepTowardf(float from, float to, float by)
184 {
185     if (fabs(from - to) < by) {
186         return to;
187     } else if (from > to) {
188         return from - by;
189     } else {
190         return from + by;
191     }
192 }
193
194 void Game::playdialoguescenesound()
195 {
196     XYZ temppos;
197     temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
198     temppos = temppos - viewer;
199     Normalise(&temppos);
200     temppos += viewer;
201
202     int sound = -1;
203     switch (Dialog::currentScene().sound) {
204         case -6:
205             sound = alarmsound;
206             break;
207         case -4:
208             sound = consolefailsound;
209             break;
210         case -3:
211             sound = consolesuccesssound;
212             break;
213         case -2:
214             sound = firestartsound;
215             break;
216         case -1:
217             sound = fireendsound;
218             break;
219         case 1:
220             sound = rabbitchitter;
221             break;
222         case 2:
223             sound = rabbitchitter2;
224             break;
225         case 3:
226             sound = rabbitpainsound;
227             break;
228         case 4:
229             sound = rabbitpain1sound;
230             break;
231         case 5:
232             sound = rabbitattacksound;
233             break;
234         case 6:
235             sound = rabbitattack2sound;
236             break;
237         case 7:
238             sound = rabbitattack3sound;
239             break;
240         case 8:
241             sound = rabbitattack4sound;
242             break;
243         case 9:
244             sound = growlsound;
245             break;
246         case 10:
247             sound = growl2sound;
248             break;
249         case 11:
250             sound = snarlsound;
251             break;
252         case 12:
253             sound = snarl2sound;
254             break;
255         case 13:
256             sound = barksound;
257             break;
258         case 14:
259             sound = bark2sound;
260             break;
261         case 15:
262             sound = bark3sound;
263             break;
264         case 16:
265             sound = barkgrowlsound;
266             break;
267         default:
268             break;
269     }
270     if (sound != -1) {
271         emit_sound_at(sound, temppos);
272     }
273 }
274
275 // ================================================================
276
277 int Game::findClosestPlayer()
278 {
279     int closest = -1;
280     float closestdist = std::numeric_limits<float>::max();
281
282     for (unsigned int i = 1; i < Person::players.size(); i++) {
283         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
284         if (distance < closestdist) {
285             closestdist = distance;
286             closest = (int)i;
287         }
288     }
289     return closest;
290 }
291
292 static int findClosestObject()
293 {
294     int closest = -1;
295     float closestdist = std::numeric_limits<float>::max();
296
297     for (unsigned int i = 0; i < Object::objects.size(); i++) {
298         float distance = distsq(&Object::objects[i]->position,
299                                 &Person::players[0]->coords);
300         if (distance < closestdist) {
301             closestdist = distance;
302             closest = (int)i;
303         }
304     }
305     return closest;
306 }
307
308 static void cmd_dispatch(const string cmd)
309 {
310     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
311
312     for (i = 0; i < n_cmds; i++) {
313         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
314             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
315             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
316             break;
317         }
318     }
319     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
320 }
321
322 /********************> Tick() <*****/
323 extern bool save_screenshot(const char* fname);
324 void Screenshot(void)
325 {
326     char filename[1024];
327     time_t t = time(NULL);
328     struct tm* tme = localtime(&t);
329     sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
330             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
331
332     save_screenshot(filename);
333 }
334
335 void Game::SetUpLighting()
336 {
337     if (environment == snowyenvironment) {
338         light.setColors(.65, .65, .7, .4, .4, .44);
339     }
340     if (environment == desertenvironment) {
341         light.setColors(.95, .95, .95, .4, .35, .3);
342     }
343     if (environment == grassyenvironment) {
344         light.setColors(.95, .95, 1, .4, .4, .44);
345     }
346     if (!skyboxtexture) {
347         light.setColors(1, 1, 1, .4, .4, .4);
348     }
349     float average;
350     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
351     light.color[0] *= (skyboxlightr + average) / 2;
352     light.color[1] *= (skyboxlightg + average) / 2;
353     light.color[2] *= (skyboxlightb + average) / 2;
354     light.ambient[0] *= (skyboxlightr + average) / 2;
355     light.ambient[1] *= (skyboxlightg + average) / 2;
356     light.ambient[2] *= (skyboxlightb + average) / 2;
357 }
358
359 void Setenvironment(int which)
360 {
361     LOGFUNC;
362
363     LOG(" Setting environment...");
364
365     float temptexdetail;
366     environment = which;
367
368     pause_sound(stream_snowtheme);
369     pause_sound(stream_grasstheme);
370     pause_sound(stream_deserttheme);
371     pause_sound(stream_wind);
372     pause_sound(stream_desertambient);
373
374     if (environment == snowyenvironment) {
375         windvector = 0;
376         windvector.z = 3;
377         if (ambientsound) {
378             emit_stream_np(stream_wind);
379         }
380
381         Object::treetextureptr.load("Textures/SnowTree.png", 0);
382         Object::bushtextureptr.load("Textures/BushSnow.png", 0);
383         Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
384         Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
385
386         footstepsound = footstepsn1;
387         footstepsound2 = footstepsn2;
388         footstepsound3 = footstepst1;
389         footstepsound4 = footstepst2;
390
391         terraintexture.load("Textures/Snow.jpg", 1);
392         terraintexture2.load("Textures/Rock.jpg", 1);
393
394         temptexdetail = texdetail;
395         if (texdetail > 1) {
396             texdetail = 4;
397         }
398         skybox->load("Textures/Skybox(snow)/Front.jpg",
399                      "Textures/Skybox(snow)/Left.jpg",
400                      "Textures/Skybox(snow)/Back.jpg",
401                      "Textures/Skybox(snow)/Right.jpg",
402                      "Textures/Skybox(snow)/Up.jpg",
403                      "Textures/Skybox(snow)/Down.jpg");
404
405         texdetail = temptexdetail;
406     } else if (environment == desertenvironment) {
407         windvector = 0;
408         windvector.z = 2;
409         Object::treetextureptr.load("Textures/DesertTree.png", 0);
410         Object::bushtextureptr.load("Textures/BushDesert.png", 0);
411         Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
412         Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
413
414         if (ambientsound) {
415             emit_stream_np(stream_desertambient);
416         }
417
418         footstepsound = footstepsn1;
419         footstepsound2 = footstepsn2;
420         footstepsound3 = footstepsn1;
421         footstepsound4 = footstepsn2;
422
423         terraintexture.load("Textures/Sand.jpg", 1);
424         terraintexture2.load("Textures/SandSlope.jpg", 1);
425
426         temptexdetail = texdetail;
427         if (texdetail > 1) {
428             texdetail = 4;
429         }
430         skybox->load("Textures/Skybox(sand)/Front.jpg",
431                      "Textures/Skybox(sand)/Left.jpg",
432                      "Textures/Skybox(sand)/Back.jpg",
433                      "Textures/Skybox(sand)/Right.jpg",
434                      "Textures/Skybox(sand)/Up.jpg",
435                      "Textures/Skybox(sand)/Down.jpg");
436
437         texdetail = temptexdetail;
438     } else if (environment == grassyenvironment) {
439         windvector = 0;
440         windvector.z = 2;
441         Object::treetextureptr.load("Textures/Tree.png", 0);
442         Object::bushtextureptr.load("Textures/Bush.png", 0);
443         Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
444         Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
445
446         if (ambientsound) {
447             emit_stream_np(stream_wind, 100.);
448         }
449
450         footstepsound = footstepgr1;
451         footstepsound2 = footstepgr2;
452         footstepsound3 = footstepst1;
453         footstepsound4 = footstepst2;
454
455         terraintexture.load("Textures/GrassDirt.jpg", 1);
456         terraintexture2.load("Textures/MossRock.jpg", 1);
457
458         temptexdetail = texdetail;
459         if (texdetail > 1) {
460             texdetail = 4;
461         }
462         skybox->load("Textures/Skybox(grass)/Front.jpg",
463                      "Textures/Skybox(grass)/Left.jpg",
464                      "Textures/Skybox(grass)/Back.jpg",
465                      "Textures/Skybox(grass)/Right.jpg",
466                      "Textures/Skybox(grass)/Up.jpg",
467                      "Textures/Skybox(grass)/Down.jpg");
468
469         texdetail = temptexdetail;
470     }
471     temptexdetail = texdetail;
472     texdetail = 1;
473     terrain.load("Textures/HeightMap.png");
474
475     texdetail = temptexdetail;
476 }
477
478 bool Game::LoadLevel(int which)
479 {
480     stealthloading = 0;
481     whichlevel = which;
482
483     if (which == -1) {
484         return LoadLevel("tutorial", true);
485     } else if (which >= 0 && which <= 15) {
486         char buf[32];
487         snprintf(buf, 32, "map%d", which + 1); // challenges
488         return LoadLevel(buf);
489     } else {
490         return LoadLevel("mapsave");
491     }
492 }
493
494 bool Game::LoadLevel(const std::string& name, bool tutorial)
495 {
496     const std::string level_path = Folders::getResourcePath("Maps/" + name);
497     if (!Folders::file_exists(level_path)) {
498         perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
499         return false;
500     }
501
502     int indemo; // FIXME this should be removed
503     int templength;
504     float lamefloat;
505
506     LOGFUNC;
507
508     LOG(std::string("Loading level...") + name);
509
510     if (!gameon) {
511         visibleloading = true;
512     }
513     if (stealthloading) {
514         visibleloading = false;
515     }
516     if (!stillloading) {
517         loadtime = 0;
518     }
519     gamestarted = 1;
520
521     numenvsounds = 0;
522
523     Tutorial::active = tutorial;
524
525     if (Tutorial::active) {
526         Tutorial::stage = 0;
527     }
528     if (Tutorial::stage == 0) {
529         Tutorial::stagetime = 0;
530         Tutorial::maxtime = 1;
531     }
532     pause_sound(whooshsound);
533     pause_sound(stream_firesound);
534
535     int mapvers;
536     FILE* tfile;
537     errno = 0;
538     tfile = Folders::openMandatoryFile(level_path, "rb");
539
540     pause_sound(stream_firesound);
541     scoreadded = 0;
542     windialogue = false;
543     hostiletime = 0;
544     won = 0;
545
546     //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
547
548     Dialog::dialogs.clear();
549
550     Dialog::indialogue = -1;
551     cameramode = 0;
552
553     damagedealt = 0;
554     damagetaken = 0;
555
556     if (Account::hasActive()) {
557         difficulty = Account::active().getDifficulty();
558     }
559
560     Hotspot::hotspots.clear();
561     Hotspot::current = -1;
562     bonustime = 1;
563
564     skyboxtexture = 1;
565     skyboxr = 1;
566     skyboxg = 1;
567     skyboxb = 1;
568
569     freeze = 0;
570     winfreeze = 0;
571
572     for (unsigned char i = 0; i < 100; i++) {
573         bonusnum[i] = 0;
574     }
575
576     numfalls = 0;
577     numflipfail = 0;
578     numseen = 0;
579     numstaffattack = 0;
580     numswordattack = 0;
581     numknifeattack = 0;
582     numunarmedattack = 0;
583     numescaped = 0;
584     numflipped = 0;
585     numwallflipped = 0;
586     numthrowkill = 0;
587     numafterkill = 0;
588     numreversals = 0;
589     numattacks = 0;
590     maxalarmed = 0;
591     numresponded = 0;
592
593     bonustotal = startbonustotal;
594     bonus = 0;
595     gameon = 1;
596     changedelay = 0;
597     if (console) {
598         emit_sound_np(consolesuccesssound);
599         freeze = 0;
600         console = false;
601     }
602
603     if (!stealthloading) {
604         terrain.decals.clear();
605         Sprite::deleteSprites();
606
607         for (int i = 0; i < subdivision; i++) {
608             for (int j = 0; j < subdivision; j++) {
609                 terrain.patchobjects[i][j].clear();
610             }
611         }
612         Game::LoadingScreen();
613     }
614
615     weapons.clear();
616     Person::players.resize(1);
617
618     funpackf(tfile, "Bi", &mapvers);
619     if (mapvers < 12) {
620         cerr << name << " has obsolete map version " << mapvers << endl;
621     }
622     if (mapvers >= 15) {
623         funpackf(tfile, "Bi", &indemo);
624     } else {
625         indemo = 0;
626     }
627     if (mapvers >= 5) {
628         funpackf(tfile, "Bi", &maptype);
629     } else {
630         maptype = mapkilleveryone;
631     }
632     if (mapvers >= 6) {
633         funpackf(tfile, "Bi", &hostile);
634     } else {
635         hostile = 1;
636     }
637     if (mapvers >= 4) {
638         funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
639     } else {
640         viewdistance = 100;
641         fadestart = .6;
642     }
643     if (mapvers >= 2) {
644         funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
645     } else {
646         skyboxtexture = 1;
647         skyboxr = 1;
648         skyboxg = 1;
649         skyboxb = 1;
650     }
651     if (mapvers >= 10) {
652         funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
653     } else {
654         skyboxlightr = skyboxr;
655         skyboxlightg = skyboxg;
656         skyboxlightb = skyboxb;
657     }
658     /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
659     if (stealthloading) {
660         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
661     } else {
662         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);
663     }
664     if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
665         for (int j = 0; j < Person::players[0]->num_weapons; j++) {
666             Person::players[0]->weaponids[j] = weapons.size();
667             int type;
668             funpackf(tfile, "Bi", &type);
669             weapons.push_back(Weapon(type, 0));
670         }
671     }
672
673     Game::LoadingScreen();
674
675     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
676     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
677     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
678     funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
679
680     funpackf(tfile, "Bi", &Person::players[0]->numclothes);
681
682     if (mapvers >= 9) {
683         funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
684     } else {
685         Person::players[0]->whichskin = 0;
686         Person::players[0]->creature = rabbittype;
687     }
688
689     Person::players[0]->lastattack = -1;
690     Person::players[0]->lastattack2 = -1;
691     Person::players[0]->lastattack3 = -1;
692
693     //dialogues
694     if (mapvers >= 8) {
695         Dialog::loadDialogs(tfile);
696     }
697
698     for (int k = 0; k < Person::players[0]->numclothes; k++) {
699         funpackf(tfile, "Bi", &templength);
700         for (int l = 0; l < templength; l++) {
701             funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
702         }
703         Person::players[0]->clothes[k][templength] = '\0';
704         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
705     }
706
707     funpackf(tfile, "Bi", &environment);
708
709     if (environment != oldenvironment) {
710         Setenvironment(environment);
711     }
712     oldenvironment = environment;
713
714     Object::LoadObjectsFromFile(tfile, stealthloading);
715
716     if (mapvers >= 7) {
717         int numhotspots;
718         funpackf(tfile, "Bi", &numhotspots);
719         if (numhotspots < 0) {
720             cerr << "Map " << name << " have an invalid number of hotspots" << endl;
721             numhotspots = 0;
722         }
723         Hotspot::hotspots.resize(numhotspots);
724         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
725             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);
726             funpackf(tfile, "Bi", &templength);
727             if (templength) {
728                 for (int l = 0; l < templength; l++) {
729                     funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
730                 }
731             }
732             Hotspot::hotspots[i].text[templength] = '\0';
733             if (Hotspot::hotspots[i].type == -111) {
734                 indemo = 1;
735             }
736         }
737     } else {
738         Hotspot::hotspots.clear();
739     }
740
741     Game::LoadingScreen();
742
743     if (!stealthloading) {
744         Object::ComputeCenter();
745         Object::ComputeRadius();
746     }
747
748     Game::LoadingScreen();
749
750     int numplayers;
751     funpackf(tfile, "Bi", &numplayers);
752     if (numplayers > maxplayers) {
753         cout << "Warning: this level contains more players than allowed" << endl;
754     }
755     unsigned j = 1;
756     for (int i = 1; i < numplayers; i++) {
757         try {
758             Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
759             j++;
760         } catch (InvalidPersonException e) {
761             cerr << "Invalid Person found in " << name << endl;
762         }
763     }
764     Game::LoadingScreen();
765
766     funpackf(tfile, "Bi", &numpathpoints);
767     if (numpathpoints > 30 || numpathpoints < 0) {
768         numpathpoints = 0;
769     }
770     for (int j = 0; j < numpathpoints; j++) {
771         funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
772         for (int k = 0; k < numpathpointconnect[j]; k++) {
773             funpackf(tfile, "Bi", &pathpointconnect[j][k]);
774         }
775     }
776     Game::LoadingScreen();
777
778     funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
779
780     SetUpLighting();
781
782     if (!stealthloading) {
783         Object::AddObjectsToTerrain();
784         terrain.DoShadows();
785         Game::LoadingScreen();
786         Object::DoShadows();
787         Game::LoadingScreen();
788     }
789
790     fclose(tfile);
791
792     for (unsigned i = 0; i < Person::players.size(); i++) {
793         Game::LoadingScreen();
794         if (i == 0) {
795             Person::players[i]->burnt = 0;
796             Person::players[i]->bled = 0;
797             Person::players[i]->onfire = 0;
798             Person::players[i]->scale = .2;
799             if (mapvers < 9) {
800                 Person::players[i]->creature = rabbittype;
801             }
802         }
803         Person::players[i]->skeleton.free = 0;
804
805         Person::players[i]->skeletonLoad();
806
807         Person::players[i]->addClothes();
808
809         if (i == 0) {
810             Person::players[i]->animCurrent = bounceidleanim;
811             Person::players[i]->animTarget = bounceidleanim;
812             Person::players[i]->frameCurrent = 0;
813             Person::players[i]->frameTarget = 1;
814             Person::players[i]->target = 0;
815         }
816         Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
817         if (difficulty == 0) {
818             Person::players[i]->speed -= .2;
819         }
820         if (difficulty == 1) {
821             Person::players[i]->speed -= .1;
822         }
823
824         if (i == 0) {
825             Person::players[i]->velocity = 0;
826             Person::players[i]->oldcoords = Person::players[i]->coords;
827             Person::players[i]->realoldcoords = Person::players[i]->coords;
828
829             Person::players[i]->id = i;
830             Person::players[i]->updatedelay = 0;
831             Person::players[i]->normalsupdatedelay = 0;
832
833             Person::players[i]->setProportions(1, 1, 1, 1);
834             Person::players[i]->headless = 0;
835             Person::players[i]->currentoffset = 0;
836             Person::players[i]->targetoffset = 0;
837             if (Person::players[i]->creature == wolftype) {
838                 Person::players[i]->scale = .23;
839                 Person::players[i]->damagetolerance = 300;
840             } else {
841                 Person::players[i]->damagetolerance = 200;
842             }
843         }
844
845         Game::LoadingScreen();
846
847         Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
848
849         if (i == 0) {
850             Person::players[i]->headmorphness = 0;
851             Person::players[i]->targetheadmorphness = 1;
852             Person::players[i]->headmorphstart = 0;
853             Person::players[i]->headmorphend = 0;
854
855             Person::players[i]->pausetime = 0;
856
857             Person::players[i]->dead = 0;
858             Person::players[i]->jumppower = 5;
859             Person::players[i]->damage = 0;
860             Person::players[i]->permanentdamage = 0;
861             Person::players[i]->superpermanentdamage = 0;
862
863             Person::players[i]->forwardkeydown = 0;
864             Person::players[i]->leftkeydown = 0;
865             Person::players[i]->backkeydown = 0;
866             Person::players[i]->rightkeydown = 0;
867             Person::players[i]->jumpkeydown = 0;
868             Person::players[i]->crouchkeydown = 0;
869             Person::players[i]->throwkeydown = 0;
870
871             Person::players[i]->collided = -10;
872             Person::players[i]->loaded = 1;
873             Person::players[i]->bloodloss = 0;
874             Person::players[i]->weaponactive = -1;
875             Person::players[i]->weaponstuck = -1;
876             Person::players[i]->bleeding = 0;
877             Person::players[i]->deathbleeding = 0;
878             Person::players[i]->stunned = 0;
879             Person::players[i]->hasvictim = 0;
880             Person::players[i]->wentforweapon = 0;
881         }
882     }
883
884     Person::players[0]->aitype = playercontrolled;
885
886     if (difficulty == 1) {
887         Person::players[0]->power = 1 / .9;
888         Person::players[0]->damagetolerance = 250;
889     } else if (difficulty == 0) {
890         Person::players[0]->power = 1 / .8;
891         Person::players[0]->damagetolerance = 300;
892         Person::players[0]->armorhead *= 1.5;
893         Person::players[0]->armorhigh *= 1.5;
894         Person::players[0]->armorlow *= 1.5;
895     }
896
897     cameraloc = Person::players[0]->coords;
898     cameraloc.y += 5;
899     yaw = Person::players[0]->yaw;
900
901     hawkcoords = Person::players[0]->coords;
902     hawkcoords.y += 30;
903
904     Game::LoadingScreen();
905
906     LOG("Starting background music...");
907
908     OPENAL_StopSound(OPENAL_ALL);
909     if (ambientsound) {
910         if (environment == snowyenvironment) {
911             emit_stream_np(stream_wind);
912         } else if (environment == desertenvironment) {
913             emit_stream_np(stream_desertambient);
914         } else if (environment == grassyenvironment) {
915             emit_stream_np(stream_wind, 100.);
916         }
917     }
918     oldmusicvolume[0] = 0;
919     oldmusicvolume[1] = 0;
920     oldmusicvolume[2] = 0;
921     oldmusicvolume[3] = 0;
922
923     leveltime = 0;
924     wonleveltime = 0;
925     visibleloading = false;
926
927     return true;
928 }
929
930 /* Process input events that impact settings, console, devtools, etc.
931  * Gameplay-related input processing is still done in Game::Tick() for now
932  * as it is tightly coupled to the game logic.
933  */
934 void Game::ProcessInput()
935 {
936     /* Pump SDL input events */
937     Input::Tick();
938
939     /* Menu handling (main menu, leave game) */
940     if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
941         (gameon || mainmenu == 0)) {
942         selected = -1;
943         if (mainmenu == 0 && !winfreeze) {
944             mainmenu = 2; // Pause
945         } else if (mainmenu == 1 || mainmenu == 2) {
946             mainmenu = 0; // Unpause
947         }
948         // Play menu theme
949         if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
950             OPENAL_SetFrequency(OPENAL_ALL);
951             emit_stream_np(stream_menutheme);
952             pause_sound(leveltheme);
953         }
954         // On resume, play level music
955         if (!mainmenu) {
956             pause_sound(stream_menutheme);
957             resume_stream(leveltheme);
958         }
959     }
960
961     /* Challenge mode */
962     if (!campaign && !mainmenu) {
963         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
964             if (winfreeze) {
965                 winfreeze = 0;
966             }
967         }
968
969         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
970             if (console) {
971                 console = false;
972                 freeze = 0;
973             } else if (winfreeze) {
974                 mainmenu = 9;
975                 gameon = 0;
976             }
977         }
978     }
979
980     /* Tutorial mode hotkeys */
981     if (Tutorial::active) {
982         // Skip current tutorial stage
983         if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
984             if (Tutorial::stage != 51) {
985                 Tutorial::stagetime = Tutorial::maxtime;
986             }
987             emit_sound_np(consolefailsound, 128.);
988         }
989     }
990
991     /* Screenshot */
992     if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
993         Screenshot();
994     }
995
996     /* Stereo video mode hotkeys */
997     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
998         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
999             stereoreverse = true;
1000             printf("Stereo reversed\n");
1001         } else {
1002             stereoreverse = false;
1003             printf("Stereo unreversed\n");
1004         }
1005     }
1006
1007     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
1008         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1009             stereoseparation -= 0.001;
1010         } else {
1011             stereoseparation -= 0.010;
1012         }
1013         printf("Stereo separation decreased to %f\n", stereoseparation);
1014     }
1015
1016     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
1017         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1018             stereoseparation += 0.001;
1019         } else {
1020             stereoseparation += 0.010;
1021         }
1022         printf("Stereo separation increased to %f\n", stereoseparation);
1023     }
1024
1025     /* Console */
1026     if (Input::isKeyPressed(consolekey)) {
1027         console = !console;
1028         if (console) {
1029             OPENAL_SetFrequency(OPENAL_ALL);
1030         } else {
1031             freeze = 0;
1032             waiting = false;
1033         }
1034     }
1035
1036     /* Devtools */
1037     if (devtools && !mainmenu && !console) {
1038         ProcessDevInput();
1039     }
1040 }
1041
1042 void Game::ProcessDevInput()
1043 {
1044     if (!devtools || mainmenu || console) {
1045         return;
1046     }
1047
1048     if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1049         /* Enable editor */
1050         if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1051             editorenabled = !editorenabled;
1052             if (editorenabled) {
1053                 Person::players[0]->damagetolerance = 100000;
1054             } else {
1055                 Person::players[0]->damagetolerance = 200;
1056             }
1057             Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1058             Person::players[0]->permanentdamage = 0;
1059             Person::players[0]->superpermanentdamage = 0;
1060             Person::players[0]->bloodloss = 0;
1061             Person::players[0]->deathbleeding = 0;
1062         }
1063
1064         /* Nullify damage and give 200000 health */
1065         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1066             Person::players[0]->damagetolerance = 200000;
1067             Person::players[0]->damage = 0;
1068             Person::players[0]->burnt = 0;
1069             Person::players[0]->permanentdamage = 0;
1070             Person::players[0]->superpermanentdamage = 0;
1071         }
1072
1073         /* Change environment */
1074         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1075             environment++;
1076             if (environment > 2) {
1077                 environment = 0;
1078             }
1079             Setenvironment(environment);
1080         }
1081
1082         /* Camera mode */
1083         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1084             cameramode = !cameramode;
1085         }
1086
1087         /* Freeze */
1088         if (Input::isKeyPressed(SDL_SCANCODE_V)) {
1089             freeze = !freeze;
1090             if (freeze) {
1091                 OPENAL_SetFrequency(OPENAL_ALL);
1092             }
1093         }
1094
1095         /* Toggle slow motion */
1096         if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1097             slomo = 1 - slomo;
1098             slomodelay = 1000;
1099         }
1100
1101         /* Ragdoll */
1102         if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1103             Person::players[0]->RagDoll(0);
1104             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1105         }
1106
1107         /* Shrink tree leaves?? */
1108         // FIXME: Can't see what this does in game.
1109         if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1110             for (auto& an_object : Object::objects) {
1111                 if (an_object->type == treeleavestype) {
1112                     an_object->scale *= .9;
1113                 }
1114             }
1115         }
1116
1117         /* Change (or add) weapon */
1118         if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1119             int closest = 0;
1120             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1121                 closest = findClosestPlayer();
1122             }
1123
1124             if (closest >= 0) {
1125                 if (Person::players[closest]->num_weapons > 0) {
1126                     int weapontype = 0;
1127                     switch (weapons[Person::players[closest]->weaponids[0]].getType()) {
1128                         case knife:
1129                             weapontype = sword;
1130                             break;
1131                         case sword:
1132                             weapontype = staff;
1133                             break;
1134                         case staff:
1135                             weapontype = knife;
1136                             break;
1137                     }
1138                     weapons[Person::players[closest]->weaponids[0]].setType(weapontype);
1139                 } else {
1140                     Person::players[closest]->weaponids[0] = weapons.size();
1141                     weapons.push_back(Weapon(knife, closest));
1142                     Person::players[closest]->num_weapons = 1;
1143                 }
1144             }
1145         }
1146
1147         /* Change yaw (rotate around Z axis) */
1148         if (Input::isKeyDown(SDL_SCANCODE_U)) {
1149             int closest = 0;
1150             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1151                 closest = findClosestPlayer();
1152             }
1153
1154             if (closest >= 0) {
1155                 Person::players[closest]->yaw += multiplier * 50;
1156                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1157             }
1158         }
1159
1160         /* Toggle fire */
1161         if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1162             int closest = 0;
1163             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1164                 closest = findClosestPlayer();
1165             }
1166
1167             if (closest >= 0) {
1168                 Person::players[closest]->onfire = !Person::players[closest]->onfire;
1169                 if (Person::players[closest]->onfire) {
1170                     Person::players[closest]->CatchFire();
1171                 } else {
1172                     emit_sound_at(fireendsound, Person::players[closest]->coords);
1173                     pause_sound(stream_firesound);
1174                 }
1175             }
1176         }
1177
1178         /* Change skin */
1179         if (Input::isKeyPressed(SDL_SCANCODE_T) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1180             int closest = 0;
1181             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1182                 closest = findClosestPlayer();
1183             }
1184
1185             if (closest >= 0) {
1186                 Person::players[closest]->whichskin++;
1187                 if (Person::players[closest]->whichskin > 9) {
1188                     Person::players[closest]->whichskin = 0;
1189                 }
1190                 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
1191                     Person::players[closest]->whichskin = 0;
1192                 }
1193
1194                 Person::players[closest]->skeleton.drawmodel.textureptr.load(
1195                     PersonType::types[Person::players[closest]->creature].skins[Person::players[closest]->whichskin], 1,
1196                     &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1197             }
1198
1199             Person::players[closest]->addClothes();
1200         }
1201
1202         /* Change creature type */
1203         if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1204             int closest = 0;
1205             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1206                 closest = findClosestPlayer();
1207             }
1208
1209             if (closest >= 0) {
1210                 if (Person::players[closest]->creature == rabbittype) {
1211                     Person::players[closest]->creature = wolftype;
1212                     Person::players[closest]->whichskin = 0;
1213                     Person::players[closest]->skeletonLoad();
1214                     Person::players[closest]->scale *= 1.15;
1215
1216                     Person::players[closest]->damagetolerance = 300;
1217                 } else { // wolftype
1218                     Person::players[closest]->creature = rabbittype;
1219                     Person::players[closest]->whichskin = 0;
1220                     Person::players[closest]->skeletonLoad(true);
1221
1222                     Person::players[closest]->scale /= 1.15;
1223
1224                     Person::players[closest]->damagetolerance = 200;
1225                 }
1226             }
1227         }
1228
1229         /* Explose nearby player's head */
1230         if (Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1231             int closest = findClosestPlayer();
1232             if (closest > 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1233                 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1234                 XYZ headspurtdirection;
1235                 Joint& headjoint = Person::players[closest]->joint(head);
1236
1237                 if (!Person::players[closest]->skeleton.free) {
1238                     flatvelocity2_orig = Person::players[closest]->velocity;
1239                     flatfacing2 = DoRotation(
1240                                       DoRotation(
1241                                           DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt),
1242                                           Person::players[closest]->tilt2, 0, 0),
1243                                       0, Person::players[closest]->yaw, 0) *
1244                                       Person::players[closest]->scale +
1245                                   Person::players[closest]->coords;
1246                 } else {
1247                     flatvelocity2_orig = headjoint.velocity;
1248                     flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1249                 }
1250
1251                 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1252                 Normalise(&headspurtdirection);
1253
1254                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1255                     flatvelocity2 = flatvelocity2_orig;
1256                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1257                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1258                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1259                     printf("Test: %f\n", flatvelocity2.x);
1260                     printf("Test orig: %f\n", flatvelocity2_orig.x);
1261                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1262                     flatvelocity2 += headspurtdirection * 8;
1263                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1264                 }
1265                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1266
1267                 emit_sound_at(splattersound, Person::players[closest]->coords);
1268                 emit_sound_at(breaksound2, Person::players[closest]->coords, 100.);
1269
1270                 if (Person::players[closest]->skeleton.free == 2) {
1271                     Person::players[closest]->skeleton.free = 0;
1272                 }
1273                 Person::players[closest]->RagDoll(0);
1274                 Person::players[closest]->dead = 2;
1275                 Person::players[closest]->headless = 1;
1276                 Person::players[closest]->DoBloodBig(3, 165);
1277
1278                 camerashake += .3;
1279             }
1280         }
1281
1282         /* Explode nearby player */
1283         if (Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1284             int closest = findClosestPlayer();
1285             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1286                 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1287
1288                 emit_sound_at(splattersound, Person::players[closest]->coords);
1289                 emit_sound_at(breaksound2, Person::players[closest]->coords);
1290
1291                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1292                     if (!Person::players[closest]->skeleton.free) {
1293                         flatvelocity2_orig = Person::players[closest]->velocity;
1294                         flatfacing2 = DoRotation(
1295                                           DoRotation(
1296                                               DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt),
1297                                               Person::players[closest]->tilt2, 0, 0),
1298                                           0, Person::players[closest]->yaw, 0) *
1299                                           Person::players[closest]->scale +
1300                                       Person::players[closest]->coords;
1301                     } else {
1302                         flatvelocity2_orig = Person::players[closest]->skeleton.joints[i].velocity;
1303                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position *
1304                                           Person::players[closest]->scale +
1305                                       Person::players[closest]->coords;
1306                     }
1307
1308                     // Animation part 1
1309                     flatvelocity2 = flatvelocity2_orig;
1310                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1311                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1312                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1313                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1314                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1315                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1316
1317                     // Animation part 2
1318                     flatvelocity2 = flatvelocity2_orig;
1319                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1320                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1321                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1322                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1323                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1324
1325                     // Animation part 3
1326                     flatvelocity2 = flatvelocity2_orig;
1327                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1328                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1329                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1330                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1331                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1332
1333                     // Animation part 4
1334                     flatvelocity2 = flatvelocity2_orig;
1335                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1336                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1337                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1338                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1339                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1340                 }
1341
1342                 XYZ temppos;
1343                 for (unsigned j = 0; j < Person::players.size(); j++) {
1344                     if (int(j) == closest) {
1345                         continue;
1346                     }
1347                     if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1348                         Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1349                         if (Person::players[j]->skeleton.free == 2) {
1350                             Person::players[j]->skeleton.free = 1;
1351                         }
1352                         Person::players[j]->skeleton.longdead = 0;
1353                         Person::players[j]->RagDoll(0);
1354                         for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1355                             temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1356                             if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1357                                 flatvelocity2 = temppos - Person::players[closest]->coords;
1358                                 Normalise(&flatvelocity2);
1359                                 Person::players[j]->skeleton.joints[i].velocity +=
1360                                     flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1361                             }
1362                         }
1363                     }
1364                 }
1365
1366                 Person::players[closest]->DoDamage(10000);
1367                 Person::players[closest]->RagDoll(0);
1368                 Person::players[closest]->dead = 2;
1369                 Person::players[closest]->coords = 20;
1370                 Person::players[closest]->skeleton.free = 2;
1371
1372                 camerashake += .6;
1373             }
1374         }
1375     }
1376
1377     /* Skip level (only for challenges) */
1378     // FIXME: Allow skipping levels in campaigns too
1379     if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1380         targetlevel++;
1381         if (targetlevel > numchallengelevels - 1) {
1382             targetlevel = 0;
1383         }
1384         loading = 1;
1385         leveltime = 5;
1386     }
1387
1388     /* Editor mode keys */
1389     if (editorenabled) {
1390         /* Closest player deletion */
1391         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1392             int closest = findClosestPlayer();
1393             if (closest > 0) {
1394                 Person::players.erase(Person::players.begin() + closest);
1395             }
1396         }
1397
1398         /* Closest object deletion */
1399         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1400             int closest = findClosestObject();
1401             if (closest >= 0) {
1402                 Object::DeleteObject(closest);
1403             }
1404         }
1405
1406         /* Add object */
1407         if (Input::isKeyPressed(SDL_SCANCODE_O)) {
1408             if (Object::objects.size() < max_objects - 1) {
1409                 XYZ scenecoords = Person::players[0]->coords;
1410                 scenecoords.y -= 3;
1411                 if (editortype == bushtype || editortype == firetype) {
1412                     scenecoords.y -= 3.5;
1413                 } else {
1414                     scenecoords.y -= 3;
1415                 }
1416
1417                 float tmpyaw, tmppitch;
1418                 tmpyaw = editoryaw;
1419                 tmppitch = editorpitch;
1420                 if (tmpyaw < 0 || editortype == bushtype) {
1421                     tmpyaw = Random() % 360;
1422                 }
1423                 if (tmppitch < 0) {
1424                     tmppitch = Random() % 360;
1425                 }
1426
1427                 Object::MakeObject(editortype, scenecoords, (int)tmpyaw - ((int)tmpyaw) % 30, (int)tmppitch, editorsize);
1428                 if (editortype == treetrunktype) {
1429                     Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (tmppitch < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1430                 }
1431             }
1432         }
1433
1434         /* Add player */
1435         if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1436             Person::players.push_back(shared_ptr<Person>(new Person()));
1437
1438             Person::players.back()->id = Person::players.size() - 1;
1439
1440             Person::players.back()->scale = Person::players[0]->scale;
1441             Person::players.back()->creature = rabbittype;
1442             Person::players.back()->howactive = editoractive;
1443             Person::players.back()->whichskin = (int)(abs(Random() % 3));
1444
1445             Person::players.back()->skeletonLoad(true);
1446
1447             Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1448             Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1449
1450             Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1451             Person::players.back()->yaw = Person::players[0]->yaw;
1452
1453             Person::players.back()->coords = Person::players[0]->coords;
1454             Person::players.back()->oldcoords = Person::players.back()->coords;
1455             Person::players.back()->realoldcoords = Person::players.back()->coords;
1456
1457             Person::players.back()->setProportions(1, 1, 1, 1);
1458
1459             Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1460
1461             Person::players.back()->damagetolerance = 200;
1462
1463             Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1464             Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1465             Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1466             Person::players.back()->armorhead = Person::players[0]->armorhead;
1467             Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1468             Person::players.back()->armorlow = Person::players[0]->armorlow;
1469             Person::players.back()->metalhead = Person::players[0]->metalhead;
1470             Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1471             Person::players.back()->metallow = Person::players[0]->metallow;
1472
1473             Person::players.back()->immobile = Person::players[0]->immobile;
1474
1475             Person::players.back()->numclothes = Person::players[0]->numclothes;
1476             for (int i = 0; i < Person::players.back()->numclothes; i++) {
1477                 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1478                 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1479                 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1480                 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1481             }
1482             Person::players.back()->addClothes();
1483
1484             Person::players.back()->power = Person::players[0]->power;
1485             Person::players.back()->speedmult = Person::players[0]->speedmult;
1486
1487             Person::players.back()->loaded = true;
1488         }
1489
1490         /* Add waypoint */
1491         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1492             if (Person::players.back()->numwaypoints < 90) {
1493                 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1494                 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1495                 Person::players.back()->numwaypoints++;
1496             } else {
1497                 printf("Add waypoint: Reached max number of waypoints (90), aborting.");
1498             }
1499         }
1500
1501         /* Connect waypoint */
1502         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1503             if (numpathpoints < 30) {
1504                 bool connected = false;
1505                 if (numpathpoints > 1) {
1506                     for (int i = 0; i < numpathpoints; i++) {
1507                         if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1508                             bool alreadyconnected = false;
1509                             for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1510                                 if (pathpointconnect[pathpointselected][j] == i) {
1511                                     alreadyconnected = true;
1512                                 }
1513                             }
1514                             if (!alreadyconnected) {
1515                                 numpathpointconnect[pathpointselected]++;
1516                                 connected = true;
1517                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1518                             }
1519                         }
1520                     }
1521                 }
1522                 if (!connected) {
1523                     numpathpoints++;
1524                     pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1525                     numpathpointconnect[numpathpoints - 1] = 0;
1526                     if (numpathpoints > 1 && pathpointselected != -1) {
1527                         numpathpointconnect[pathpointselected]++;
1528                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1529                     }
1530                     pathpointselected = numpathpoints - 1;
1531                 }
1532             } else {
1533                 printf("Connect waypoint: Reached max number of path points (30), aborting.");
1534             }
1535         }
1536
1537         /* Select next path waypoint */
1538         if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1539             pathpointselected++;
1540             if (pathpointselected >= numpathpoints) {
1541                 pathpointselected = -1;
1542             }
1543         }
1544
1545         /* Select previous path waypoint */
1546         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1547             pathpointselected--;
1548             if (pathpointselected <= -2) {
1549                 pathpointselected = numpathpoints - 1;
1550             }
1551         }
1552
1553         /* Delete path waypoint */
1554         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1555             if (pathpointselected != -1) {
1556                 numpathpoints--;
1557                 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1558                 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1559                 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1560                     pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1561                 }
1562                 for (int i = 0; i < numpathpoints; i++) {
1563                     for (int j = 0; j < numpathpointconnect[i]; j++) {
1564                         if (pathpointconnect[i][j] == pathpointselected) {
1565                             pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1566                             numpathpointconnect[i]--;
1567                         }
1568                         if (pathpointconnect[i][j] == numpathpoints) {
1569                             pathpointconnect[i][j] = pathpointselected;
1570                         }
1571                     }
1572                 }
1573                 pathpointselected = numpathpoints - 1;
1574             }
1575         }
1576
1577         /* Select previous object type */
1578         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1579             editortype--;
1580             if (editortype == treeleavestype || editortype == 10) {
1581                 editortype--;
1582             }
1583             if (editortype < 0) {
1584                 editortype = firetype;
1585             }
1586         }
1587
1588         /* Select next object type */
1589         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1590             editortype++;
1591             if (editortype == treeleavestype || editortype == 10) {
1592                 editortype++;
1593             }
1594             if (editortype > firetype) {
1595                 editortype = 0;
1596             }
1597         }
1598
1599         /* Decrease size for next object */
1600         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1601             editorsize -= multiplier;
1602             if (editorsize < .1) {
1603                 editorsize = .1;
1604             }
1605         }
1606
1607         /* Increase size for next object */
1608         if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1609             editorsize += multiplier;
1610         }
1611
1612         /* Decrease yaw for next object */
1613         if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1614             editoryaw -= multiplier * 100;
1615             if (editoryaw < -.01) {
1616                 editoryaw = -.01;
1617             }
1618         }
1619
1620         /* Increase yaw for next object */
1621         if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1622             editoryaw += multiplier * 100;
1623         }
1624
1625         /* Decrease pitch for next object */
1626         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1627             editorpitch -= multiplier * 100;
1628             if (editorpitch < -.01) {
1629                 editorpitch = -.01;
1630             }
1631         }
1632
1633         /* Increase pitch for next object */
1634         if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1635             editorpitch += multiplier * 100;
1636         }
1637
1638         /* Decrease map radius */
1639         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1640             mapradius -= multiplier * 10;
1641         }
1642
1643         /* Increase map radius */
1644         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1645             mapradius += multiplier * 10;
1646         }
1647     }
1648 }
1649
1650 void doJumpReversals()
1651 {
1652     for (unsigned k = 0; k < Person::players.size(); k++) {
1653         for (unsigned i = k + 1; i < Person::players.size(); i++) {
1654             if (Person::players[k]->skeleton.free == 0 &&
1655                 Person::players[i]->skeleton.oldfree == 0 &&
1656                 (Person::players[i]->animTarget == jumpupanim ||
1657                  Person::players[k]->animTarget == jumpupanim) &&
1658                 (Person::players[i]->aitype == playercontrolled ||
1659                  Person::players[k]->aitype == playercontrolled) &&
1660                 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1661                  (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1662                 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1663                     distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1664                     //TODO: refactor two huge similar ifs
1665                     if (Person::players[i]->animTarget == jumpupanim &&
1666                         Person::players[k]->animTarget != getupfrombackanim &&
1667                         Person::players[k]->animTarget != getupfromfrontanim &&
1668                         Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1669                         normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1670                         ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1671                          Person::players[k]->aitype != playercontrolled)) {
1672                         Person::players[i]->victim = Person::players[k];
1673                         Person::players[i]->velocity = 0;
1674                         Person::players[i]->animCurrent = jumpreversedanim;
1675                         Person::players[i]->animTarget = jumpreversedanim;
1676                         Person::players[i]->frameCurrent = 0;
1677                         Person::players[i]->frameTarget = 1;
1678                         Person::players[i]->targettilt2 = 0;
1679                         Person::players[k]->victim = Person::players[i];
1680                         Person::players[k]->velocity = 0;
1681                         Person::players[k]->animCurrent = jumpreversalanim;
1682                         Person::players[k]->animTarget = jumpreversalanim;
1683                         Person::players[k]->frameCurrent = 0;
1684                         Person::players[k]->frameTarget = 1;
1685                         Person::players[k]->targettilt2 = 0;
1686                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1687                             Person::players[i]->animCurrent = rabbitkickreversedanim;
1688                             Person::players[i]->animTarget = rabbitkickreversedanim;
1689                             Person::players[i]->frameCurrent = 1;
1690                             Person::players[i]->frameTarget = 2;
1691                             Person::players[k]->animCurrent = rabbitkickreversalanim;
1692                             Person::players[k]->animTarget = rabbitkickreversalanim;
1693                             Person::players[k]->frameCurrent = 1;
1694                             Person::players[k]->frameTarget = 2;
1695                         }
1696                         Person::players[i]->target = 0;
1697                         Person::players[k]->oldcoords = Person::players[k]->coords;
1698                         Person::players[i]->coords = Person::players[k]->coords;
1699                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1700                         Person::players[k]->yaw = Person::players[i]->targetyaw;
1701                         if (Person::players[k]->aitype == attacktypecutoff) {
1702                             Person::players[k]->stunned = .5;
1703                         }
1704                     }
1705                     if (Person::players[k]->animTarget == jumpupanim &&
1706                         Person::players[i]->animTarget != getupfrombackanim &&
1707                         Person::players[i]->animTarget != getupfromfrontanim &&
1708                         Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1709                         normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1710                         ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1711                          Person::players[i]->aitype != playercontrolled)) {
1712                         Person::players[k]->victim = Person::players[i];
1713                         Person::players[k]->velocity = 0;
1714                         Person::players[k]->animCurrent = jumpreversedanim;
1715                         Person::players[k]->animTarget = jumpreversedanim;
1716                         Person::players[k]->frameCurrent = 0;
1717                         Person::players[k]->frameTarget = 1;
1718                         Person::players[k]->targettilt2 = 0;
1719                         Person::players[i]->victim = Person::players[k];
1720                         Person::players[i]->velocity = 0;
1721                         Person::players[i]->animCurrent = jumpreversalanim;
1722                         Person::players[i]->animTarget = jumpreversalanim;
1723                         Person::players[i]->frameCurrent = 0;
1724                         Person::players[i]->frameTarget = 1;
1725                         Person::players[i]->targettilt2 = 0;
1726                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1727                             Person::players[k]->animTarget = rabbitkickreversedanim;
1728                             Person::players[k]->animCurrent = rabbitkickreversedanim;
1729                             Person::players[i]->animCurrent = rabbitkickreversalanim;
1730                             Person::players[i]->animTarget = rabbitkickreversalanim;
1731                             Person::players[k]->frameCurrent = 1;
1732                             Person::players[k]->frameTarget = 2;
1733                             Person::players[i]->frameCurrent = 1;
1734                             Person::players[i]->frameTarget = 2;
1735                         }
1736                         Person::players[k]->target = 0;
1737                         Person::players[i]->oldcoords = Person::players[i]->coords;
1738                         Person::players[k]->coords = Person::players[i]->coords;
1739                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1740                         Person::players[i]->yaw = Person::players[k]->targetyaw;
1741                         if (Person::players[i]->aitype == attacktypecutoff) {
1742                             Person::players[i]->stunned = .5;
1743                         }
1744                     }
1745                 }
1746             }
1747         }
1748     }
1749 }
1750
1751 void doAerialAcrobatics()
1752 {
1753     static XYZ facing, flatfacing;
1754     for (unsigned k = 0; k < Person::players.size(); k++) {
1755         Person::players[k]->turnspeed = 500;
1756
1757         if ((Person::players[k]->isRun() &&
1758              ((Person::players[k]->targetyaw != rabbitrunninganim &&
1759                Person::players[k]->targetyaw != wolfrunninganim) ||
1760               Person::players[k]->frameTarget == 4)) ||
1761             Person::players[k]->animTarget == removeknifeanim ||
1762             Person::players[k]->animTarget == crouchremoveknifeanim ||
1763             Person::players[k]->animTarget == flipanim ||
1764             Person::players[k]->animTarget == fightsidestep ||
1765             Person::players[k]->animTarget == walkanim) {
1766             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1767         }
1768
1769         if (Person::players[k]->isStop() ||
1770             Person::players[k]->isLanding() ||
1771             Person::players[k]->animTarget == staggerbackhighanim ||
1772             (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1773             Person::players[k]->animTarget == staggerbackhardanim ||
1774             Person::players[k]->animTarget == backhandspringanim ||
1775             Person::players[k]->animTarget == dodgebackanim ||
1776             Person::players[k]->animTarget == rollanim ||
1777             (Animation::animations[Person::players[k]->animTarget].attack &&
1778              Person::players[k]->animTarget != rabbitkickanim &&
1779              (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1780              (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1781             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1782         }
1783
1784         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1785             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1786         }
1787
1788         Person::players[k]->DoStuff();
1789         if (Person::players[k]->immobile && k != 0) {
1790             Person::players[k]->coords = Person::players[k]->realoldcoords;
1791         }
1792
1793         //if player's position has changed (?)
1794         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1795             !Person::players[k]->skeleton.free &&
1796             Person::players[k]->animTarget != climbanim &&
1797             Person::players[k]->animTarget != hanganim) {
1798             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1799             int whichhit;
1800             bool tempcollide = 0;
1801
1802             if (Person::players[k]->collide < -.3) {
1803                 Person::players[k]->collide = -.3;
1804             }
1805             if (Person::players[k]->collide > 1) {
1806                 Person::players[k]->collide = 1;
1807             }
1808             Person::players[k]->collide -= multiplier * 30;
1809
1810             //clip to terrain
1811             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1812
1813             for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1814                 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1815                 if (Object::objects[i]->type != rocktype ||
1816                     Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1817                     Object::objects[i]->position.y > Person::players[k]->coords.y) {
1818                     lowpoint = Person::players[k]->coords;
1819                     if (Person::players[k]->animTarget != jumpupanim &&
1820                         Person::players[k]->animTarget != jumpdownanim &&
1821                         !Person::players[k]->isFlip()) {
1822                         lowpoint.y += 1.25;
1823                     } else {
1824                         lowpoint.y += 1.3;
1825                     }
1826                     if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1827                         Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
1828                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1829                     }
1830                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1831                         flatfacing = lowpoint - Person::players[k]->coords;
1832                         Person::players[k]->coords = lowpoint;
1833                         Person::players[k]->coords.y -= 1.3;
1834                         Person::players[k]->collide = 1;
1835                         tempcollide = 1;
1836                         //wall jumps
1837                         //TODO: refactor four similar blocks
1838                         if (Person::players[k]->aitype == playercontrolled &&
1839                             (Person::players[k]->animTarget == jumpupanim ||
1840                              Person::players[k]->animTarget == jumpdownanim ||
1841                              Person::players[k]->isFlip()) &&
1842                             !Person::players[k]->jumptogglekeydown &&
1843                             Person::players[k]->jumpkeydown) {
1844                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1845                             XYZ tempcoords1 = lowpoint;
1846                             whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1847                             if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1848                                 Person::players[k]->setTargetAnimation(walljumpleftanim);
1849                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1850                                 if (k == 0) {
1851                                     pause_sound(whooshsound);
1852                                 }
1853
1854                                 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1855                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1856                                 if (lowpointtarget.z < 0) {
1857                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1858                                 }
1859                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
1860                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
1861                                 if (k == 0) {
1862                                     numwallflipped++;
1863                                 }
1864                             } else {
1865                                 lowpoint = tempcoords1;
1866                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1867                                 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1868                                 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1869                                     Person::players[k]->setTargetAnimation(walljumprightanim);
1870                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
1871                                     if (k == 0) {
1872                                         pause_sound(whooshsound);
1873                                     }
1874
1875                                     lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1876                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1877                                     if (lowpointtarget.z < 0) {
1878                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1879                                     }
1880                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
1881                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
1882                                     if (k == 0) {
1883                                         numwallflipped++;
1884                                     }
1885                                 } else {
1886                                     lowpoint = tempcoords1;
1887                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1888                                     whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1889                                     if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1890                                         Person::players[k]->setTargetAnimation(walljumpbackanim);
1891                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
1892                                         if (k == 0) {
1893                                             pause_sound(whooshsound);
1894                                         }
1895
1896                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1897                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1898                                         if (lowpointtarget.z < 0) {
1899                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1900                                         }
1901                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
1902                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
1903                                         if (k == 0) {
1904                                             numwallflipped++;
1905                                         }
1906                                     } else {
1907                                         lowpoint = tempcoords1;
1908                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1909                                         whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1910                                         if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1911                                             Person::players[k]->setTargetAnimation(walljumpfrontanim);
1912                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
1913                                             if (k == 0) {
1914                                                 pause_sound(whooshsound);
1915                                             }
1916
1917                                             lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1918                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1919                                             if (lowpointtarget.z < 0) {
1920                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1921                                             }
1922                                             Person::players[k]->yaw += 180;
1923                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
1924                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
1925                                             if (k == 0) {
1926                                                 numwallflipped++;
1927                                             }
1928                                         }
1929                                     }
1930                                 }
1931                             }
1932                         }
1933                     }
1934                 } else if (Object::objects[i]->type == rocktype) {
1935                     lowpoint2 = Person::players[k]->coords;
1936                     lowpoint = Person::players[k]->coords;
1937                     lowpoint.y += 2;
1938                     if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1939                         Person::players[k]->coords = colpoint;
1940                         Person::players[k]->collide = 1;
1941                         tempcollide = 1;
1942
1943                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1944                             //flipped into a rock
1945                             if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
1946                                 Person::players[k]->RagDoll(0);
1947                             }
1948
1949                             if (Person::players[k]->animTarget == jumpupanim) {
1950                                 Person::players[k]->jumppower = -4;
1951                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
1952                             }
1953                             Person::players[k]->target = 0;
1954                             Person::players[k]->frameTarget = 0;
1955                             Person::players[k]->onterrain = 1;
1956
1957                             if (Person::players[k]->id == 0) {
1958                                 pause_sound(whooshsound);
1959                                 OPENAL_SetVolume(channels[whooshsound], 0);
1960                             }
1961
1962                             //landing
1963                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1964                                 if (Person::players[k]->isFlip()) {
1965                                     Person::players[k]->jumppower = -4;
1966                                 }
1967                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
1968                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1969                                 if (k == 0) {
1970                                     addEnvSound(Person::players[k]->coords);
1971                                 }
1972                             }
1973                         }
1974                     }
1975                 }
1976             }
1977
1978             if (tempcollide) {
1979                 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1980                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1981                     lowpoint = Person::players[k]->coords;
1982                     lowpoint.y += 1.35;
1983                     if (Object::objects[i]->type != rocktype) {
1984                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1985                             if (Person::players[k]->animTarget != jumpupanim &&
1986                                 Person::players[k]->animTarget != jumpdownanim &&
1987                                 Person::players[k]->onterrain) {
1988                                 Person::players[k]->avoidcollided = 1;
1989                             }
1990                             Person::players[k]->coords = lowpoint;
1991                             Person::players[k]->coords.y -= 1.35;
1992                             Person::players[k]->collide = 1;
1993
1994                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
1995                                 (Person::players[k]->animCurrent != climbanim &&
1996                                      Person::players[k]->animCurrent != hanganim &&
1997                                      !Person::players[k]->isWallJump() ||
1998                                  Person::players[k]->animTarget == jumpupanim ||
1999                                  Person::players[k]->animTarget == jumpdownanim)) {
2000                                 lowpoint = Person::players[k]->coords;
2001                                 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
2002                                 lowpoint = Person::players[k]->coords;
2003                                 lowpoint.y += .05;
2004                                 facing = 0;
2005                                 facing.z = -1;
2006                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2007                                 lowpointtarget = lowpoint + facing * 1.4;
2008                                 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2009                                 if (whichhit != -1) {
2010                                     lowpoint = Person::players[k]->coords;
2011                                     lowpoint.y += .1;
2012                                     lowpointtarget = lowpoint + facing * 1.4;
2013                                     lowpoint2 = lowpoint;
2014                                     lowpointtarget2 = lowpointtarget;
2015                                     lowpoint3 = lowpoint;
2016                                     lowpointtarget3 = lowpointtarget;
2017                                     lowpoint4 = lowpoint;
2018                                     lowpointtarget4 = lowpointtarget;
2019                                     lowpoint5 = lowpoint;
2020                                     lowpointtarget5 = lowpointtarget;
2021                                     lowpoint6 = lowpoint;
2022                                     lowpointtarget6 = lowpointtarget;
2023                                     lowpoint7 = lowpoint;
2024                                     lowpointtarget7 = lowpoint;
2025                                     lowpoint2.x += .1;
2026                                     lowpointtarget2.x += .1;
2027                                     lowpoint3.z += .1;
2028                                     lowpointtarget3.z += .1;
2029                                     lowpoint4.x -= .1;
2030                                     lowpointtarget4.x -= .1;
2031                                     lowpoint5.z -= .1;
2032                                     lowpointtarget5.z -= .1;
2033                                     lowpoint6.y += 45 / 13;
2034                                     lowpointtarget6.y += 45 / 13;
2035                                     lowpointtarget6 += facing * .6;
2036                                     lowpointtarget7.y += 90 / 13;
2037                                     whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2038                                     if (Object::objects[i]->friction > .5) {
2039                                         if (whichhit != -1) {
2040                                             if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
2041                                                 Person::players[k]->collided = 1;
2042                                             }
2043                                             if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
2044                                                 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
2045                                                     if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2046                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2047                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2048                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2049                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2050                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2051                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2052                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2053                                                         for (int j = 0; j < 45; j++) {
2054                                                             lowpoint = Person::players[k]->coords;
2055                                                             lowpoint.y += (float)j / 13;
2056                                                             lowpointtarget = lowpoint + facing * 1.4;
2057                                                             if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2058                                                                                                             &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2059                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
2060                                                                     break;
2061                                                                 }
2062                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2063                                                                     lowpoint = Person::players[k]->coords;
2064                                                                     lowpoint.y += (float)j / 13;
2065                                                                     lowpointtarget = lowpoint + facing * 1.3;
2066                                                                     flatfacing = Person::players[k]->coords;
2067                                                                     Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
2068                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
2069                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2070
2071                                                                     if (j > 10 || !Person::players[k]->isRun()) {
2072                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2073                                                                             if (k == 0) {
2074                                                                                 pause_sound(whooshsound);
2075                                                                             }
2076                                                                         }
2077                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2078
2079                                                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2080                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2081                                                                         if (lowpointtarget.z < 0) {
2082                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2083                                                                         }
2084                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2085                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2086
2087                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
2088                                                                         Person::players[k]->velocity = 0;
2089
2090                                                                         //climb ledge (?)
2091                                                                         if (Person::players[k]->animTarget == jumpupanim) {
2092                                                                             Person::players[k]->animTarget = climbanim;
2093                                                                             Person::players[k]->jumppower = 0;
2094                                                                             Person::players[k]->jumpclimb = 1;
2095                                                                         }
2096                                                                         Person::players[k]->transspeed = 6;
2097                                                                         Person::players[k]->target = 0;
2098                                                                         Person::players[k]->frameTarget = 1;
2099                                                                         //hang ledge (?)
2100                                                                         if (j > 25) {
2101                                                                             Person::players[k]->setTargetAnimation(hanganim);
2102                                                                             Person::players[k]->jumppower = 0;
2103                                                                         }
2104                                                                     }
2105                                                                     break;
2106                                                                 }
2107                                                             }
2108                                                         }
2109                                                     }
2110                                                 }
2111                                             }
2112                                         }
2113                                     }
2114                                 }
2115                             }
2116                         }
2117                     }
2118                 }
2119             }
2120             if (Person::players[k]->collide <= 0) {
2121                 //in the air
2122                 if (!Person::players[k]->onterrain &&
2123                     Person::players[k]->animTarget != jumpupanim &&
2124                     Person::players[k]->animTarget != jumpdownanim &&
2125                     Person::players[k]->animTarget != climbanim &&
2126                     Person::players[k]->animTarget != hanganim &&
2127                     !Person::players[k]->isWallJump() &&
2128                     !Person::players[k]->isFlip()) {
2129                     if (Person::players[k]->animCurrent != climbanim &&
2130                         Person::players[k]->animCurrent != tempanim &&
2131                         Person::players[k]->animTarget != backhandspringanim &&
2132                         (Person::players[k]->animTarget != rollanim ||
2133                          Person::players[k]->frameTarget < 2 ||
2134                          Person::players[k]->frameTarget > 6)) {
2135                         //stagger off ledge (?)
2136                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
2137                             Person::players[k]->RagDoll(0);
2138                         }
2139                         Person::players[k]->setTargetAnimation(jumpdownanim);
2140
2141                         if (!k) {
2142                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2143                         }
2144                     }
2145                     //gravity
2146                     Person::players[k]->velocity.y += gravity;
2147                 }
2148             }
2149         }
2150         Person::players[k]->realoldcoords = Person::players[k]->coords;
2151     }
2152 }
2153
2154 void doAttacks()
2155 {
2156     static int randattack;
2157     static bool playerrealattackkeydown = 0;
2158
2159     if (!Input::isKeyDown(attackkey)) {
2160         oldattackkey = 0;
2161     }
2162     if (oldattackkey) {
2163         Person::players[0]->attackkeydown = 0;
2164     }
2165     if (oldattackkey) {
2166         playerrealattackkeydown = 0;
2167     }
2168     if (!oldattackkey) {
2169         playerrealattackkeydown = Input::isKeyDown(attackkey);
2170     }
2171     if ((Person::players[0]->parriedrecently <= 0 ||
2172          Person::players[0]->weaponactive == -1) &&
2173         (!oldattackkey ||
2174          (realthreat &&
2175           Person::players[0]->lastattack != swordslashanim &&
2176           Person::players[0]->lastattack != knifeslashstartanim &&
2177           Person::players[0]->lastattack != staffhitanim &&
2178           Person::players[0]->lastattack != staffspinhitanim))) {
2179         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2180     }
2181     if (Input::isKeyDown(attackkey) &&
2182         !oldattackkey &&
2183         !Person::players[0]->backkeydown) {
2184         for (unsigned k = 0; k < Person::players.size(); k++) {
2185             if ((Person::players[k]->animTarget == swordslashanim ||
2186                  Person::players[k]->animTarget == staffhitanim ||
2187                  Person::players[k]->animTarget == staffspinhitanim) &&
2188                 Person::players[0]->animCurrent != dodgebackanim &&
2189                 !Person::players[k]->skeleton.free) {
2190                 Person::players[k]->Reverse();
2191             }
2192         }
2193     }
2194
2195     if (!hostile || Dialog::inDialog()) {
2196         Person::players[0]->attackkeydown = 0;
2197     }
2198
2199     for (unsigned k = 0; k < Person::players.size(); k++) {
2200         if (Dialog::inDialog()) {
2201             Person::players[k]->attackkeydown = 0;
2202         }
2203         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2204             if (Person::players[k]->aitype != playercontrolled) {
2205                 Person::players[k]->victim = Person::players[0];
2206             }
2207             //attack key pressed
2208             if (Person::players[k]->attackkeydown) {
2209                 //dodge backward
2210                 if (Person::players[k]->backkeydown &&
2211                     Person::players[k]->animTarget != backhandspringanim &&
2212                     (Person::players[k]->isIdle() ||
2213                      Person::players[k]->isStop() ||
2214                      Person::players[k]->isRun() ||
2215                      Person::players[k]->animTarget == walkanim)) {
2216                     if (Person::players[k]->jumppower <= 1) {
2217                         Person::players[k]->jumppower -= 2;
2218                     } else {
2219                         for (unsigned i = 0; i < Person::players.size(); i++) {
2220                             if (i == k) {
2221                                 continue;
2222                             }
2223                             if (Person::players[i]->animTarget == swordslashanim ||
2224                                 Person::players[i]->animTarget == knifeslashstartanim ||
2225                                 Person::players[i]->animTarget == staffhitanim ||
2226                                 Person::players[i]->animTarget == staffspinhitanim) {
2227                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2228                                     Person::players[k]->setTargetAnimation(dodgebackanim);
2229                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2230                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2231                                 }
2232                             }
2233                         }
2234                         if (Person::players[k]->animTarget != dodgebackanim) {
2235                             if (k == 0) {
2236                                 numflipped++;
2237                             }
2238                             Person::players[k]->setTargetAnimation(backhandspringanim);
2239                             Person::players[k]->targetyaw = -yaw + 180;
2240                             if (Person::players[k]->leftkeydown) {
2241                                 Person::players[k]->targetyaw -= 45;
2242                             }
2243                             if (Person::players[k]->rightkeydown) {
2244                                 Person::players[k]->targetyaw += 45;
2245                             }
2246                             Person::players[k]->yaw = Person::players[k]->targetyaw;
2247                             Person::players[k]->jumppower -= 2;
2248                         }
2249                     }
2250                 }
2251                 //attack
2252                 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2253                     !Person::players[k]->backkeydown &&
2254                     (Person::players[k]->isIdle() ||
2255                      Person::players[k]->isRun() ||
2256                      Person::players[k]->animTarget == walkanim ||
2257                      Person::players[k]->animTarget == sneakanim ||
2258                      Person::players[k]->isCrouch())) {
2259                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2260                     //normal attacks (?)
2261                     Person::players[k]->hasvictim = 0;
2262                     if (Person::players.size() > 1) {
2263                         for (unsigned i = 0; i < Person::players.size(); i++) {
2264                             if (i == k || !(k == 0 || i == 0)) {
2265                                 continue;
2266                             }
2267                             if (!Person::players[k]->hasvictim) {
2268                                 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2269                                     //choose an attack
2270                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2271                                     if (distance < 4.5 &&
2272                                         !Person::players[i]->skeleton.free &&
2273                                         Person::players[i]->howactive < typedead1 &&
2274                                         Person::players[i]->animTarget != jumpreversedanim &&
2275                                         Person::players[i]->animTarget != rabbitkickreversedanim &&
2276                                         Person::players[i]->animTarget != rabbitkickanim &&
2277                                         Person::players[k]->animTarget != rabbitkickanim &&
2278                                         Person::players[i]->animTarget != getupfrombackanim &&
2279                                         (Person::players[i]->animTarget != staggerbackhighanim &&
2280                                          (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2281                                         Person::players[i]->animTarget != jumpdownanim &&
2282                                         Person::players[i]->animTarget != jumpupanim &&
2283                                         Person::players[i]->animTarget != getupfromfrontanim) {
2284                                         Person::players[k]->victim = Person::players[i];
2285                                         Person::players[k]->hasvictim = 1;
2286                                         if (Person::players[k]->aitype == playercontrolled) { //human player
2287                                             //sweep
2288                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2289                                                 Person::players[k]->crouchkeydown &&
2290                                                 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2291                                                 Person::players[k]->animTarget = sweepanim;
2292                                                 //winduppunch
2293                                             } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2294                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2295                                                        !Person::players[k]->forwardkeydown &&
2296                                                        !Person::players[k]->leftkeydown &&
2297                                                        !Person::players[k]->rightkeydown &&
2298                                                        !Person::players[k]->crouchkeydown &&
2299                                                        !attackweapon &&
2300                                                        !reversaltrain) {
2301                                                 Person::players[k]->animTarget = winduppunchanim;
2302                                                 //upunch
2303                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2304                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2305                                                        !Person::players[k]->forwardkeydown &&
2306                                                        !Person::players[k]->leftkeydown &&
2307                                                        !Person::players[k]->rightkeydown &&
2308                                                        !Person::players[k]->crouchkeydown &&
2309                                                        !attackweapon) {
2310                                                 Person::players[k]->animTarget = upunchanim;
2311                                                 //knifefollow
2312                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2313                                                        Person::players[i]->staggerdelay > 0 &&
2314                                                        attackweapon == knife &&
2315                                                        Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
2316                                                 Person::players[k]->animTarget = knifefollowanim;
2317                                                 //knifeslashstart
2318                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2319                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2320                                                        !Person::players[k]->forwardkeydown &&
2321                                                        !Person::players[k]->leftkeydown &&
2322                                                        !Person::players[k]->rightkeydown &&
2323                                                        !Person::players[k]->crouchkeydown &&
2324                                                        attackweapon == knife &&
2325                                                        Person::players[k]->weaponmissdelay <= 0) {
2326                                                 Person::players[k]->animTarget = knifeslashstartanim;
2327                                                 //swordslash
2328                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2329                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2330                                                        !Person::players[k]->crouchkeydown &&
2331                                                        attackweapon == sword &&
2332                                                        Person::players[k]->weaponmissdelay <= 0) {
2333                                                 Person::players[k]->animTarget = swordslashanim;
2334                                                 //staffhit
2335                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2336                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2337                                                        !Person::players[k]->crouchkeydown &&
2338                                                        attackweapon == staff &&
2339                                                        Person::players[k]->weaponmissdelay <= 0 &&
2340                                                        !Person::players[k]->leftkeydown &&
2341                                                        !Person::players[k]->rightkeydown &&
2342                                                        !Person::players[k]->forwardkeydown) {
2343                                                 Person::players[k]->animTarget = staffhitanim;
2344                                                 //staffspinhit
2345                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2346                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2347                                                        !Person::players[k]->crouchkeydown &&
2348                                                        attackweapon == staff &&
2349                                                        Person::players[k]->weaponmissdelay <= 0) {
2350                                                 Person::players[k]->animTarget = staffspinhitanim;
2351                                                 //spinkick
2352                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2353                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2354                                                 Person::players[k]->animTarget = spinkickanim;
2355                                                 //lowkick
2356                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2357                                                        Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2358                                                        Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2359                                                 Person::players[k]->animTarget = lowkickanim;
2360                                             }
2361                                         } else { //AI player
2362                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2363                                                 randattack = abs(Random() % 5);
2364                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2365                                                     //sweep
2366                                                     if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2367                                                         Person::players[k]->animTarget = sweepanim;
2368                                                         //upunch
2369                                                     } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2370                                                                !attackweapon) {
2371                                                         Person::players[k]->animTarget = upunchanim;
2372                                                         //spinkick
2373                                                     } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2374                                                         Person::players[k]->animTarget = spinkickanim;
2375                                                         //lowkick
2376                                                     } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
2377                                                         Person::players[k]->animTarget = lowkickanim;
2378                                                     }
2379                                                 }
2380                                                 if (attackweapon) {
2381                                                     //sweep
2382                                                     if ((!Tutorial::active || !attackweapon) &&
2383                                                         distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2384                                                         randattack == 0 &&
2385                                                         Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2386                                                         Person::players[k]->animTarget = sweepanim;
2387                                                         //knifeslashstart
2388                                                     } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2389                                                                attackweapon == knife &&
2390                                                                Person::players[k]->weaponmissdelay <= 0) {
2391                                                         Person::players[k]->animTarget = knifeslashstartanim;
2392                                                         //swordslash
2393                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2394                                                                  Person::players[0]->hasvictim &&
2395                                                                  Person::players[0]->animTarget == swordslashanim) &&
2396                                                                attackweapon == sword &&
2397                                                                Person::players[k]->weaponmissdelay <= 0) {
2398                                                         Person::players[k]->animTarget = swordslashanim;
2399                                                         //staffhit
2400                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2401                                                                  Person::players[0]->hasvictim &&
2402                                                                  Person::players[0]->animTarget == swordslashanim) &&
2403                                                                attackweapon == staff &&
2404                                                                Person::players[k]->weaponmissdelay <= 0 &&
2405                                                                randattack < 3) {
2406                                                         Person::players[k]->animTarget = staffhitanim;
2407                                                         //staffspinhit
2408                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2409                                                                  Person::players[0]->hasvictim &&
2410                                                                  Person::players[0]->animTarget == swordslashanim) &&
2411                                                                attackweapon == staff &&
2412                                                                Person::players[k]->weaponmissdelay <= 0 &&
2413                                                                randattack >= 3) {
2414                                                         Person::players[k]->animTarget = staffspinhitanim;
2415                                                         //spinkick
2416                                                     } else if ((!Tutorial::active || !attackweapon) &&
2417                                                                distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2418                                                                randattack == 1 &&
2419                                                                Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2420                                                         Person::players[k]->animTarget = spinkickanim;
2421                                                         //lowkick
2422                                                     } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2423                                                                Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2424                                                                Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2425                                                         Person::players[k]->animTarget = lowkickanim;
2426                                                     }
2427                                                 }
2428                                             }
2429                                         }
2430                                         //upunch becomes wolfslap
2431                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
2432                                             Person::players[k]->animTarget = wolfslapanim;
2433                                         }
2434                                     }
2435                                     //sneak attacks
2436                                     if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2437                                         Person::players[i]->howactive < typedead1 &&
2438                                         distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2439                                         !Person::players[i]->skeleton.free &&
2440                                         Person::players[i]->animTarget != getupfrombackanim &&
2441                                         Person::players[i]->animTarget != getupfromfrontanim &&
2442                                         (Person::players[i]->surprised > 0 ||
2443                                          Person::players[i]->aitype == passivetype ||
2444                                          attackweapon && Person::players[i]->stunned > 0) &&
2445                                         normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2446                                         //sneakattack
2447                                         if (!attackweapon) {
2448                                             Person::players[k]->animCurrent = sneakattackanim;
2449                                             Person::players[k]->animTarget = sneakattackanim;
2450                                             Person::players[i]->animCurrent = sneakattackedanim;
2451                                             Person::players[i]->animTarget = sneakattackedanim;
2452                                             Person::players[k]->oldcoords = Person::players[k]->coords;
2453                                             Person::players[k]->coords = Person::players[i]->coords;
2454                                         }
2455                                         //knifesneakattack
2456                                         if (attackweapon == knife) {
2457                                             Person::players[k]->animCurrent = knifesneakattackanim;
2458                                             Person::players[k]->animTarget = knifesneakattackanim;
2459                                             Person::players[i]->animCurrent = knifesneakattackedanim;
2460                                             Person::players[i]->animTarget = knifesneakattackedanim;
2461                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2462                                             Person::players[i]->coords = Person::players[k]->coords;
2463                                         }
2464                                         //swordsneakattack
2465                                         if (attackweapon == sword) {
2466                                             Person::players[k]->animCurrent = swordsneakattackanim;
2467                                             Person::players[k]->animTarget = swordsneakattackanim;
2468                                             Person::players[i]->animCurrent = swordsneakattackedanim;
2469                                             Person::players[i]->animTarget = swordsneakattackedanim;
2470                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2471                                             Person::players[i]->coords = Person::players[k]->coords;
2472                                         }
2473                                         if (attackweapon != staff) {
2474                                             Person::players[k]->victim = Person::players[i];
2475                                             Person::players[k]->hasvictim = 1;
2476                                             Person::players[i]->targettilt2 = 0;
2477                                             Person::players[i]->frameTarget = 1;
2478                                             Person::players[i]->frameCurrent = 0;
2479                                             Person::players[i]->target = 0;
2480                                             Person::players[i]->velocity = 0;
2481                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2482                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2483                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2484                                             Person::players[k]->target = Person::players[i]->target;
2485                                             Person::players[k]->velocity = 0;
2486                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
2487                                             Person::players[k]->yaw = Person::players[i]->yaw;
2488                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
2489                                         }
2490                                     }
2491                                     if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2492                                         Person::players[k]->victim == Person::players[i] &&
2493                                         (!Person::players[i]->skeleton.free)) {
2494                                         oldattackkey = 1;
2495                                         Person::players[k]->frameTarget = 0;
2496                                         Person::players[k]->target = 0;
2497
2498                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2499                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2500                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2501                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2502                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
2503                                     }
2504                                     if (Person::players[k]->animTarget == knifefollowanim &&
2505                                         Person::players[k]->victim == Person::players[i]) {
2506                                         oldattackkey = 1;
2507                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2508                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2509                                         Person::players[k]->victim = Person::players[i];
2510                                         Person::players[k]->hasvictim = 1;
2511                                         Person::players[i]->animTarget = knifefollowedanim;
2512                                         Person::players[i]->animCurrent = knifefollowedanim;
2513                                         Person::players[i]->targettilt2 = 0;
2514                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2515                                         Person::players[i]->frameTarget = 1;
2516                                         Person::players[i]->frameCurrent = 0;
2517                                         Person::players[i]->target = 0;
2518                                         Person::players[i]->velocity = 0;
2519                                         Person::players[k]->animCurrent = knifefollowanim;
2520                                         Person::players[k]->animTarget = knifefollowanim;
2521                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2522                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2523                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2524                                         Person::players[k]->target = Person::players[i]->target;
2525                                         Person::players[k]->velocity = 0;
2526                                         Person::players[k]->oldcoords = Person::players[k]->coords;
2527                                         Person::players[i]->coords = Person::players[k]->coords;
2528                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2529                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2530                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
2531                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2532                                     }
2533                                 }
2534                             }
2535                         }
2536                     }
2537                     const bool hasstaff = attackweapon == staff;
2538                     if (k == 0 && Person::players.size() > 1) {
2539                         for (unsigned i = 0; i < Person::players.size(); i++) {
2540                             if (i == k) {
2541                                 continue;
2542                             }
2543                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2544                                 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2545                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2546                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
2547                                     if (Person::players[i]->skeleton.free) {
2548                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2549                                             (Person::players[i]->dead ||
2550                                              Person::players[i]->skeleton.longdead > 1000 ||
2551                                              Person::players[k]->isRun() ||
2552                                              hasstaff ||
2553                                              (attackweapon &&
2554                                               (Person::players[i]->skeleton.longdead > 2000 ||
2555                                                Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2556                                                Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2557                                               distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2558                                             Person::players[k]->victim = Person::players[i];
2559                                             Person::players[k]->hasvictim = 1;
2560                                             if (attackweapon && !Tutorial::active) {
2561                                                 //crouchstab
2562                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
2563                                                     Person::players[k]->animTarget = crouchstabanim;
2564                                                 }
2565                                                 //swordgroundstab
2566                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
2567                                                     Person::players[k]->animTarget = swordgroundstabanim;
2568                                                 }
2569                                                 //staffgroundsmash
2570                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
2571                                                     Person::players[k]->animTarget = staffgroundsmashanim;
2572                                                 }
2573                                             }
2574                                             if (distance < 2.5 &&
2575                                                 Person::players[k]->crouchkeydown &&
2576                                                 Person::players[k]->animTarget != crouchstabanim &&
2577                                                 !attackweapon &&
2578                                                 Person::players[i]->dead &&
2579                                                 Person::players[i]->skeleton.free &&
2580                                                 Person::players[i]->skeleton.longdead > 1000) {
2581                                                 Person::players[k]->animTarget = killanim;
2582                                                 terrain.deleteDeadDecals();
2583                                                 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2584                                                     if (Object::objects[l]->model.type == decalstype) {
2585                                                         Object::objects[l]->model.deleteDeadDecals();
2586                                                     }
2587                                                 }
2588                                             }
2589                                             if (!Person::players[i]->dead || musictype != 2) {
2590                                                 if (distance < 3.5 &&
2591                                                     (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2592                                                     Person::players[k]->staggerdelay <= 0 &&
2593                                                     (Person::players[i]->dead ||
2594                                                      Person::players[i]->skeleton.longdead < 300 &&
2595                                                          Person::players[k]->lastattack != spinkickanim &&
2596                                                          Person::players[i]->skeleton.free) &&
2597                                                     (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2598                                                     Person::players[k]->animTarget = dropkickanim;
2599                                                     terrain.deleteDeadDecals();
2600                                                     for (unsigned int l = 0; l < Object::objects.size(); l++) {
2601                                                         if (Object::objects[l]->model.type == decalstype) {
2602                                                             Object::objects[l]->model.deleteDeadDecals();
2603                                                         }
2604                                                     }
2605                                                 }
2606                                             }
2607                                         }
2608                                     }
2609                                 }
2610                                 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2611                                     Person::players[k]->victim == Person::players[i] &&
2612                                     (!Person::players[i]->skeleton.free ||
2613                                      Person::players[k]->animTarget == killanim ||
2614                                      Person::players[k]->animTarget == crouchstabanim ||
2615                                      Person::players[k]->animTarget == swordgroundstabanim ||
2616                                      Person::players[k]->animTarget == staffgroundsmashanim ||
2617                                      Person::players[k]->animTarget == dropkickanim)) {
2618                                     oldattackkey = 1;
2619                                     Person::players[k]->frameTarget = 0;
2620                                     Person::players[k]->target = 0;
2621
2622                                     XYZ targetpoint = Person::players[i]->coords;
2623                                     if (Person::players[k]->animTarget == crouchstabanim ||
2624                                         Person::players[k]->animTarget == swordgroundstabanim ||
2625                                         Person::players[k]->animTarget == staffgroundsmashanim) {
2626                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
2627                                                         Person::players[i]->jointPos(neck)) /
2628                                                        2 *
2629                                                        Person::players[i]->scale;
2630                                     }
2631                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2632                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2633
2634                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2635                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2636                                     }
2637
2638                                     if (Person::players[k]->animTarget == staffgroundsmashanim) {
2639                                         Person::players[k]->targettilt2 += 10;
2640                                     }
2641
2642                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2643                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2644                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
2645
2646                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
2647                                         Person::players[k]->targetyaw += 30;
2648                                     }
2649                                 }
2650                             }
2651                         }
2652                     }
2653                     if (!Person::players[k]->hasvictim) {
2654                         //find victim
2655                         for (unsigned i = 0; i < Person::players.size(); i++) {
2656                             if (i == k || !(i == 0 || k == 0)) {
2657                                 continue;
2658                             }
2659                             if (!Person::players[i]->skeleton.free) {
2660                                 if (Person::players[k]->hasvictim) {
2661                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2662                                         distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
2663                                         Person::players[k]->victim = Person::players[i];
2664                                     }
2665                                 } else {
2666                                     Person::players[k]->victim = Person::players[i];
2667                                     Person::players[k]->hasvictim = 1;
2668                                 }
2669                             }
2670                         }
2671                     }
2672                     if (Person::players[k]->aitype == playercontrolled) {
2673                         //rabbit kick
2674                         if (Person::players[k]->attackkeydown &&
2675                             Person::players[k]->isRun() &&
2676                             Person::players[k]->wasRun() &&
2677                             ((Person::players[k]->hasvictim &&
2678                               distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2679                               distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2680                               !Person::players[k]->victim->skeleton.free &&
2681                               Person::players[k]->victim->animTarget != getupfrombackanim &&
2682                               Person::players[k]->victim->animTarget != getupfromfrontanim &&
2683                               Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2684                               Person::players[k]->aitype != playercontrolled && //wat???
2685                               normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2686                               Person::players[k]->rabbitkickenabled) ||
2687                              Person::players[k]->jumpkeydown)) {
2688                             oldattackkey = 1;
2689                             Person::players[k]->setTargetAnimation(rabbitkickanim);
2690                         }
2691                     }
2692                     //update counts
2693                     if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2694                         numattacks++;
2695                         switch (attackweapon) {
2696                             case 0:
2697                                 numunarmedattack++;
2698                                 break;
2699                             case knife:
2700                                 numknifeattack++;
2701                                 break;
2702                             case sword:
2703                                 numswordattack++;
2704                                 break;
2705                             case staff:
2706                                 numstaffattack++;
2707                                 break;
2708                         }
2709                     }
2710                 }
2711             }
2712         }
2713     }
2714 }
2715
2716 void doPlayerCollisions()
2717 {
2718     static XYZ rotatetarget;
2719     static float collisionradius;
2720     if (Person::players.size() > 1) {
2721         for (unsigned k = 0; k < Person::players.size(); k++) {
2722             for (unsigned i = k + 1; i < Person::players.size(); i++) {
2723                 //neither player is part of a reversal
2724                 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2725                      Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2726                      Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2727                      Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2728                     (i != 0 && k != 0)) {
2729                     if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2730                          Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2731                          Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2732                          Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2733                         (i != 0 && k != 0)) {
2734                         //neither is sleeping
2735                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
2736                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
2737                                 //in same patch, neither is climbing
2738                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2739                                     Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2740                                     Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2741                                     Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2742                                     Person::players[i]->animTarget != climbanim &&
2743                                     Person::players[i]->animTarget != hanganim &&
2744                                     Person::players[k]->animTarget != climbanim &&
2745                                     Person::players[k]->animTarget != hanganim) {
2746                                     //players are close (bounding box test)
2747                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
2748                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
2749                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
2750                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
2751                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
2752                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2753                                                             //spread fire from player to player
2754                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2755                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2756                                                                     if (!Person::players[i]->onfire) {
2757                                                                         Person::players[i]->CatchFire();
2758                                                                     }
2759                                                                     if (!Person::players[k]->onfire) {
2760                                                                         Person::players[k]->CatchFire();
2761                                                                     }
2762                                                                 }
2763                                                             }
2764
2765                                                             XYZ tempcoords1 = Person::players[i]->coords;
2766                                                             XYZ tempcoords2 = Person::players[k]->coords;
2767                                                             if (!Person::players[i]->skeleton.oldfree) {
2768                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2769                                                             }
2770                                                             if (!Person::players[k]->skeleton.oldfree) {
2771                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2772                                                             }
2773                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2774                                                             if (Person::players[0]->hasvictim) {
2775                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
2776                                                                     collisionradius = 3;
2777                                                                 }
2778                                                             }
2779                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2780                                                                 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2781                                                                  distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2782                                                                 //jump down on a dead body
2783                                                                 if (k == 0 || i == 0) {
2784                                                                     int l = i ? i : k;
2785                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
2786                                                                         !Person::players[0]->skeleton.oldfree &&
2787                                                                         !Person::players[0]->skeleton.free &&
2788                                                                         Person::players[l]->skeleton.oldfree &&
2789                                                                         Person::players[l]->skeleton.free &&
2790                                                                         Person::players[l]->dead &&
2791                                                                         Person::players[0]->lastcollide <= 0 &&
2792                                                                         fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2793                                                                         distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2794                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
2795                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
2796                                                                         Person::players[l]->skeleton.free = 0;
2797                                                                         Person::players[l]->yaw = 0;
2798                                                                         Person::players[l]->RagDoll(0);
2799                                                                         Person::players[l]->DoDamage(20);
2800                                                                         camerashake += .3;
2801                                                                         Person::players[l]->skeleton.longdead = 0;
2802                                                                         Person::players[0]->lastcollide = 1;
2803                                                                     }
2804                                                                 }
2805
2806                                                                 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2807                                                                     (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2808                                                                     (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2809                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2810                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2811                                                                          Person::players[i]->skeleton.free) &&
2812                                                                         (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2813                                                                          Person::players[k]->skeleton.free)) {
2814                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2815                                                                                k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2816                                                                               normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2817                                                                              (k == 0 ||
2818                                                                               k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2819                                                                               /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2820                                                                             (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2821                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2822                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2823                                                                             //If hit by body
2824                                                                             if ((i != 0 || Person::players[i]->skeleton.free) &&
2825                                                                                     (k != 0 || Person::players[k]->skeleton.free) ||
2826                                                                                 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2827                                                                                  Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2828                                                                                 if (!Tutorial::active) {
2829                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2830                                                                                 }
2831
2832                                                                                 Person::players[i]->RagDoll(0);
2833                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2834                                                                                     award_bonus(0, aimbonus);
2835                                                                                 }
2836                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2837                                                                                 Person::players[k]->RagDoll(0);
2838                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2839                                                                                     award_bonus(0, aimbonus); // Huh, again?
2840                                                                                 }
2841                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2842
2843                                                                                 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2844                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2845                                                                                 }
2846                                                                                 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2847                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2848                                                                                 }
2849                                                                             }
2850                                                                         }
2851                                                                     }
2852                                                                     if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2853                                                                          Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2854                                                                         (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2855                                                                          Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2856                                                                         //If bumped
2857                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2858                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2859                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2860                                                                                 Normalise(&rotatetarget);
2861                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2862                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2863                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2864                                                                                 if (Person::players[k]->howactive == typeactive || hostile) {
2865                                                                                     if (Person::players[k]->isIdle()) {
2866                                                                                         if (Person::players[k]->howactive < typesleeping) {
2867                                                                                             Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2868                                                                                         } else if (Person::players[k]->howactive == typesleeping) {
2869                                                                                             Person::players[k]->setTargetAnimation(getupfromfrontanim);
2870                                                                                         }
2871                                                                                         if (!editorenabled) {
2872                                                                                             Person::players[k]->howactive = typeactive;
2873                                                                                         }
2874                                                                                     }
2875                                                                                 }
2876                                                                                 if (Person::players[i]->howactive == typeactive || hostile) {
2877                                                                                     if (Person::players[i]->isIdle()) {
2878                                                                                         if (Person::players[i]->howactive < typesleeping) {
2879                                                                                             Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2880                                                                                         } else {
2881                                                                                             Person::players[i]->setTargetAnimation(getupfromfrontanim);
2882                                                                                         }
2883                                                                                         if (!editorenabled) {
2884                                                                                             Person::players[i]->howactive = typeactive;
2885                                                                                         }
2886                                                                                     }
2887                                                                                 }
2888                                                                             }
2889                                                                             //jump down on player
2890                                                                             if (hostile) {
2891                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2892                                                                                     !Person::players[i]->isCrouch() &&
2893                                                                                     Person::players[i]->animTarget != rollanim &&
2894                                                                                     !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
2895                                                                                     Person::players[k]->lastcollide <= 0 &&
2896                                                                                     Person::players[k]->velocity.y < -10) {
2897                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
2898                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2899                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2900                                                                                     Person::players[i]->DoDamage(20);
2901                                                                                     Person::players[i]->RagDoll(0);
2902                                                                                     Person::players[k]->lastcollide = 1;
2903                                                                                     award_bonus(k, AboveBonus);
2904                                                                                 }
2905                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2906                                                                                     !Person::players[k]->isCrouch() &&
2907                                                                                     Person::players[k]->animTarget != rollanim &&
2908                                                                                     !Person::players[i]->skeleton.oldfree &&
2909                                                                                     !Person::players[i]->skeleton.free &&
2910                                                                                     Person::players[i]->lastcollide <= 0 &&
2911                                                                                     Person::players[i]->velocity.y < -10) {
2912                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
2913                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2914                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2915                                                                                     Person::players[k]->DoDamage(20);
2916                                                                                     Person::players[k]->RagDoll(0);
2917                                                                                     Person::players[i]->lastcollide = 1;
2918                                                                                     award_bonus(i, AboveBonus);
2919                                                                                 }
2920                                                                             }
2921                                                                         }
2922                                                                     }
2923                                                                 }
2924                                                                 Person::players[i]->CheckKick();
2925                                                                 Person::players[k]->CheckKick();
2926                                                             }
2927                                                         }
2928                                                     }
2929                                                 }
2930                                             }
2931                                         }
2932                                     }
2933                                 }
2934                             }
2935                         }
2936                     }
2937                 }
2938             }
2939         }
2940     }
2941 }
2942
2943 void Game::Tick()
2944 {
2945     static XYZ facing, flatfacing;
2946     static int target;
2947
2948     /* Pump SDL input events and process non-gameplay related ones */
2949     ProcessInput();
2950
2951     /*
2952     Values of mainmenu :
2953     1 Main menu
2954     2 Menu pause (resume/end game)
2955     3 Option menu
2956     4 Controls configuration menu
2957     5 Main game menu (choose level or challenge)
2958     6 Deleting user menu
2959     7 User managment menu (select/add)
2960     8 Choose difficulty menu
2961     9 Challenge level selection menu
2962     10 End of the campaign congratulation (is that really a menu?)
2963     11 Same that 9 ??? => unused
2964     18 stereo configuration
2965     */
2966
2967     if (!console) {
2968         //campaign over?
2969         if (mainmenu && endgame == 1) {
2970             mainmenu = 10;
2971         }
2972         //go to level select after completing a campaign level
2973         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
2974             mainmenu = 5;
2975             gameon = 0;
2976             winfreeze = 0;
2977             fireSound();
2978             flash();
2979             if (musictoggle) {
2980                 OPENAL_SetFrequency(OPENAL_ALL);
2981                 emit_stream_np(stream_menutheme);
2982                 pause_sound(leveltheme);
2983             }
2984             Menu::Load();
2985         }
2986     }
2987
2988     if (mainmenu) {
2989         Menu::Tick();
2990     }
2991
2992     if (!mainmenu) {
2993         if (hostile == 1) {
2994             hostiletime += multiplier;
2995         } else {
2996             hostiletime = 0;
2997         }
2998         if (!winfreeze) {
2999             leveltime += multiplier;
3000         }
3001
3002         if (console) {
3003             freeze = 1;
3004
3005             inputText(consoletext[0], &consoleselected);
3006             if (!waiting) {
3007                 if (!consoletext[0].empty()) {
3008                     cmd_dispatch(consoletext[0]);
3009                     for (int k = 14; k >= 1; k--) {
3010                         consoletext[k] = consoletext[k - 1];
3011                     }
3012                     consoletext[0].clear();
3013                     consoleselected = 0;
3014                 }
3015             }
3016
3017             consoleblinkdelay -= multiplier;
3018             if (consoleblinkdelay <= 0) {
3019                 consoleblinkdelay = .3;
3020                 consoleblink = !consoleblink;
3021             }
3022         }
3023
3024         static int oldwinfreeze;
3025         if (winfreeze && !oldwinfreeze) {
3026             OPENAL_SetFrequency(OPENAL_ALL);
3027             emit_sound_np(consolesuccesssound);
3028         }
3029         if (winfreeze == 0) {
3030             oldwinfreeze = winfreeze;
3031         } else {
3032             oldwinfreeze++;
3033         }
3034
3035         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
3036
3037             //dialogues
3038             static float talkdelay = 0;
3039
3040             if (Dialog::inDialog()) {
3041                 talkdelay = 1;
3042             }
3043             talkdelay -= multiplier;
3044
3045             if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3046                 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3047                     Dialog::dialogs[i].tick(i);
3048                 }
3049             }
3050
3051             windvar += multiplier;
3052             smoketex += multiplier;
3053             Tutorial::stagetime += multiplier;
3054
3055             //hotspots
3056             static float hotspotvisual[40];
3057             if (Hotspot::hotspots.size()) {
3058                 XYZ hotspotsprite;
3059                 if (editorenabled) {
3060                     for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3061                         hotspotvisual[i] -= multiplier / 320;
3062                     }
3063                 }
3064
3065                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3066                     while (hotspotvisual[i] < 0) {
3067                         hotspotsprite = 0;
3068                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3069                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3070                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3071                         hotspotsprite += Hotspot::hotspots[i].position;
3072                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3073                         hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3074                     }
3075                 }
3076
3077                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3078                     if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3079                         Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3080                     }
3081                 }
3082             }
3083
3084             //Tutorial
3085             if (Tutorial::active) {
3086                 Tutorial::Do(multiplier);
3087             }
3088
3089             //bonuses
3090             if (!Tutorial::active) {
3091                 if (bonustime == 0 &&
3092                     bonus != solidhit &&
3093                     bonus != spinecrusher &&
3094                     bonus != tracheotomy &&
3095                     bonus != backstab &&
3096                     bonusvalue > 10) {
3097                     emit_sound_np(consolesuccesssound);
3098                 }
3099             } else if (bonustime == 0) {
3100                 emit_sound_np(fireendsound);
3101             }
3102             if (bonustime == 0) {
3103                 if (bonus != solidhit &&
3104                     bonus != twoxcombo &&
3105                     bonus != threexcombo &&
3106                     bonus != fourxcombo &&
3107                     bonus != megacombo) {
3108                     bonusnum[bonus]++;
3109                 } else {
3110                     bonusnum[bonus] += 0.15;
3111                 }
3112                 if (Tutorial::active) {
3113                     bonusvalue = 0;
3114                 }
3115                 if (bonusvalue > 0) {
3116                     bonusvalue /= bonusnum[bonus];
3117                     if (bonusvalue <= 0) {
3118                         bonusvalue = 0;
3119                     }
3120                 }
3121                 bonustotal += bonusvalue;
3122             }
3123             bonustime += multiplier;
3124
3125             //snow effects
3126             if (environment == snowyenvironment) {
3127                 precipdelay -= multiplier;
3128                 while (precipdelay < 0) {
3129                     precipdelay += .04;
3130                     if (!detail) {
3131                         precipdelay += .04;
3132                     }
3133                     XYZ footvel, footpoint;
3134
3135                     footvel = 0;
3136                     footpoint = viewer + viewerfacing * 6;
3137                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3138                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3139                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3140                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3141                 }
3142             }
3143
3144             doAerialAcrobatics();
3145
3146             static XYZ oldviewer;
3147
3148             //control keys
3149             if (!Dialog::inDialog()) {
3150                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3151                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3152                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3153                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3154                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3155                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3156                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3157                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3158             } else {
3159                 Person::players[0]->forwardkeydown = 0;
3160                 Person::players[0]->leftkeydown = 0;
3161                 Person::players[0]->backkeydown = 0;
3162                 Person::players[0]->rightkeydown = 0;
3163                 Person::players[0]->jumpkeydown = 0;
3164                 Person::players[0]->crouchkeydown = 0;
3165                 Person::players[0]->drawkeydown = 0;
3166                 Person::players[0]->throwkeydown = 0;
3167             }
3168
3169             if (!Person::players[0]->jumpkeydown) {
3170                 Person::players[0]->jumpclimb = 0;
3171             }
3172
3173             if (Dialog::inDialog()) {
3174                 cameramode = 1;
3175                 if (Dialog::directing) {
3176                     facing = 0;
3177                     facing.z = -1;
3178
3179                     facing = DoRotation(facing, -pitch, 0, 0);
3180                     facing = DoRotation(facing, 0, 0 - yaw, 0);
3181
3182                     flatfacing = 0;
3183                     flatfacing.z = -1;
3184
3185                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3186
3187                     if (Input::isKeyDown(forwardkey)) {
3188                         viewer += facing * multiplier * 4;
3189                     }
3190                     if (Input::isKeyDown(backkey)) {
3191                         viewer -= facing * multiplier * 4;
3192                     }
3193                     if (Input::isKeyDown(leftkey)) {
3194                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3195                     }
3196                     if (Input::isKeyDown(rightkey)) {
3197                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3198                     }
3199                     if (Input::isKeyDown(jumpkey)) {
3200                         viewer.y += multiplier * 4;
3201                     }
3202                     if (Input::isKeyDown(crouchkey)) {
3203                         viewer.y -= multiplier * 4;
3204                     }
3205                     if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3206                         Input::isKeyPressed(SDL_SCANCODE_2) ||
3207                         Input::isKeyPressed(SDL_SCANCODE_3) ||
3208                         Input::isKeyPressed(SDL_SCANCODE_4) ||
3209                         Input::isKeyPressed(SDL_SCANCODE_5) ||
3210                         Input::isKeyPressed(SDL_SCANCODE_6) ||
3211                         Input::isKeyPressed(SDL_SCANCODE_7) ||
3212                         Input::isKeyPressed(SDL_SCANCODE_8) ||
3213                         Input::isKeyPressed(SDL_SCANCODE_9) ||
3214                         Input::isKeyPressed(SDL_SCANCODE_0) ||
3215                         Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3216                         int whichend;
3217                         if (Input::isKeyPressed(SDL_SCANCODE_1)) {
3218                             whichend = 1;
3219                         }
3220                         if (Input::isKeyPressed(SDL_SCANCODE_2)) {
3221                             whichend = 2;
3222                         }
3223                         if (Input::isKeyPressed(SDL_SCANCODE_3)) {
3224                             whichend = 3;
3225                         }
3226                         if (Input::isKeyPressed(SDL_SCANCODE_4)) {
3227                             whichend = 4;
3228                         }
3229                         if (Input::isKeyPressed(SDL_SCANCODE_5)) {
3230                             whichend = 5;
3231                         }
3232                         if (Input::isKeyPressed(SDL_SCANCODE_6)) {
3233                             whichend = 6;
3234                         }
3235                         if (Input::isKeyPressed(SDL_SCANCODE_7)) {
3236                             whichend = 7;
3237                         }
3238                         if (Input::isKeyPressed(SDL_SCANCODE_8)) {
3239                             whichend = 8;
3240                         }
3241                         if (Input::isKeyPressed(SDL_SCANCODE_9)) {
3242                             whichend = 9;
3243                         }
3244                         if (Input::isKeyPressed(SDL_SCANCODE_0)) {
3245                             whichend = 0;
3246                         }
3247                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3248                             whichend = -1;
3249                         }
3250                         if (whichend != -1) {
3251                             Dialog::currentScene().participantfocus = whichend;
3252                             Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3253                             Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3254                         }
3255                         if (whichend == -1) {
3256                             Dialog::currentScene().participantfocus = -1;
3257                         }
3258                         /* FIXME: potentially accessing -1 in Person::players! */
3259                         if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3260                             Dialog::indialogue = -1;
3261                             Dialog::directing = false;
3262                             cameramode = 0;
3263                         }
3264                         Dialog::currentScene().camera = viewer;
3265                         Dialog::currentScene().camerayaw = yaw;
3266                         Dialog::currentScene().camerapitch = pitch;
3267                         Dialog::indialogue++;
3268                         if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3269                             if (Dialog::currentScene().sound != 0) {
3270                                 playdialoguescenesound();
3271                             }
3272                         }
3273
3274                         for (unsigned j = 0; j < Person::players.size(); j++) {
3275                             Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3276                         }
3277                     }
3278                     //TODO: should these be KeyDown or KeyPressed?
3279                     if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3280                         Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3281                         Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3282                         Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3283                         Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3284                         Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3285                         Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3286                         Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3287                         Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3288                         Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3289                         int whichend;
3290                         if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
3291                             whichend = 1;
3292                         }
3293                         if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
3294                             whichend = 2;
3295                         }
3296                         if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
3297                             whichend = 3;
3298                         }
3299                         if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
3300                             whichend = 4;
3301                         }
3302                         if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
3303                             whichend = 5;
3304                         }
3305                         if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
3306                             whichend = 6;
3307                         }
3308                         if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
3309                             whichend = 7;
3310                         }
3311                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
3312                             whichend = 8;
3313                         }
3314                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
3315                             whichend = 9;
3316                         }
3317                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3318                             whichend = 0;
3319                         }
3320                         Dialog::currentScene().participantfacing[whichend] = facing;
3321                     }
3322                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3323                         Dialog::indialogue = -1;
3324                         Dialog::directing = false;
3325                         cameramode = 0;
3326                     }
3327                 }
3328                 if (!Dialog::directing) {
3329                     pause_sound(whooshsound);
3330                     viewer = Dialog::currentScene().camera;
3331                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3332                     yaw = Dialog::currentScene().camerayaw;
3333                     pitch = Dialog::currentScene().camerapitch;
3334                     if (Dialog::dialoguetime > 0.5) {
3335                         if (Input::isKeyPressed(attackkey)) {
3336                             Dialog::indialogue++;
3337                             if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3338                                 if (Dialog::currentScene().sound != 0) {
3339                                     playdialoguescenesound();
3340                                     if (Dialog::currentScene().sound == -5) {
3341                                         Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3342                                     }
3343                                     if (Dialog::currentScene().sound == -6) {
3344                                         hostile = 1;
3345                                     }
3346
3347                                     if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3348                                         Dialog::indialogue = -1;
3349                                         Dialog::directing = false;
3350                                         cameramode = 0;
3351                                     }
3352                                 }
3353                             }
3354                         }
3355                     }
3356                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3357                         Dialog::indialogue = -1;
3358                         Dialog::directing = false;
3359                         cameramode = 0;
3360                         if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3361                             hostile = 1;
3362                         }
3363                         if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3364                             windialogue = true;
3365                         }
3366                         if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3367                             hostile = 1;
3368                             for (unsigned i = 1; i < Person::players.size(); i++) {
3369                                 Person::players[i]->aitype = attacktypecutoff;
3370                             }
3371                         }
3372                     }
3373                 }
3374             }
3375
3376             if (!Person::players[0]->jumpkeydown) {
3377                 Person::players[0]->jumptogglekeydown = 0;
3378             }
3379             if (Person::players[0]->jumpkeydown &&
3380                 Person::players[0]->animTarget != jumpupanim &&
3381                 Person::players[0]->animTarget != jumpdownanim &&
3382                 !Person::players[0]->isFlip()) {
3383                 Person::players[0]->jumptogglekeydown = 1;
3384             }
3385
3386             Dialog::dialoguetime += multiplier;
3387             hawkyaw += multiplier * 25;
3388             realhawkcoords = 0;
3389             realhawkcoords.x = 25;
3390             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3391             hawkcalldelay -= multiplier / 2;
3392
3393             if (hawkcalldelay <= 0) {
3394                 emit_sound_at(hawksound, realhawkcoords);
3395
3396                 hawkcalldelay = 16 + abs(Random() % 8);
3397             }
3398
3399             doAttacks();
3400
3401             doPlayerCollisions();
3402
3403             doJumpReversals();
3404
3405             for (unsigned k = 0; k < Person::players.size(); k++) {
3406                 if (k != 0 && Person::players[k]->immobile) {
3407                     Person::players[k]->coords = Person::players[k]->realoldcoords;
3408                 }
3409             }
3410
3411             for (unsigned k = 0; k < Person::players.size(); k++) {
3412                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3413                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3414                         Person::players[k]->DoDamage(1000);
3415                     }
3416                 }
3417             }
3418
3419             //respawn
3420             static bool respawnkeydown;
3421             if (!editorenabled &&
3422                 (whichlevel != -2 &&
3423                      (Input::isKeyDown(SDL_SCANCODE_K) &&
3424                       Input::isKeyDown(SDL_SCANCODE_LALT) &&
3425                       devtools) ||
3426                  (Input::isKeyDown(jumpkey) &&
3427                   !respawnkeydown &&
3428                   !oldattackkey &&
3429                   Person::players[0]->dead))) {
3430                 targetlevel = whichlevel;
3431                 loading = 1;
3432                 leveltime = 5;
3433             }
3434             respawnkeydown = Input::isKeyDown(jumpkey);
3435
3436             static bool movekey;
3437
3438             //?
3439             for (unsigned i = 0; i < Person::players.size(); i++) {
3440                 static float oldtargetyaw;
3441                 if (!Person::players[i]->skeleton.free) {
3442                     oldtargetyaw = Person::players[i]->targetyaw;
3443                     if (i == 0 && !Dialog::inDialog()) {
3444                         //TODO: refactor repetitive code
3445                         if (!Animation::animations[Person::players[0]->animTarget].attack &&
3446                             Person::players[0]->animTarget != staggerbackhighanim &&
3447                             Person::players[0]->animTarget != staggerbackhardanim &&
3448                             Person::players[0]->animTarget != crouchremoveknifeanim &&
3449                             Person::players[0]->animTarget != removeknifeanim &&
3450                             Person::players[0]->animTarget != backhandspringanim &&
3451                             Person::players[0]->animTarget != dodgebackanim &&
3452                             Person::players[0]->animTarget != walljumprightkickanim &&
3453                             Person::players[0]->animTarget != walljumpleftkickanim) {
3454                             if (cameramode) {
3455                                 Person::players[0]->targetyaw = 0;
3456                             } else {
3457                                 Person::players[0]->targetyaw = -yaw + 180;
3458                             }
3459                         }
3460
3461                         facing = 0;
3462                         facing.z = -1;
3463
3464                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3465                         if (cameramode) {
3466                             facing = flatfacing;
3467                         } else {
3468                             facing = DoRotation(facing, -pitch, 0, 0);
3469                             facing = DoRotation(facing, 0, 0 - yaw, 0);
3470                         }
3471
3472                         Person::players[0]->lookyaw = -yaw;
3473
3474                         Person::players[i]->targetheadyaw = yaw;
3475                         Person::players[i]->targetheadpitch = pitch;
3476                     }
3477                     if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3478                         if (!Animation::animations[Person::players[i]->animTarget].attack &&
3479                             Person::players[i]->animTarget != staggerbackhighanim &&
3480                             Person::players[i]->animTarget != staggerbackhardanim &&
3481                             Person::players[i]->animTarget != crouchremoveknifeanim &&
3482                             Person::players[i]->animTarget != removeknifeanim &&
3483                             Person::players[i]->animTarget != backhandspringanim &&
3484                             Person::players[i]->animTarget != dodgebackanim &&
3485                             Person::players[i]->animTarget != walljumprightkickanim &&
3486                             Person::players[i]->animTarget != walljumpleftkickanim) {
3487                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3488                         }
3489
3490                         facing = 0;
3491                         facing.z = -1;
3492
3493                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3494
3495                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3496                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3497
3498                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3499                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3500                     }
3501                     if (Dialog::inDialog()) {
3502                         Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3503                         Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3504                     }
3505
3506                     if (leveltime < .5) {
3507                         numenvsounds = 0;
3508                     }
3509
3510                     Person::players[i]->avoidsomething = 0;
3511
3512                     //avoid flaming things
3513                     for (unsigned int j = 0; j < Object::objects.size(); j++) {
3514                         if (Object::objects[j]->onfire) {
3515                             if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
3516                                 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3517                                     distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3518                                     Person::players[i]->collided = 0;
3519                                     Person::players[i]->avoidcollided = 1;
3520                                     if (Person::players[i]->avoidsomething == 0 ||
3521                                         distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3522                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3523                                         Person::players[i]->avoidwhere = Object::objects[j]->position;
3524                                         Person::players[i]->avoidsomething = 1;
3525                                     }
3526                                 }
3527                             }
3528                         }
3529                     }
3530
3531                     //avoid flaming players
3532                     for (unsigned j = 0; j < Person::players.size(); j++) {
3533                         if (Person::players[j]->onfire) {
3534                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
3535                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3536                                     distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3537                                     Person::players[i]->collided = 0;
3538                                     Person::players[i]->avoidcollided = 1;
3539                                     if (Person::players[i]->avoidsomething == 0 ||
3540                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3541                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3542                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
3543                                         Person::players[i]->avoidsomething = 1;
3544                                     }
3545                                 }
3546                             }
3547                         }
3548                     }
3549
3550                     if (Person::players[i]->collided > .8) {
3551                         Person::players[i]->avoidcollided = 0;
3552                     }
3553
3554                     Person::players[i]->doAI();
3555
3556                     if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3557                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
3558                         Person::players[i]->forwardkeydown = 0;
3559                         Person::players[i]->leftkeydown = 0;
3560                         Person::players[i]->backkeydown = 0;
3561                         Person::players[i]->rightkeydown = 0;
3562                         Person::players[i]->jumpkeydown = 0;
3563                         Person::players[i]->attackkeydown = 0;
3564                         //Person::players[i]->crouchkeydown=0;
3565                         Person::players[i]->throwkeydown = 0;
3566                     }
3567
3568                     if (Dialog::inDialog()) {
3569                         Person::players[i]->forwardkeydown = 0;
3570                         Person::players[i]->leftkeydown = 0;
3571                         Person::players[i]->backkeydown = 0;
3572                         Person::players[i]->rightkeydown = 0;
3573                         Person::players[i]->jumpkeydown = 0;
3574                         Person::players[i]->crouchkeydown = 0;
3575                         Person::players[i]->drawkeydown = 0;
3576                         Person::players[i]->throwkeydown = 0;
3577                     }
3578
3579                     if (Person::players[i]->collided < -.3) {
3580                         Person::players[i]->collided = -.3;
3581                     }
3582                     if (Person::players[i]->collided > 1) {
3583                         Person::players[i]->collided = 1;
3584                     }
3585                     Person::players[i]->collided -= multiplier * 4;
3586                     Person::players[i]->whichdirectiondelay -= multiplier;
3587                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3588                         Person::players[i]->avoidcollided = -.3;
3589                         Person::players[i]->whichdirection = abs(Random() % 2);
3590                         Person::players[i]->whichdirectiondelay = .4;
3591                     }
3592                     if (Person::players[i]->avoidcollided > 1) {
3593                         Person::players[i]->avoidcollided = 1;
3594                     }
3595                     Person::players[i]->avoidcollided -= multiplier / 4;
3596                     if (!Person::players[i]->skeleton.free) {
3597                         Person::players[i]->stunned -= multiplier;
3598                         Person::players[i]->surprised -= multiplier;
3599                     }
3600                     if (i != 0 && Person::players[i]->surprised <= 0 &&
3601                         Person::players[i]->aitype == attacktypecutoff &&
3602                         !Person::players[i]->dead &&
3603                         !Person::players[i]->skeleton.free &&
3604                         Animation::animations[Person::players[i]->animTarget].attack == neutral) {
3605                         numresponded = 1;
3606                     }
3607
3608                     if (!Person::players[i]->throwkeydown) {
3609                         Person::players[i]->throwtogglekeydown = 0;
3610                     }
3611
3612                     //pick up weapon
3613                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3614                         if (Person::players[i]->weaponactive == -1 &&
3615                             Person::players[i]->num_weapons < 2 &&
3616                             (Person::players[i]->isIdle() ||
3617                              Person::players[i]->isCrouch() ||
3618                              Person::players[i]->animTarget == sneakanim ||
3619                              Person::players[i]->animTarget == rollanim ||
3620                              Person::players[i]->animTarget == backhandspringanim ||
3621                              Person::players[i]->isFlip() ||
3622                              Person::players[i]->aitype != playercontrolled)) {
3623                             for (unsigned j = 0; j < weapons.size(); j++) {
3624                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3625                                      Person::players[i]->aitype == playercontrolled) &&
3626                                     weapons[j].owner == -1 &&
3627                                     Person::players[i]->weaponactive == -1) {
3628                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3629                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3630                                             if (Person::players[i]->isCrouch() ||
3631                                                 Person::players[i]->animTarget == sneakanim ||
3632                                                 Person::players[i]->isRun() ||
3633                                                 Person::players[i]->isIdle() ||
3634                                                 Person::players[i]->aitype != playercontrolled) {
3635                                                 Person::players[i]->throwtogglekeydown = 1;
3636                                                 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3637                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3638                                                 Person::players[i]->hasvictim = 0;
3639                                             }
3640                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3641                                                 Person::players[i]->throwtogglekeydown = 1;
3642                                                 Person::players[i]->hasvictim = 0;
3643
3644                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3645                                                      Person::players[i]->aitype == playercontrolled) &&
3646                                                         weapons[j].owner == -1 ||
3647                                                     Person::players[i]->victim &&
3648                                                         weapons[j].owner == int(Person::players[i]->victim->id)) {
3649                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) {
3650                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3651                                                             if (weapons[j].getType() != staff) {
3652                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3653                                                             }
3654
3655                                                             Person::players[i]->takeWeapon(j);
3656                                                         }
3657                                                     }
3658                                                 }
3659                                             }
3660                                         } else if ((Person::players[i]->isIdle() ||
3661                                                     Person::players[i]->isFlip() ||
3662                                                     Person::players[i]->aitype != playercontrolled) &&
3663                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3664                                                    Person::players[i]->coords.y < weapons[j].position.y) {
3665                                             if (!Person::players[i]->isFlip()) {
3666                                                 Person::players[i]->throwtogglekeydown = 1;
3667                                                 Person::players[i]->setTargetAnimation(removeknifeanim);
3668                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3669                                             }
3670                                             if (Person::players[i]->isFlip()) {
3671                                                 Person::players[i]->throwtogglekeydown = 1;
3672                                                 Person::players[i]->hasvictim = 0;
3673
3674                                                 for (unsigned k = 0; k < weapons.size(); k++) {
3675                                                     if (Person::players[i]->weaponactive == -1) {
3676                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3677                                                              Person::players[i]->aitype == playercontrolled) &&
3678                                                                 weapons[k].owner == -1 ||
3679                                                             Person::players[i]->victim &&
3680                                                                 weapons[k].owner == int(Person::players[i]->victim->id)) {
3681                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3682                                                                 Person::players[i]->weaponactive == -1) {
3683                                                                 if (weapons[k].getType() != staff) {
3684                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3685                                                                 }
3686
3687                                                                 Person::players[i]->takeWeapon(k);
3688                                                             }
3689                                                         }
3690                                                     }
3691                                                 }
3692                                             }
3693                                         }
3694                                     }
3695                                 }
3696                             }
3697                             if (Person::players[i]->isCrouch() ||
3698                                 Person::players[i]->animTarget == sneakanim ||
3699                                 Person::players[i]->isRun() ||
3700                                 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3701                                 Person::players[i]->animTarget == backhandspringanim) {
3702                                 if (Person::players.size() > 1) {
3703                                     for (unsigned j = 0; j < Person::players.size(); j++) {
3704                                         if (Person::players[i]->weaponactive == -1) {
3705                                             if (j != i) {
3706                                                 if (Person::players[j]->num_weapons &&
3707                                                     Person::players[j]->skeleton.free &&
3708                                                     distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3709                                                     (((Person::players[j]->skeleton.forward.y < 0 &&
3710                                                        Person::players[j]->weaponstuckwhere == 0) ||
3711                                                       (Person::players[j]->skeleton.forward.y > 0 &&
3712                                                        Person::players[j]->weaponstuckwhere == 1)) ||
3713                                                      Person::players[j]->weaponstuck == -1 ||
3714                                                      Person::players[j]->num_weapons > 1)) {
3715                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3716                                                         Person::players[i]->throwtogglekeydown = 1;
3717                                                         Person::players[i]->victim = Person::players[j];
3718                                                         Person::players[i]->hasvictim = 1;
3719                                                         Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3720                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3721                                                     }
3722                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3723                                                         Person::players[i]->throwtogglekeydown = 1;
3724                                                         Person::players[i]->victim = Person::players[j];
3725                                                         Person::players[i]->hasvictim = 1;
3726                                                         int k = Person::players[j]->weaponids[0];
3727                                                         if (Person::players[i]->hasvictim) {
3728                                                             bool fleshstuck;
3729                                                             fleshstuck = 0;
3730                                                             if (Person::players[i]->victim->weaponstuck != -1) {
3731                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3732                                                                     fleshstuck = 1;
3733                                                                 }
3734                                                             }
3735                                                             if (!fleshstuck) {
3736                                                                 if (weapons[k].getType() != staff) {
3737                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3738                                                                 }
3739                                                             }
3740                                                             if (fleshstuck) {
3741                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3742                                                             }
3743
3744                                                             if (weapons[k].owner != -1) {
3745                                                                 if (Person::players[i]->victim->num_weapons == 1) {
3746                                                                     Person::players[i]->victim->num_weapons = 0;
3747                                                                 } else {
3748                                                                     Person::players[i]->victim->num_weapons = 1;
3749                                                                 }
3750
3751                                                                 Person::players[i]->victim->skeleton.longdead = 0;
3752                                                                 Person::players[i]->victim->skeleton.free = 1;
3753                                                                 Person::players[i]->victim->skeleton.broken = 0;
3754
3755                                                                 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3756                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3757                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
3758                                                                 }
3759
3760                                                                 XYZ relative;
3761                                                                 relative = 0;
3762                                                                 relative.y = 10;
3763                                                                 Normalise(&relative);
3764                                                                 XYZ footvel, footpoint;
3765                                                                 footvel = 0;
3766                                                                 footpoint = weapons[k].position;
3767                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
3768                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3769                                                                         if (bloodtoggle) {
3770                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3771                                                                         }
3772                                                                         weapons[k].bloody = 2;
3773                                                                         weapons[k].blooddrip = 5;
3774                                                                         Person::players[i]->victim->weaponstuck = -1;
3775                                                                         Person::players[i]->victim->bloodloss += 2000;
3776                                                                         Person::players[i]->victim->DoDamage(2000);
3777                                                                     }
3778                                                                 }
3779                                                                 if (Person::players[i]->victim->num_weapons > 0) {
3780                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
3781                                                                         Person::players[i]->victim->weaponstuck = 0;
3782                                                                     }
3783                                                                     if (Person::players[i]->victim->weaponids[0] == k) {
3784                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3785                                                                     }
3786                                                                 }
3787
3788                                                                 Person::players[i]->victim->weaponactive = -1;
3789
3790                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3791                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
3792                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3793                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3794                                                             }
3795                                                             Person::players[i]->takeWeapon(k);
3796                                                         }
3797                                                     }
3798                                                 }
3799                                             }
3800                                         }
3801                                     }
3802                                 }
3803                             }
3804                         }
3805                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3806                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3807                                 if (Person::players[i]->isIdle() ||
3808                                     Person::players[i]->isRun() ||
3809                                     Person::players[i]->isCrouch() ||
3810                                     Person::players[i]->animTarget == sneakanim ||
3811                                     Person::players[i]->isFlip()) {
3812                                     if (Person::players.size() > 1) {
3813                                         for (unsigned j = 0; j < Person::players.size(); j++) {
3814                                             if (i != j) {
3815                                                 if (!Tutorial::active || Tutorial::stage == 49) {
3816                                                     if (hostile) {
3817                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3818                                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3819                                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3820                                                             !Person::players[j]->skeleton.free &&
3821                                                             -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale + Person::players[i]->coords)) {
3822                                                             if (!Person::players[i]->isFlip()) {
3823                                                                 Person::players[i]->throwtogglekeydown = 1;
3824                                                                 Person::players[i]->victim = Person::players[j];
3825                                                                 Person::players[i]->setTargetAnimation(knifethrowanim);
3826                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3827                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3828                                                             }
3829                                                             if (Person::players[i]->isFlip()) {
3830                                                                 if (Person::players[i]->weaponactive != -1) {
3831                                                                     Person::players[i]->throwtogglekeydown = 1;
3832                                                                     Person::players[i]->victim = Person::players[j];
3833                                                                     XYZ aim;
3834                                                                     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);
3835                                                                     Normalise(&aim);
3836
3837                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3838
3839                                                                     weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3840                                                                     Person::players[i]->num_weapons--;
3841                                                                     if (Person::players[i]->num_weapons) {
3842                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3843                                                                     }
3844                                                                     Person::players[i]->weaponactive = -1;
3845                                                                 }
3846                                                             }
3847                                                         }
3848                                                     }
3849                                                 }
3850                                             }
3851                                         }
3852                                     }
3853                                 }
3854                             }
3855                         }
3856                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3857                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3858                                 Person::players[i]->throwtogglekeydown = 1;
3859                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
3860                                 if (tempVelocity.x == 0) {
3861                                     tempVelocity.x = .1;
3862                                 }
3863                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3864                                 Person::players[i]->num_weapons--;
3865                                 if (Person::players[i]->num_weapons) {
3866                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3867                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
3868                                         Person::players[i]->weaponstuck = 0;
3869                                     }
3870                                 }
3871
3872                                 Person::players[i]->weaponactive = -1;
3873                                 for (unsigned j = 0; j < Person::players.size(); j++) {
3874                                     Person::players[j]->wentforweapon = 0;
3875                                 }
3876                             }
3877                         }
3878                     }
3879
3880                     //draw weapon
3881                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3882                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3883                             (Person::players[i]->num_weapons == 2) &&
3884                                 (Person::players[i]->weaponactive == -1) &&
3885                                 Person::players[i]->isIdle() ||
3886                             Person::players[0]->dead &&
3887                                 (Person::players[i]->weaponactive != -1) &&
3888                                 i != 0) {
3889                             bool isgood = true;
3890                             if (Person::players[i]->weaponactive != -1) {
3891                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
3892                                     isgood = false;
3893                                 }
3894                             }
3895                             if (isgood && Person::players[i]->creature != wolftype) {
3896                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3897                                     Person::players[i]->setTargetAnimation(drawrightanim);
3898                                     Person::players[i]->drawtogglekeydown = 1;
3899                                 }
3900                                 if ((Person::players[i]->isIdle() ||
3901                                      (Person::players[i]->aitype != playercontrolled &&
3902                                       Person::players[0]->weaponactive != -1 &&
3903                                       Person::players[i]->isRun())) &&
3904                                     Person::players[i]->num_weapons &&
3905                                     weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3906                                     Person::players[i]->setTargetAnimation(drawleftanim);
3907                                     Person::players[i]->drawtogglekeydown = 1;
3908                                 }
3909                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3910                                     Person::players[i]->setTargetAnimation(crouchdrawrightanim);
3911                                     Person::players[i]->drawtogglekeydown = 1;
3912                                 }
3913                             }
3914                         }
3915                     }
3916
3917                     //clean weapon
3918                     if (Person::players[i]->weaponactive != -1) {
3919                         if (Person::players[i]->isCrouch() &&
3920                             weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3921                             bloodtoggle &&
3922                             Person::players[i]->onterrain &&
3923                             Person::players[i]->num_weapons &&
3924                             Person::players[i]->attackkeydown &&
3925                             musictype != stream_fighttheme) {
3926                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
3927                                 Person::players[i]->setTargetAnimation(crouchstabanim);
3928                             }
3929                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
3930                                 Person::players[i]->setTargetAnimation(swordgroundstabanim);
3931                             }
3932                             Person::players[i]->hasvictim = 0;
3933                         }
3934                     }
3935
3936                     if (!Person::players[i]->drawkeydown) {
3937                         Person::players[i]->drawtogglekeydown = 0;
3938                     }
3939
3940                     XYZ absflatfacing;
3941                     if (i == 0) {
3942                         absflatfacing = 0;
3943                         absflatfacing.z = -1;
3944
3945                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
3946                     } else {
3947                         absflatfacing = flatfacing;
3948                     }
3949
3950                     if (Dialog::inDialog()) {
3951                         Person::players[i]->forwardkeydown = 0;
3952                         Person::players[i]->leftkeydown = 0;
3953                         Person::players[i]->backkeydown = 0;
3954                         Person::players[i]->rightkeydown = 0;
3955                         Person::players[i]->jumpkeydown = 0;
3956                         Person::players[i]->crouchkeydown = 0;
3957                         Person::players[i]->drawkeydown = 0;
3958                         Person::players[i]->throwkeydown = 0;
3959                     }
3960                     movekey = 0;
3961                     //Do controls
3962                     if (!Animation::animations[Person::players[i]->animTarget].attack &&
3963                         Person::players[i]->animTarget != staggerbackhighanim &&
3964                         Person::players[i]->animTarget != staggerbackhardanim &&
3965                         Person::players[i]->animTarget != backhandspringanim &&
3966                         Person::players[i]->animTarget != dodgebackanim) {
3967                         if (!Person::players[i]->forwardkeydown) {
3968                             Person::players[i]->forwardstogglekeydown = 0;
3969                         }
3970                         if (Person::players[i]->crouchkeydown) {
3971                             //Crouch
3972                             target = -2;
3973                             if (i == 0) {
3974                                 Person::players[i]->superruntoggle = 1;
3975                                 if (Person::players.size() > 1) {
3976                                     for (unsigned j = 0; j < Person::players.size(); j++) {
3977                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
3978                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
3979                                                 Person::players[i]->superruntoggle = 0;
3980                                             }
3981                                         }
3982                                     }
3983                                 }
3984                             }
3985
3986                             if (Person::players.size() > 1) {
3987                                 for (unsigned j = 0; j < Person::players.size(); j++) {
3988                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
3989                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3990                                             Person::players[j]->victim == Person::players[i] &&
3991                                             (Person::players[j]->animTarget == sweepanim ||
3992                                              Person::players[j]->animTarget == upunchanim ||
3993                                              Person::players[j]->animTarget == wolfslapanim ||
3994                                              ((Person::players[j]->animTarget == swordslashanim ||
3995                                                Person::players[j]->animTarget == knifeslashstartanim ||
3996                                                Person::players[j]->animTarget == staffhitanim ||
3997                                                Person::players[j]->animTarget == staffspinhitanim) &&
3998                                               distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
3999                                             if (target >= 0) {
4000                                                 target = -1;
4001                                             } else {
4002                                                 target = j;
4003                                             }
4004                                         }
4005                                     }
4006                                 }
4007                             }
4008                             if (target >= 0) {
4009                                 Person::players[target]->Reverse();
4010                             }
4011                             Person::players[i]->lowreversaldelay = .5;
4012
4013                             if (Person::players[i]->isIdle()) {
4014                                 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
4015                                 Person::players[i]->transspeed = 10;
4016                             }
4017                             if (Person::players[i]->isRun() ||
4018                                 (Person::players[i]->isStop() &&
4019                                  (Person::players[i]->leftkeydown ||
4020                                   Person::players[i]->rightkeydown ||
4021                                   Person::players[i]->forwardkeydown ||
4022                                   Person::players[i]->backkeydown))) {
4023                                 Person::players[i]->setTargetAnimation(rollanim);
4024                                 Person::players[i]->transspeed = 20;
4025                             }
4026                         }
4027                         if (!Person::players[i]->crouchkeydown) {
4028                             //Uncrouch
4029                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
4030                                 Person::players[i]->superruntoggle = 0;
4031                             }
4032                             target = -2;
4033                             if (Person::players[i]->isCrouch()) {
4034                                 if (Person::players.size() > 1) {
4035                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4036                                         if (j != i &&
4037                                             !Person::players[j]->skeleton.free &&
4038                                             Person::players[j]->victim &&
4039                                             Person::players[i]->highreversaldelay <= 0) {
4040                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4041                                                 Person::players[j]->victim == Person::players[i] &&
4042                                                 (Person::players[j]->animTarget == spinkickanim) &&
4043                                                 Person::players[i]->isCrouch()) {
4044                                                 if (target >= 0) {
4045                                                     target = -1;
4046                                                 } else {
4047                                                     target = j;
4048                                                 }
4049                                             }
4050                                         }
4051                                     }
4052                                 }
4053                                 if (target >= 0) {
4054                                     Person::players[target]->Reverse();
4055                                 }
4056                                 Person::players[i]->highreversaldelay = .5;
4057
4058                                 if (Person::players[i]->isCrouch()) {
4059                                     if (!Person::players[i]->wasCrouch()) {
4060                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4061                                         Person::players[i]->frameCurrent = 0;
4062                                     }
4063                                     Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4064                                     Person::players[i]->transspeed = 10;
4065                                 }
4066                             }
4067                             if (Person::players[i]->animTarget == sneakanim) {
4068                                 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4069                                 Person::players[i]->transspeed = 10;
4070                             }
4071                         }
4072                         if (Person::players[i]->forwardkeydown) {
4073                             if (Person::players[i]->isIdle() ||
4074                                 (Person::players[i]->isStop() &&
4075                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4076                                 (Person::players[i]->isLanding() &&
4077                                  Person::players[i]->frameTarget > 0 &&
4078                                  !Person::players[i]->jumpkeydown) ||
4079                                 (Person::players[i]->isLandhard() &&
4080                                  Person::players[i]->frameTarget > 0 &&
4081                                  !Person::players[i]->jumpkeydown &&
4082                                  Person::players[i]->crouchkeydown)) {
4083                                 if (Person::players[i]->aitype == passivetype) {
4084                                     Person::players[i]->setTargetAnimation(walkanim);
4085                                 } else {
4086                                     Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4087                                 }
4088                             }
4089                             if (Person::players[i]->isCrouch()) {
4090                                 Person::players[i]->animTarget = sneakanim;
4091                                 if (Person::players[i]->wasCrouch()) {
4092                                     Person::players[i]->target = 0;
4093                                 }
4094                                 Person::players[i]->frameTarget = 0;
4095                             }
4096                             if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
4097                                 Person::players[i]->setTargetAnimation(climbanim);
4098                                 Person::players[i]->frameTarget = 1;
4099                                 Person::players[i]->jumpclimb = 1;
4100                             }
4101                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4102                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4103                             }
4104                             Person::players[i]->forwardstogglekeydown = 1;
4105                             movekey = 1;
4106                         }
4107                         if (Person::players[i]->rightkeydown) {
4108                             if (Person::players[i]->isIdle() ||
4109                                 (Person::players[i]->isStop() &&
4110                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4111                                 (Person::players[i]->isLanding() &&
4112                                  Person::players[i]->frameTarget > 0 &&
4113                                  !Person::players[i]->jumpkeydown) ||
4114                                 (Person::players[i]->isLandhard() &&
4115                                  Person::players[i]->frameTarget > 0 &&
4116                                  !Person::players[i]->jumpkeydown &&
4117                                  Person::players[i]->crouchkeydown)) {
4118                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4119                             }
4120                             if (Person::players[i]->isCrouch()) {
4121                                 Person::players[i]->animTarget = sneakanim;
4122                                 if (Person::players[i]->wasCrouch()) {
4123                                     Person::players[i]->target = 0;
4124                                 }
4125                                 Person::players[i]->frameTarget = 0;
4126                             }
4127                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4128                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4129                             }
4130                             Person::players[i]->targetyaw -= 90;
4131                             if (Person::players[i]->forwardkeydown) {
4132                                 Person::players[i]->targetyaw += 45;
4133                             }
4134                             if (Person::players[i]->backkeydown) {
4135                                 Person::players[i]->targetyaw -= 45;
4136                             }
4137                             movekey = 1;
4138                         }
4139                         if (Person::players[i]->leftkeydown) {
4140                             if (Person::players[i]->isIdle() ||
4141                                 (Person::players[i]->isStop() &&
4142                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4143                                 (Person::players[i]->isLanding() &&
4144                                  Person::players[i]->frameTarget > 0 &&
4145                                  !Person::players[i]->jumpkeydown) ||
4146                                 (Person::players[i]->isLandhard() &&
4147                                  Person::players[i]->frameTarget > 0 &&
4148                                  !Person::players[i]->jumpkeydown &&
4149                                  Person::players[i]->crouchkeydown)) {
4150                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4151                             }
4152                             if (Person::players[i]->isCrouch()) {
4153                                 Person::players[i]->animTarget = sneakanim;
4154                                 if (Person::players[i]->wasCrouch()) {
4155                                     Person::players[i]->target = 0;
4156                                 }
4157                                 Person::players[i]->frameTarget = 0;
4158                             }
4159                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4160                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4161                             }
4162                             Person::players[i]->targetyaw += 90;
4163                             if (Person::players[i]->forwardkeydown) {
4164                                 Person::players[i]->targetyaw -= 45;
4165                             }
4166                             if (Person::players[i]->backkeydown) {
4167                                 Person::players[i]->targetyaw += 45;
4168                             }
4169                             movekey = 1;
4170                         }
4171                         if (Person::players[i]->backkeydown) {
4172                             if (Person::players[i]->isIdle() ||
4173                                 (Person::players[i]->isStop() &&
4174                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4175                                 (Person::players[i]->isLanding() &&
4176                                  Person::players[i]->frameTarget > 0 &&
4177                                  !Person::players[i]->jumpkeydown) ||
4178                                 (Person::players[i]->isLandhard() &&
4179                                  Person::players[i]->frameTarget > 0 &&
4180                                  !Person::players[i]->jumpkeydown &&
4181                                  Person::players[i]->crouchkeydown)) {
4182                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4183                             }
4184                             if (Person::players[i]->isCrouch()) {
4185                                 Person::players[i]->animTarget = sneakanim;
4186                                 if (Person::players[i]->wasCrouch()) {
4187                                     Person::players[i]->target = 0;
4188                                 }
4189                                 Person::players[i]->frameTarget = 0;
4190                             }
4191                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4192                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4193                             }
4194                             if (Person::players[i]->animTarget == hanganim) {
4195                                 Person::players[i]->animCurrent = jumpdownanim;
4196                                 Person::players[i]->animTarget = jumpdownanim;
4197                                 Person::players[i]->target = 0;
4198                                 Person::players[i]->frameCurrent = 0;
4199                                 Person::players[i]->frameTarget = 1;
4200                                 Person::players[i]->velocity = 0;
4201                                 Person::players[i]->velocity.y += gravity;
4202                                 Person::players[i]->coords.y -= 1.4;
4203                                 Person::players[i]->grabdelay = 1;
4204                             }
4205                             if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
4206                                 Person::players[i]->targetyaw += 180;
4207                             }
4208                             movekey = 1;
4209                         }
4210                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4211                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4212                                   Person::players[i]->isRun() ||
4213                                   Person::players[i]->animTarget == walkanim ||
4214                                   Person::players[i]->isCrouch() ||
4215                                   Person::players[i]->animTarget == sneakanim) &&
4216                                  Person::players[i]->jumppower > 1) &&
4217                                 ((Person::players[i]->animTarget != rabbitrunninganim &&
4218                                   Person::players[i]->animTarget != wolfrunninganim) ||
4219                                  i != 0)) {
4220                                 Person::players[i]->jumpstart = 0;
4221                                 Person::players[i]->setTargetAnimation(jumpupanim);
4222                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
4223                                 Person::players[i]->transspeed = 20;
4224                                 Person::players[i]->FootLand(leftfoot, 1);
4225                                 Person::players[i]->FootLand(rightfoot, 1);
4226
4227                                 facing = 0;
4228                                 facing.z = -1;
4229                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4230
4231                                 if (movekey) {
4232                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4233                                 }
4234                                 if (!movekey) {
4235                                     Person::players[i]->velocity = 0;
4236                                 }
4237
4238                                 //Dodge sweep?
4239                                 target = -2;
4240                                 if (Person::players.size() > 1) {
4241                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4242                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4243                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4244                                                 (Person::players[j]->victim == Person::players[i]) &&
4245                                                 (Person::players[j]->animTarget == sweepanim)) {
4246                                                 if (target >= 0) {
4247                                                     target = -1;
4248                                                 } else {
4249                                                     target = j;
4250                                                 }
4251                                             }
4252                                         }
4253                                     }
4254                                 }
4255                                 if (target >= 0) {
4256                                     Person::players[i]->velocity.y = 1;
4257                                 } else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4258                                     Person::players[i]->velocity.y = 7;
4259                                     Person::players[i]->crouchtogglekeydown = 1;
4260                                 } else {
4261                                     Person::players[i]->velocity.y = 5;
4262                                 }
4263
4264                                 if (mousejump && i == 0 && devtools) {
4265                                     if (!Person::players[i]->isLanding()) {
4266                                         Person::players[i]->tempdeltav = deltav;
4267                                     }
4268                                     if (Person::players[i]->tempdeltav < 0) {
4269                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4270                                     }
4271                                 }
4272
4273                                 Person::players[i]->coords.y += .2;
4274                                 Person::players[i]->jumppower -= 1;
4275
4276                                 if (!i) {
4277                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4278                                 }
4279
4280                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4281                             }
4282                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4283                                 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4284                                 Person::players[i]->frameTarget = 2;
4285                                 Person::players[i]->landhard = 0;
4286                                 Person::players[i]->jumpstart = 1;
4287                                 Person::players[i]->tempdeltav = deltav;
4288                             }
4289                             if (Person::players[i]->animTarget == jumpupanim &&
4290                                 (((!floatjump &&
4291                                    !editorenabled) ||
4292                                   !devtools) ||
4293                                  Person::players[i]->aitype != playercontrolled)) {
4294                                 if (Person::players[i]->jumppower > multiplier * 6) {
4295                                     Person::players[i]->velocity.y += multiplier * 6;
4296                                     Person::players[i]->jumppower -= multiplier * 6;
4297                                 }
4298                                 if (Person::players[i]->jumppower <= multiplier * 6) {
4299                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
4300                                     Person::players[i]->jumppower = 0;
4301                                 }
4302                             }
4303                             if (((floatjump || editorenabled) && devtools) && i == 0) {
4304                                 Person::players[i]->velocity.y += multiplier * 30;
4305                             }
4306                         }
4307
4308                         if (!movekey) {
4309                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4310                                 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4311                             }
4312                             if (Person::players[i]->animTarget == sneakanim) {
4313                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4314                                 if (Person::players[i]->animCurrent == sneakanim) {
4315                                     Person::players[i]->target = 0;
4316                                 }
4317                                 Person::players[i]->frameTarget = 0;
4318                             }
4319                         }
4320                         if (Person::players[i]->animTarget == walkanim &&
4321                             (Person::players[i]->aitype == attacktypecutoff ||
4322                              Person::players[i]->aitype == searchtype ||
4323                              (Person::players[i]->aitype == passivetype &&
4324                               Person::players[i]->numwaypoints <= 1))) {
4325                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4326                         }
4327                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
4328                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4329                         }
4330                     }
4331                 }
4332                 if (Person::players[i]->animTarget == rollanim) {
4333                     Person::players[i]->targetyaw = oldtargetyaw;
4334                 }
4335             }
4336
4337             //Rotation
4338             for (unsigned k = 0; k < Person::players.size(); k++) {
4339                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4340                     if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
4341                         Person::players[k]->yaw -= 360;
4342                     } else {
4343                         Person::players[k]->yaw += 360;
4344                     }
4345                 }
4346
4347                 //stop to turn in right direction
4348                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
4349                     Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4350                 }
4351
4352                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
4353                     Person::players[k]->targettilt = 0;
4354                 }
4355
4356                 if (Person::players[k]->animTarget != jumpupanim &&
4357                     Person::players[k]->animTarget != backhandspringanim &&
4358                     Person::players[k]->animTarget != jumpdownanim &&
4359                     !Person::players[k]->isFlip()) {
4360                     Person::players[k]->targettilt = 0;
4361                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
4362                         Person::players[k]->jumppower = 0;
4363                     }
4364                     Person::players[k]->jumppower += multiplier * 7;
4365                     if (Person::players[k]->isCrouch()) {
4366                         Person::players[k]->jumppower += multiplier * 7;
4367                     }
4368                     if (Person::players[k]->jumppower > 5) {
4369                         Person::players[k]->jumppower = 5;
4370                     }
4371                 }
4372
4373                 if (Person::players[k]->isRun()) {
4374                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4375                 }
4376
4377                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4378                 Person::players[k]->grabdelay -= multiplier;
4379             }
4380
4381             //do animations
4382             for (unsigned k = 0; k < Person::players.size(); k++) {
4383                 Person::players[k]->DoAnimations();
4384                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4385                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4386             }
4387
4388             //do stuff
4389             Object::DoStuff();
4390
4391             for (int j = numenvsounds - 1; j >= 0; j--) {
4392                 envsoundlife[j] -= multiplier;
4393                 if (envsoundlife[j] < 0) {
4394                     numenvsounds--;
4395                     envsoundlife[j] = envsoundlife[numenvsounds];
4396                     envsound[j] = envsound[numenvsounds];
4397                 }
4398             }
4399             OPENAL_SetFrequency(OPENAL_ALL, slomo);
4400
4401             if (Tutorial::active) {
4402                 Tutorial::DoStuff(multiplier);
4403             }
4404
4405             //3d sound
4406             static float gLoc[3];
4407             gLoc[0] = viewer.x;
4408             gLoc[1] = viewer.y;
4409             gLoc[2] = viewer.z;
4410             static float vel[3];
4411             vel[0] = (viewer.x - oldviewer.x) / multiplier;
4412             vel[1] = (viewer.y - oldviewer.y) / multiplier;
4413             vel[2] = (viewer.z - oldviewer.z) / multiplier;
4414
4415             //Set orientation with forward and up vectors
4416             static XYZ upvector;
4417             upvector = 0;
4418             upvector.z = -1;
4419
4420             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4421             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4422
4423             facing = 0;
4424             facing.z = -1;
4425
4426             facing = DoRotation(facing, -pitch, 0, 0);
4427             facing = DoRotation(facing, 0, 0 - yaw, 0);
4428
4429             static float ori[6];
4430             ori[0] = -facing.x;
4431             ori[1] = facing.y;
4432             ori[2] = -facing.z;
4433             ori[3] = -upvector.x;
4434             ori[4] = upvector.y;
4435             ori[5] = -upvector.z;
4436
4437             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4438             OPENAL_Update();
4439
4440             oldviewer = viewer;
4441         }
4442     }
4443 }
4444
4445 void Game::TickOnce()
4446 {
4447     if (mainmenu) {
4448         yaw += multiplier * 5;
4449     } else if (Dialog::directing || !Dialog::inDialog()) {
4450         yaw += deltah * .7;
4451         if (invertmouse) {
4452             pitch -= deltav * .7;
4453         } else {
4454             pitch += deltav * .7;
4455         }
4456         if (pitch > 90) {
4457             pitch = 90;
4458         }
4459         if (pitch < -70) {
4460             pitch = -70;
4461         }
4462     }
4463 }
4464
4465 void Game::TickOnceAfter()
4466 {
4467     static XYZ colviewer;
4468     static XYZ coltarget;
4469     static XYZ target;
4470     static XYZ col;
4471     static XYZ facing;
4472     static float changedelay;
4473     static bool alldead;
4474     static float unseendelay;
4475     static float cameraspeed;
4476
4477     if (!mainmenu) {
4478         static int oldmusictype = musictype;
4479
4480         if (environment == snowyenvironment) {
4481             leveltheme = stream_snowtheme;
4482         }
4483         if (environment == grassyenvironment) {
4484             leveltheme = stream_grasstheme;
4485         }
4486         if (environment == desertenvironment) {
4487             leveltheme = stream_deserttheme;
4488         }
4489
4490         realthreat = 0;
4491
4492         musictype = leveltheme;
4493         for (unsigned i = 0; i < Person::players.size(); i++) {
4494             if ((Person::players[i]->aitype == attacktypecutoff ||
4495                  Person::players[i]->aitype == getweapontype ||
4496                  Person::players[i]->aitype == gethelptype ||
4497                  Person::players[i]->aitype == searchtype) &&
4498                 !Person::players[i]->dead &&
4499                 (Person::players[i]->animTarget != sneakattackedanim &&
4500                  Person::players[i]->animTarget != knifesneakattackedanim &&
4501                  Person::players[i]->animTarget != swordsneakattackedanim)) {
4502                 musictype = stream_fighttheme;
4503                 realthreat = 1;
4504             }
4505         }
4506         if (Person::players[0]->dead) {
4507             musictype = stream_menutheme;
4508         }
4509
4510         if (musictype == stream_fighttheme) {
4511             unseendelay = 1;
4512         }
4513
4514         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4515             unseendelay -= multiplier;
4516             if (unseendelay > 0) {
4517                 musictype = stream_fighttheme;
4518             }
4519         }
4520
4521         if (loading == 2) {
4522             musictype = stream_menutheme;
4523             musicvolume[2] = 512;
4524             musicvolume[0] = 0;
4525             musicvolume[1] = 0;
4526             musicvolume[3] = 0;
4527         }
4528
4529         if (musictoggle) {
4530             if (musictype != oldmusictype && musictype == stream_fighttheme) {
4531                 emit_sound_np(alarmsound);
4532             }
4533         }
4534         musicselected = musictype;
4535
4536         if (musicselected == leveltheme) {
4537             musicvolume[0] += multiplier * 450;
4538         } else {
4539             musicvolume[0] -= multiplier * 450;
4540         }
4541         if (musicselected == stream_fighttheme) {
4542             musicvolume[1] += multiplier * 450;
4543         } else {
4544             musicvolume[1] -= multiplier * 450;
4545         }
4546         if (musicselected == stream_menutheme) {
4547             musicvolume[2] += multiplier * 450;
4548         } else {
4549             musicvolume[2] -= multiplier * 450;
4550         }
4551
4552         for (int i = 0; i < 3; i++) {
4553             if (musicvolume[i] < 0) {
4554                 musicvolume[i] = 0;
4555             }
4556             if (musicvolume[i] > 512) {
4557                 musicvolume[i] = 512;
4558             }
4559         }
4560
4561         if (musicvolume[2] > 128 && !loading && !mainmenu) {
4562             musicvolume[2] = 128;
4563         }
4564
4565         if (musictoggle) {
4566             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
4567                 emit_stream_np(leveltheme, musicvolume[0]);
4568             }
4569             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
4570                 emit_stream_np(stream_fighttheme, musicvolume[1]);
4571             }
4572             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
4573                 emit_stream_np(stream_menutheme, musicvolume[2]);
4574             }
4575             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
4576                 pause_sound(leveltheme);
4577             }
4578             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
4579                 pause_sound(stream_fighttheme);
4580             }
4581             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
4582                 pause_sound(stream_menutheme);
4583             }
4584
4585             if (musicvolume[0] != oldmusicvolume[0]) {
4586                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4587             }
4588             if (musicvolume[1] != oldmusicvolume[1]) {
4589                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4590             }
4591             if (musicvolume[2] != oldmusicvolume[2]) {
4592                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4593             }
4594
4595             for (int i = 0; i < 3; i++) {
4596                 oldmusicvolume[i] = musicvolume[i];
4597             }
4598         } else {
4599             pause_sound(leveltheme);
4600             pause_sound(stream_fighttheme);
4601             pause_sound(stream_menutheme);
4602
4603             for (int i = 0; i < 4; i++) {
4604                 oldmusicvolume[i] = 0;
4605                 musicvolume[i] = 0;
4606             }
4607         }
4608
4609         Hotspot::killhotspot = 2;
4610         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4611             if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4612                 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
4613                     Hotspot::killhotspot = 0;
4614                 } else if (Hotspot::killhotspot == 2) {
4615                     Hotspot::killhotspot = 1;
4616                 }
4617             }
4618         }
4619         if (Hotspot::killhotspot == 2) {
4620             Hotspot::killhotspot = 0;
4621         }
4622
4623         winhotspot = false;
4624         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4625             if (Hotspot::hotspots[i].type == -1) {
4626                 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4627                     winhotspot = true;
4628                 }
4629             }
4630         }
4631
4632         int numalarmed = 0;
4633         for (unsigned i = 1; i < Person::players.size(); i++) {
4634             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4635                 numalarmed++;
4636             }
4637         }
4638         if (numalarmed > maxalarmed) {
4639             maxalarmed = numalarmed;
4640         }
4641
4642         if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4643             if (Person::players[0]->dead) {
4644                 changedelay = 1;
4645                 targetlevel = whichlevel;
4646             }
4647             alldead = true;
4648             for (unsigned i = 1; i < Person::players.size(); i++) {
4649                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4650                     alldead = false;
4651                     break;
4652                 }
4653             }
4654
4655             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4656                 changedelay = 1;
4657                 targetlevel = whichlevel + 1;
4658                 if (targetlevel > numchallengelevels - 1) {
4659                     targetlevel = 0;
4660                 }
4661             }
4662             if (winhotspot || windialogue) {
4663                 changedelay = 0.1;
4664                 targetlevel = whichlevel + 1;
4665                 if (targetlevel > numchallengelevels - 1) {
4666                     targetlevel = 0;
4667                 }
4668             }
4669
4670             if (Hotspot::killhotspot) {
4671                 changedelay = 1;
4672                 targetlevel = whichlevel + 1;
4673                 if (targetlevel > numchallengelevels - 1) {
4674                     targetlevel = 0;
4675                 }
4676             }
4677
4678             if (changedelay > 0 && !Person::players[0]->dead && !won) {
4679                 //high scores, awards, win
4680                 if (campaign) {
4681                     Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4682                     scoreadded = 1;
4683                 } else {
4684                     wonleveltime = leveltime;
4685                     Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4686                 }
4687                 won = 1;
4688                 Account::saveFile(Folders::getUserSavePath());
4689             }
4690         }
4691
4692         if (!winfreeze) {
4693
4694             if (leveltime < 1) {
4695                 loading = 0;
4696                 changedelay = .1;
4697                 alldead = false;
4698                 winhotspot = false;
4699                 Hotspot::killhotspot = 0;
4700             }
4701
4702             if (!editorenabled && gameon && !mainmenu) {
4703                 if (changedelay != -999) {
4704                     changedelay -= multiplier / 7;
4705                 }
4706                 if (Person::players[0]->dead) {
4707                     targetlevel = whichlevel;
4708                 }
4709                 if (loading == 2 && !campaign) {
4710                     flash();
4711
4712                     fireSound(firestartsound);
4713
4714                     if (!Person::players[0]->dead && targetlevel != whichlevel) {
4715                         startbonustotal = bonustotal;
4716                     }
4717
4718                     LoadLevel(targetlevel);
4719                     fireSound();
4720
4721                     loading = 3;
4722                 }
4723                 if (loading == 2 && targetlevel == whichlevel) {
4724                     flash();
4725                     loadtime = 0;
4726
4727                     fireSound(firestartsound);
4728
4729                     LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4730
4731                     fireSound();
4732
4733                     loading = 3;
4734                 }
4735                 if (changedelay <= -999 &&
4736                     whichlevel != -2 &&
4737                     !loading &&
4738                     (Person::players[0]->dead ||
4739                      (alldead && maptype == mapkilleveryone) ||
4740                      (winhotspot) ||
4741                      (Hotspot::killhotspot))) {
4742                     loading = 1;
4743                 }
4744                 if ((Person::players[0]->dead ||
4745                      (alldead && maptype == mapkilleveryone) ||
4746                      (winhotspot) ||
4747                      (windialogue) ||
4748                      (Hotspot::killhotspot)) &&
4749                     changedelay <= 0) {
4750                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4751                         winfreeze = true;
4752                         changedelay = -999;
4753                     }
4754                     if (Person::players[0]->dead) {
4755                         loading = 1;
4756                     }
4757                 }
4758             }
4759
4760             if (campaign) {
4761                 // campaignchoosenext determines what to do when the level is complete:
4762                 // 0 = load next level
4763                 // 1 = go back to level select screen
4764                 // 2 = stealthload next level
4765                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4766                     if (campaignlevels[actuallevel].nextlevel.empty()) {
4767                         endgame = 1;
4768                     }
4769                 } else if (mainmenu == 0 && winfreeze) {
4770                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4771
4772                     if (!stealthloading) {
4773                         fireSound(firestartsound);
4774
4775                         flash();
4776                     }
4777
4778                     startbonustotal = 0;
4779
4780                     LoadCampaign();
4781
4782                     loading = 2;
4783                     loadtime = 0;
4784                     targetlevel = 7;
4785                     if (!firstLoadDone) {
4786                         LoadStuff();
4787                     }
4788                     whichchoice = 0;
4789                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
4790                     visibleloading = true;
4791                     stillloading = 1;
4792                     LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4793                     campaign = 1;
4794                     mainmenu = 0;
4795                     gameon = 1;
4796                     pause_sound(stream_menutheme);
4797
4798                     stealthloading = 0;
4799                 }
4800             }
4801
4802             if (loading == 3) {
4803                 loading = 0;
4804             }
4805         }
4806
4807         oldmusictype = musictype;
4808     }
4809
4810     facing = 0;
4811     facing.z = -1;
4812
4813     facing = DoRotation(facing, -pitch, 0, 0);
4814     facing = DoRotation(facing, 0, 0 - yaw, 0);
4815     viewerfacing = facing;
4816
4817     if (!cameramode) {
4818         if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
4819             target = Person::players[0]->coords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
4820         } else {
4821             target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
4822         }
4823         target.y += .1;
4824         if (Person::players[0]->skeleton.free) {
4825             for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4826                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
4827                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4828                 }
4829             }
4830             target.y += .1;
4831         }
4832         if (Person::players[0]->skeleton.free != 2) {
4833             cameraspeed = 20;
4834             if (findLengthfast(&Person::players[0]->velocity) > 400) {
4835                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4836             }
4837             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
4838                 target.y += 1.4;
4839             }
4840             coltarget = target - cameraloc;
4841             if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
4842                 cameraloc = target;
4843             } else {
4844                 Normalise(&coltarget);
4845                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
4846                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4847                 } else {
4848                     cameraloc = cameraloc + coltarget * multiplier * 8;
4849                 }
4850             }
4851             if (editorenabled) {
4852                 cameraloc = target;
4853             }
4854             cameradist += multiplier * 5;
4855             if (cameradist > 2.3) {
4856                 cameradist = 2.3;
4857             }
4858             viewer = cameraloc - facing * cameradist;
4859             colviewer = viewer;
4860             coltarget = cameraloc;
4861             Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4862             for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4863                 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4864                 colviewer = viewer;
4865                 coltarget = cameraloc;
4866                 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4867                     viewer = col;
4868                 }
4869             }
4870             for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4871                 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4872                 colviewer = viewer;
4873                 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4874                     viewer = colviewer;
4875                 }
4876             }
4877             cameradist = findDistance(&viewer, &target);
4878             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4879             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4880                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4881             }
4882         }
4883         if (camerashake > .8) {
4884             camerashake = .8;
4885         }
4886         woozy += multiplier;
4887         if (Person::players[0]->dead) {
4888             camerashake = 0;
4889         }
4890         if (Person::players[0]->dead) {
4891             woozy = 0;
4892         }
4893         camerashake -= multiplier * 2;
4894         blackout -= multiplier * 2;
4895         if (camerashake < 0) {
4896             camerashake = 0;
4897         }
4898         if (blackout < 0) {
4899             blackout = 0;
4900         }
4901         if (camerashake) {
4902             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4903             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4904             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
4905         }
4906     }
4907 }