]> git.jsancho.org Git - lugaru.git/blob - Source/GameTick.cpp
Fixed bindings or documentation to make sure both are consistent with each other
[lugaru.git] / Source / GameTick.cpp
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 const char* rabbitskin[] = {
152     "Textures/Fur3.jpg",
153     "Textures/Fur.jpg",
154     "Textures/Fur2.jpg",
155     "Textures/Lynx.jpg",
156     "Textures/Otter.jpg",
157     "Textures/Opal.jpg",
158     "Textures/Sable.jpg",
159     "Textures/Chocolate.jpg",
160     "Textures/BW2.jpg",
161     "Textures/WB2.jpg"
162 };
163
164 const char* wolfskin[] = {
165     "Textures/Wolf.jpg",
166     "Textures/DarkWolf.jpg",
167     "Textures/SnowWolf.jpg"
168 };
169
170 const char** creatureskin[] = { rabbitskin, wolfskin };
171
172 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
173 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
174
175 // utility functions
176
177 // TODO: this is slightly incorrect
178 float roughDirection(XYZ vec)
179 {
180     Normalise(&vec);
181     float angle = -asin(-vec.x) * 180 / M_PI;
182     if (vec.z < 0) {
183         angle = 180 - angle;
184     }
185     return angle;
186 }
187 float roughDirectionTo(XYZ start, XYZ end)
188 {
189     return roughDirection(end - start);
190 }
191 inline float pitchOf(XYZ vec)
192 {
193     Normalise(&vec);
194     return -asin(vec.y) * 180 / M_PI;
195 }
196 float pitchTo(XYZ start, XYZ end)
197 {
198     return pitchOf(end - start);
199 }
200 float sq(float n)
201 {
202     return n * n;
203 }
204 inline float stepTowardf(float from, float to, float by)
205 {
206     if (fabs(from - to) < by) {
207         return to;
208     } else if (from > to) {
209         return from - by;
210     } else {
211         return from + by;
212     }
213 }
214
215 void Game::playdialoguescenesound()
216 {
217     XYZ temppos;
218     temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
219     temppos = temppos - viewer;
220     Normalise(&temppos);
221     temppos += viewer;
222
223     int sound = -1;
224     switch (Dialog::currentScene().sound) {
225         case -6:
226             sound = alarmsound;
227             break;
228         case -4:
229             sound = consolefailsound;
230             break;
231         case -3:
232             sound = consolesuccesssound;
233             break;
234         case -2:
235             sound = firestartsound;
236             break;
237         case -1:
238             sound = fireendsound;
239             break;
240         case 1:
241             sound = rabbitchitter;
242             break;
243         case 2:
244             sound = rabbitchitter2;
245             break;
246         case 3:
247             sound = rabbitpainsound;
248             break;
249         case 4:
250             sound = rabbitpain1sound;
251             break;
252         case 5:
253             sound = rabbitattacksound;
254             break;
255         case 6:
256             sound = rabbitattack2sound;
257             break;
258         case 7:
259             sound = rabbitattack3sound;
260             break;
261         case 8:
262             sound = rabbitattack4sound;
263             break;
264         case 9:
265             sound = growlsound;
266             break;
267         case 10:
268             sound = growl2sound;
269             break;
270         case 11:
271             sound = snarlsound;
272             break;
273         case 12:
274             sound = snarl2sound;
275             break;
276         case 13:
277             sound = barksound;
278             break;
279         case 14:
280             sound = bark2sound;
281             break;
282         case 15:
283             sound = bark3sound;
284             break;
285         case 16:
286             sound = barkgrowlsound;
287             break;
288         default:
289             break;
290     }
291     if (sound != -1) {
292         emit_sound_at(sound, temppos);
293     }
294 }
295
296 // ================================================================
297
298 int Game::findClosestPlayer()
299 {
300     int closest = -1;
301     float closestdist = std::numeric_limits<float>::max();
302
303     for (unsigned int i = 1; i < Person::players.size(); i++) {
304         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
305         if (distance < closestdist) {
306             closestdist = distance;
307             closest = (int)i;
308         }
309     }
310     return closest;
311 }
312
313 static int findClosestObject()
314 {
315     int closest = -1;
316     float closestdist = std::numeric_limits<float>::max();
317
318     for (unsigned int i = 0; i < Object::objects.size(); i++) {
319         float distance = distsq(&Object::objects[i]->position,
320                                 &Person::players[0]->coords);
321         if (distance < closestdist) {
322             closestdist = distance;
323             closest = (int)i;
324         }
325     }
326     return closest;
327 }
328
329 static void cmd_dispatch(const string cmd)
330 {
331     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
332
333     for (i = 0; i < n_cmds; i++) {
334         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
335             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
336             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
337             break;
338         }
339     }
340     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
341 }
342
343 /********************> Tick() <*****/
344 extern bool save_screenshot(const char* fname);
345 void Screenshot(void)
346 {
347     char filename[1024];
348     time_t t = time(NULL);
349     struct tm* tme = localtime(&t);
350     sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
351             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
352
353     save_screenshot(filename);
354 }
355
356 void Game::SetUpLighting()
357 {
358     if (environment == snowyenvironment) {
359         light.setColors(.65, .65, .7, .4, .4, .44);
360     }
361     if (environment == desertenvironment) {
362         light.setColors(.95, .95, .95, .4, .35, .3);
363     }
364     if (environment == grassyenvironment) {
365         light.setColors(.95, .95, 1, .4, .4, .44);
366     }
367     if (!skyboxtexture) {
368         light.setColors(1, 1, 1, .4, .4, .4);
369     }
370     float average;
371     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
372     light.color[0] *= (skyboxlightr + average) / 2;
373     light.color[1] *= (skyboxlightg + average) / 2;
374     light.color[2] *= (skyboxlightb + average) / 2;
375     light.ambient[0] *= (skyboxlightr + average) / 2;
376     light.ambient[1] *= (skyboxlightg + average) / 2;
377     light.ambient[2] *= (skyboxlightb + average) / 2;
378 }
379
380 void Setenvironment(int which)
381 {
382     LOGFUNC;
383
384     LOG(" Setting environment...");
385
386     float temptexdetail;
387     environment = which;
388
389     pause_sound(stream_snowtheme);
390     pause_sound(stream_grasstheme);
391     pause_sound(stream_deserttheme);
392     pause_sound(stream_wind);
393     pause_sound(stream_desertambient);
394
395     if (environment == snowyenvironment) {
396         windvector = 0;
397         windvector.z = 3;
398         if (ambientsound) {
399             emit_stream_np(stream_wind);
400         }
401
402         Object::treetextureptr.load("Textures/SnowTree.png", 0);
403         Object::bushtextureptr.load("Textures/BushSnow.png", 0);
404         Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
405         Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
406
407         footstepsound = footstepsn1;
408         footstepsound2 = footstepsn2;
409         footstepsound3 = footstepst1;
410         footstepsound4 = footstepst2;
411
412         terraintexture.load("Textures/Snow.jpg", 1);
413         terraintexture2.load("Textures/Rock.jpg", 1);
414
415         temptexdetail = texdetail;
416         if (texdetail > 1) {
417             texdetail = 4;
418         }
419         skybox->load("Textures/Skybox(snow)/Front.jpg",
420                      "Textures/Skybox(snow)/Left.jpg",
421                      "Textures/Skybox(snow)/Back.jpg",
422                      "Textures/Skybox(snow)/Right.jpg",
423                      "Textures/Skybox(snow)/Up.jpg",
424                      "Textures/Skybox(snow)/Down.jpg");
425
426         texdetail = temptexdetail;
427     } else if (environment == desertenvironment) {
428         windvector = 0;
429         windvector.z = 2;
430         Object::treetextureptr.load("Textures/DesertTree.png", 0);
431         Object::bushtextureptr.load("Textures/BushDesert.png", 0);
432         Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
433         Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
434
435         if (ambientsound) {
436             emit_stream_np(stream_desertambient);
437         }
438
439         footstepsound = footstepsn1;
440         footstepsound2 = footstepsn2;
441         footstepsound3 = footstepsn1;
442         footstepsound4 = footstepsn2;
443
444         terraintexture.load("Textures/Sand.jpg", 1);
445         terraintexture2.load("Textures/SandSlope.jpg", 1);
446
447         temptexdetail = texdetail;
448         if (texdetail > 1) {
449             texdetail = 4;
450         }
451         skybox->load("Textures/Skybox(sand)/Front.jpg",
452                      "Textures/Skybox(sand)/Left.jpg",
453                      "Textures/Skybox(sand)/Back.jpg",
454                      "Textures/Skybox(sand)/Right.jpg",
455                      "Textures/Skybox(sand)/Up.jpg",
456                      "Textures/Skybox(sand)/Down.jpg");
457
458         texdetail = temptexdetail;
459     } else if (environment == grassyenvironment) {
460         windvector = 0;
461         windvector.z = 2;
462         Object::treetextureptr.load("Textures/Tree.png", 0);
463         Object::bushtextureptr.load("Textures/Bush.png", 0);
464         Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
465         Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
466
467         if (ambientsound) {
468             emit_stream_np(stream_wind, 100.);
469         }
470
471         footstepsound = footstepgr1;
472         footstepsound2 = footstepgr2;
473         footstepsound3 = footstepst1;
474         footstepsound4 = footstepst2;
475
476         terraintexture.load("Textures/GrassDirt.jpg", 1);
477         terraintexture2.load("Textures/MossRock.jpg", 1);
478
479         temptexdetail = texdetail;
480         if (texdetail > 1) {
481             texdetail = 4;
482         }
483         skybox->load("Textures/Skybox(grass)/Front.jpg",
484                      "Textures/Skybox(grass)/Left.jpg",
485                      "Textures/Skybox(grass)/Back.jpg",
486                      "Textures/Skybox(grass)/Right.jpg",
487                      "Textures/Skybox(grass)/Up.jpg",
488                      "Textures/Skybox(grass)/Down.jpg");
489
490         texdetail = temptexdetail;
491     }
492     temptexdetail = texdetail;
493     texdetail = 1;
494     terrain.load("Textures/HeightMap.png");
495
496     texdetail = temptexdetail;
497 }
498
499 bool Game::LoadLevel(int which)
500 {
501     stealthloading = 0;
502     whichlevel = which;
503
504     if (which == -1) {
505         return LoadLevel("tutorial", true);
506     } else if (which >= 0 && which <= 15) {
507         char buf[32];
508         snprintf(buf, 32, "map%d", which + 1); // challenges
509         return LoadLevel(buf);
510     } else {
511         return LoadLevel("mapsave");
512     }
513 }
514
515 bool Game::LoadLevel(const std::string& name, bool tutorial)
516 {
517     const std::string level_path = Folders::getResourcePath("Maps/" + name);
518     if (!Folders::file_exists(level_path)) {
519         perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
520         return false;
521     }
522
523     int indemo; // FIXME this should be removed
524     int templength;
525     float lamefloat;
526
527     LOGFUNC;
528
529     LOG(std::string("Loading level...") + name);
530
531     if (!gameon) {
532         visibleloading = true;
533     }
534     if (stealthloading) {
535         visibleloading = false;
536     }
537     if (!stillloading) {
538         loadtime = 0;
539     }
540     gamestarted = 1;
541
542     numenvsounds = 0;
543
544     Tutorial::active = tutorial;
545
546     if (Tutorial::active) {
547         Tutorial::stage = 0;
548     }
549     if (Tutorial::stage == 0) {
550         Tutorial::stagetime = 0;
551         Tutorial::maxtime = 1;
552     }
553     pause_sound(whooshsound);
554     pause_sound(stream_firesound);
555
556     int mapvers;
557     FILE* tfile;
558     errno = 0;
559     tfile = Folders::openMandatoryFile(level_path, "rb");
560
561     pause_sound(stream_firesound);
562     scoreadded = 0;
563     windialogue = false;
564     hostiletime = 0;
565     won = 0;
566
567     //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
568
569     Dialog::dialogs.clear();
570
571     Dialog::indialogue = -1;
572     cameramode = 0;
573
574     damagedealt = 0;
575     damagetaken = 0;
576
577     if (Account::hasActive()) {
578         difficulty = Account::active().getDifficulty();
579     }
580
581     Hotspot::hotspots.clear();
582     Hotspot::current = -1;
583     bonustime = 1;
584
585     skyboxtexture = 1;
586     skyboxr = 1;
587     skyboxg = 1;
588     skyboxb = 1;
589
590     freeze = 0;
591     winfreeze = 0;
592
593     for (unsigned char i = 0; i < 100; i++) {
594         bonusnum[i] = 0;
595     }
596
597     numfalls = 0;
598     numflipfail = 0;
599     numseen = 0;
600     numstaffattack = 0;
601     numswordattack = 0;
602     numknifeattack = 0;
603     numunarmedattack = 0;
604     numescaped = 0;
605     numflipped = 0;
606     numwallflipped = 0;
607     numthrowkill = 0;
608     numafterkill = 0;
609     numreversals = 0;
610     numattacks = 0;
611     maxalarmed = 0;
612     numresponded = 0;
613
614     bonustotal = startbonustotal;
615     bonus = 0;
616     gameon = 1;
617     changedelay = 0;
618     if (console) {
619         emit_sound_np(consolesuccesssound);
620         freeze = 0;
621         console = false;
622     }
623
624     if (!stealthloading) {
625         terrain.decals.clear();
626         Sprite::deleteSprites();
627
628         for (int i = 0; i < subdivision; i++) {
629             for (int j = 0; j < subdivision; j++) {
630                 terrain.patchobjects[i][j].clear();
631             }
632         }
633         Game::LoadingScreen();
634     }
635
636     weapons.clear();
637     Person::players.resize(1);
638
639     funpackf(tfile, "Bi", &mapvers);
640     if (mapvers < 12) {
641         cerr << name << " has obsolete map version " << mapvers << endl;
642     }
643     if (mapvers >= 15) {
644         funpackf(tfile, "Bi", &indemo);
645     } else {
646         indemo = 0;
647     }
648     if (mapvers >= 5) {
649         funpackf(tfile, "Bi", &maptype);
650     } else {
651         maptype = mapkilleveryone;
652     }
653     if (mapvers >= 6) {
654         funpackf(tfile, "Bi", &hostile);
655     } else {
656         hostile = 1;
657     }
658     if (mapvers >= 4) {
659         funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
660     } else {
661         viewdistance = 100;
662         fadestart = .6;
663     }
664     if (mapvers >= 2) {
665         funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
666     } else {
667         skyboxtexture = 1;
668         skyboxr = 1;
669         skyboxg = 1;
670         skyboxb = 1;
671     }
672     if (mapvers >= 10) {
673         funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
674     } else {
675         skyboxlightr = skyboxr;
676         skyboxlightg = skyboxg;
677         skyboxlightb = skyboxb;
678     }
679     /* 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) */
680     if (stealthloading) {
681         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
682     } else {
683         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);
684     }
685     if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
686         for (int j = 0; j < Person::players[0]->num_weapons; j++) {
687             Person::players[0]->weaponids[j] = weapons.size();
688             int type;
689             funpackf(tfile, "Bi", &type);
690             weapons.push_back(Weapon(type, 0));
691         }
692     }
693
694     Game::LoadingScreen();
695
696     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
697     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
698     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
699     funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
700
701     funpackf(tfile, "Bi", &Person::players[0]->numclothes);
702
703     if (mapvers >= 9) {
704         funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
705     } else {
706         Person::players[0]->whichskin = 0;
707         Person::players[0]->creature = rabbittype;
708     }
709
710     Person::players[0]->lastattack = -1;
711     Person::players[0]->lastattack2 = -1;
712     Person::players[0]->lastattack3 = -1;
713
714     //dialogues
715     if (mapvers >= 8) {
716         Dialog::loadDialogs(tfile);
717     }
718
719     for (int k = 0; k < Person::players[0]->numclothes; k++) {
720         funpackf(tfile, "Bi", &templength);
721         for (int l = 0; l < templength; l++) {
722             funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
723         }
724         Person::players[0]->clothes[k][templength] = '\0';
725         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
726     }
727
728     funpackf(tfile, "Bi", &environment);
729
730     if (environment != oldenvironment) {
731         Setenvironment(environment);
732     }
733     oldenvironment = environment;
734
735     Object::LoadObjectsFromFile(tfile, stealthloading);
736
737     if (mapvers >= 7) {
738         int numhotspots;
739         funpackf(tfile, "Bi", &numhotspots);
740         if (numhotspots < 0) {
741             cerr << "Map " << name << " have an invalid number of hotspots" << endl;
742             numhotspots = 0;
743         }
744         Hotspot::hotspots.resize(numhotspots);
745         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
746             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);
747             funpackf(tfile, "Bi", &templength);
748             if (templength) {
749                 for (int l = 0; l < templength; l++) {
750                     funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
751                 }
752             }
753             Hotspot::hotspots[i].text[templength] = '\0';
754             if (Hotspot::hotspots[i].type == -111) {
755                 indemo = 1;
756             }
757         }
758     } else {
759         Hotspot::hotspots.clear();
760     }
761
762     Game::LoadingScreen();
763
764     if (!stealthloading) {
765         Object::ComputeCenter();
766         Object::ComputeRadius();
767     }
768
769     Game::LoadingScreen();
770
771     int numplayers;
772     funpackf(tfile, "Bi", &numplayers);
773     if (numplayers > maxplayers) {
774         cout << "Warning: this level contains more players than allowed" << endl;
775     }
776     unsigned j = 1;
777     for (int i = 1; i < numplayers; i++) {
778         try {
779             Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
780             j++;
781         } catch (InvalidPersonException e) {
782             cerr << "Invalid Person found in " << name << endl;
783         }
784     }
785     Game::LoadingScreen();
786
787     funpackf(tfile, "Bi", &numpathpoints);
788     if (numpathpoints > 30 || numpathpoints < 0) {
789         numpathpoints = 0;
790     }
791     for (int j = 0; j < numpathpoints; j++) {
792         funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
793         for (int k = 0; k < numpathpointconnect[j]; k++) {
794             funpackf(tfile, "Bi", &pathpointconnect[j][k]);
795         }
796     }
797     Game::LoadingScreen();
798
799     funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
800
801     SetUpLighting();
802
803     if (!stealthloading) {
804         Object::AddObjectsToTerrain();
805         terrain.DoShadows();
806         Game::LoadingScreen();
807         Object::DoShadows();
808         Game::LoadingScreen();
809     }
810
811     fclose(tfile);
812
813     for (unsigned i = 0; i < Person::players.size(); i++) {
814         Game::LoadingScreen();
815         if (i == 0) {
816             Person::players[i]->burnt = 0;
817             Person::players[i]->bled = 0;
818             Person::players[i]->onfire = 0;
819             Person::players[i]->scale = .2;
820             if (mapvers < 9) {
821                 Person::players[i]->creature = rabbittype;
822             }
823         }
824         Person::players[i]->skeleton.free = 0;
825
826         Person::players[i]->skeletonLoad();
827
828         Person::players[i]->addClothes();
829
830         if (i == 0) {
831             Person::players[i]->animCurrent = bounceidleanim;
832             Person::players[i]->animTarget = bounceidleanim;
833             Person::players[i]->frameCurrent = 0;
834             Person::players[i]->frameTarget = 1;
835             Person::players[i]->target = 0;
836         }
837         Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
838         if (difficulty == 0) {
839             Person::players[i]->speed -= .2;
840         }
841         if (difficulty == 1) {
842             Person::players[i]->speed -= .1;
843         }
844
845         if (i == 0) {
846             Person::players[i]->velocity = 0;
847             Person::players[i]->oldcoords = Person::players[i]->coords;
848             Person::players[i]->realoldcoords = Person::players[i]->coords;
849
850             Person::players[i]->id = i;
851             Person::players[i]->updatedelay = 0;
852             Person::players[i]->normalsupdatedelay = 0;
853
854             Person::players[i]->proportionhead = 1.2;
855             Person::players[i]->proportionbody = 1.05;
856             Person::players[i]->proportionarms = 1.00;
857             Person::players[i]->proportionlegs = 1.1;
858             Person::players[i]->proportionlegs.y = 1.05;
859             Person::players[i]->headless = 0;
860             Person::players[i]->currentoffset = 0;
861             Person::players[i]->targetoffset = 0;
862             if (Person::players[i]->creature == wolftype) {
863                 Person::players[i]->scale = .23;
864                 Person::players[i]->damagetolerance = 300;
865             } else {
866                 Person::players[i]->damagetolerance = 200;
867             }
868         }
869
870         Game::LoadingScreen();
871
872         if (cellophane) {
873             Person::players[i]->proportionhead.z = 0;
874             Person::players[i]->proportionbody.z = 0;
875             Person::players[i]->proportionarms.z = 0;
876             Person::players[i]->proportionlegs.z = 0;
877         }
878
879         Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
880
881         if (i == 0) {
882             Person::players[i]->headmorphness = 0;
883             Person::players[i]->targetheadmorphness = 1;
884             Person::players[i]->headmorphstart = 0;
885             Person::players[i]->headmorphend = 0;
886
887             Person::players[i]->pausetime = 0;
888
889             Person::players[i]->dead = 0;
890             Person::players[i]->jumppower = 5;
891             Person::players[i]->damage = 0;
892             Person::players[i]->permanentdamage = 0;
893             Person::players[i]->superpermanentdamage = 0;
894
895             Person::players[i]->forwardkeydown = 0;
896             Person::players[i]->leftkeydown = 0;
897             Person::players[i]->backkeydown = 0;
898             Person::players[i]->rightkeydown = 0;
899             Person::players[i]->jumpkeydown = 0;
900             Person::players[i]->crouchkeydown = 0;
901             Person::players[i]->throwkeydown = 0;
902
903             Person::players[i]->collided = -10;
904             Person::players[i]->loaded = 1;
905             Person::players[i]->bloodloss = 0;
906             Person::players[i]->weaponactive = -1;
907             Person::players[i]->weaponstuck = -1;
908             Person::players[i]->bleeding = 0;
909             Person::players[i]->deathbleeding = 0;
910             Person::players[i]->stunned = 0;
911             Person::players[i]->hasvictim = 0;
912             Person::players[i]->wentforweapon = 0;
913         }
914     }
915
916     Person::players[0]->aitype = playercontrolled;
917
918     if (difficulty == 1) {
919         Person::players[0]->power = 1 / .9;
920         Person::players[0]->damagetolerance = 250;
921     } else if (difficulty == 0) {
922         Person::players[0]->power = 1 / .8;
923         Person::players[0]->damagetolerance = 300;
924         Person::players[0]->armorhead *= 1.5;
925         Person::players[0]->armorhigh *= 1.5;
926         Person::players[0]->armorlow *= 1.5;
927     }
928
929     cameraloc = Person::players[0]->coords;
930     cameraloc.y += 5;
931     yaw = Person::players[0]->yaw;
932
933     hawkcoords = Person::players[0]->coords;
934     hawkcoords.y += 30;
935
936     Game::LoadingScreen();
937
938     LOG("Starting background music...");
939
940     OPENAL_StopSound(OPENAL_ALL);
941     if (ambientsound) {
942         if (environment == snowyenvironment) {
943             emit_stream_np(stream_wind);
944         } else if (environment == desertenvironment) {
945             emit_stream_np(stream_desertambient);
946         } else if (environment == grassyenvironment) {
947             emit_stream_np(stream_wind, 100.);
948         }
949     }
950     oldmusicvolume[0] = 0;
951     oldmusicvolume[1] = 0;
952     oldmusicvolume[2] = 0;
953     oldmusicvolume[3] = 0;
954
955     leveltime = 0;
956     wonleveltime = 0;
957     visibleloading = false;
958
959     return true;
960 }
961
962 void doDevKeys()
963 {
964     float headprop, bodyprop, armprop, legprop;
965     if (!devtools) {
966         return;
967     }
968
969     if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
970         /* Invicible */
971         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
972             Person::players[0]->damagetolerance = 200000;
973             Person::players[0]->damage = 0;
974             Person::players[0]->burnt = 0;
975             Person::players[0]->permanentdamage = 0;
976             Person::players[0]->superpermanentdamage = 0;
977         }
978
979         /* Change environment */
980         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
981             environment++;
982             if (environment > 2) {
983                 environment = 0;
984             }
985             Setenvironment(environment);
986         }
987
988         /* Camera mode */
989         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
990             cameramode = !cameramode;
991         }
992
993         /* Toggle Slow motion */
994         if (Input::isKeyPressed(SDL_SCANCODE_B)) {
995             slomo = 1 - slomo;
996             slomodelay = 1000;
997         }
998
999         /* Ragdoll */
1000         if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1001             Person::players[0]->RagDoll(0);
1002
1003             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1004         }
1005
1006         /* Grow tree leaves?? */
1007         if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1008             for (auto& an_object : Object::objects) {
1009                 if (an_object->type == treeleavestype) {
1010                     an_object->scale *= .9;
1011                 }
1012             }
1013         }
1014
1015         /* Change (or add) weapon */
1016         if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1017             int closest = 0;
1018             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1019                 closest = findClosestPlayer();
1020             }
1021
1022             if (closest >= 0) {
1023                 if (Person::players[closest]->num_weapons > 0) {
1024                     if (weapons[Person::players[closest]->weaponids[0]].getType() == sword) {
1025                         weapons[Person::players[closest]->weaponids[0]].setType(staff);
1026                     } else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff) {
1027                         weapons[Person::players[closest]->weaponids[0]].setType(knife);
1028                     } else {
1029                         weapons[Person::players[closest]->weaponids[0]].setType(sword);
1030                     }
1031                 } else {
1032                     Person::players[closest]->weaponids[0] = weapons.size();
1033
1034                     weapons.push_back(Weapon(knife, closest));
1035
1036                     Person::players[closest]->num_weapons = 1;
1037                 }
1038             }
1039         }
1040
1041         /* Change yaw? */
1042         if (Input::isKeyDown(SDL_SCANCODE_U)) {
1043             int closest = 0;
1044             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1045                 closest = findClosestPlayer();
1046             }
1047
1048             if (closest >= 0) {
1049                 Person::players[closest]->yaw += multiplier * 50;
1050                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1051             }
1052         }
1053
1054         /* Toggle fire */
1055         if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1056             Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1057             if (Person::players[0]->onfire) {
1058                 Person::players[0]->CatchFire();
1059             }
1060             if (!Person::players[0]->onfire) {
1061                 emit_sound_at(fireendsound, Person::players[0]->coords);
1062                 pause_sound(stream_firesound);
1063             }
1064         }
1065
1066         /* Change skin */
1067         if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1068             int closest = 0;
1069             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1070                 closest = findClosestPlayer();
1071             }
1072
1073             if (closest >= 0) {
1074                 Person::players[closest]->whichskin++;
1075                 if (Person::players[closest]->whichskin > 9) {
1076                     Person::players[closest]->whichskin = 0;
1077                 }
1078                 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
1079                     Person::players[closest]->whichskin = 0;
1080                 }
1081
1082                 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1083                                                                              &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1084             }
1085
1086             Person::players[closest]->addClothes();
1087         }
1088
1089         /* Change creature type */
1090         if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1091             int closest = 0;
1092             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1093                 closest = findClosestPlayer();
1094             }
1095
1096             if (closest >= 0) {
1097                 if (Person::players[closest]->creature == wolftype) {
1098                     headprop = Person::players[closest]->proportionhead.x / 1.1;
1099                     bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1100                     armprop = Person::players[closest]->proportionarms.x / 1.1;
1101                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
1102                 } else {
1103                     // rabbittype
1104                     headprop = Person::players[closest]->proportionhead.x / 1.2;
1105                     bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1106                     armprop = Person::players[closest]->proportionarms.x / 1.00;
1107                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
1108                 }
1109
1110                 if (Person::players[closest]->creature == rabbittype) {
1111                     Person::players[closest]->creature = wolftype;
1112                     Person::players[closest]->whichskin = 0;
1113                     Person::players[closest]->skeletonLoad();
1114
1115                     Person::players[closest]->proportionhead = 1.1;
1116                     Person::players[closest]->proportionbody = 1.1;
1117                     Person::players[closest]->proportionarms = 1.1;
1118                     Person::players[closest]->proportionlegs = 1.1;
1119                     Person::players[closest]->proportionlegs.y = 1.1;
1120                     Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1121
1122                     Person::players[closest]->damagetolerance = 300;
1123                 } else {
1124                     Person::players[closest]->creature = rabbittype;
1125                     Person::players[closest]->whichskin = 0;
1126                     Person::players[closest]->skeletonLoad(true);
1127
1128                     Person::players[closest]->proportionhead = 1.2;
1129                     Person::players[closest]->proportionbody = 1.05;
1130                     Person::players[closest]->proportionarms = 1.00;
1131                     Person::players[closest]->proportionlegs = 1.1;
1132                     Person::players[closest]->proportionlegs.y = 1.05;
1133                     Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1134
1135                     Person::players[closest]->damagetolerance = 200;
1136                 }
1137
1138                 if (Person::players[closest]->creature == wolftype) {
1139                     Person::players[closest]->proportionhead = 1.1 * headprop;
1140                     Person::players[closest]->proportionbody = 1.1 * bodyprop;
1141                     Person::players[closest]->proportionarms = 1.1 * armprop;
1142                     Person::players[closest]->proportionlegs = 1.1 * legprop;
1143                 }
1144
1145                 if (Person::players[closest]->creature == rabbittype) {
1146                     Person::players[closest]->proportionhead = 1.2 * headprop;
1147                     Person::players[closest]->proportionbody = 1.05 * bodyprop;
1148                     Person::players[closest]->proportionarms = 1.00 * armprop;
1149                     Person::players[closest]->proportionlegs = 1.1 * legprop;
1150                     Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1151                 }
1152             }
1153         }
1154
1155         /* Decapitate */
1156         if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1157             int closest = -1;
1158             float closestdist = std::numeric_limits<float>::max();
1159
1160             for (unsigned i = 1; i < Person::players.size(); i++) {
1161                 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1162                 if (!Person::players[i]->headless) {
1163                     if (distance < closestdist) {
1164                         closestdist = distance;
1165                         closest = i;
1166                     }
1167                 }
1168             }
1169
1170             XYZ flatfacing2, flatvelocity2;
1171             XYZ blah;
1172             if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1173                 blah = Person::players[closest]->coords;
1174                 XYZ headspurtdirection;
1175                 //int i = Person::players[closest]->skeleton.jointlabels[head];
1176                 Joint& headjoint = Person::players[closest]->joint(head);
1177                 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1178                     if (!Person::players[closest]->skeleton.free) {
1179                         flatvelocity2 = Person::players[closest]->velocity;
1180                     }
1181                     if (Person::players[closest]->skeleton.free) {
1182                         flatvelocity2 = headjoint.velocity;
1183                     }
1184                     if (!Person::players[closest]->skeleton.free) {
1185                         flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1186                     }
1187                     if (Person::players[closest]->skeleton.free) {
1188                         flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1189                     }
1190                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1191                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1192                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1193                     headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1194                     Normalise(&headspurtdirection);
1195                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1196                     flatvelocity2 += headspurtdirection * 8;
1197                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1198                 }
1199                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1200
1201                 emit_sound_at(splattersound, blah);
1202                 emit_sound_at(breaksound2, blah, 100.);
1203
1204                 if (Person::players[closest]->skeleton.free == 2) {
1205                     Person::players[closest]->skeleton.free = 0;
1206                 }
1207                 Person::players[closest]->RagDoll(0);
1208                 Person::players[closest]->dead = 2;
1209                 Person::players[closest]->headless = 1;
1210                 Person::players[closest]->DoBloodBig(3, 165);
1211
1212                 camerashake += .3;
1213             }
1214         }
1215
1216         /* Explode */
1217         if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1218             int closest = findClosestPlayer();
1219             XYZ flatfacing2, flatvelocity2;
1220             XYZ blah;
1221             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1222                 blah = Person::players[closest]->coords;
1223                 emit_sound_at(splattersound, blah);
1224                 emit_sound_at(breaksound2, blah);
1225
1226                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1227                     if (!Person::players[closest]->skeleton.free) {
1228                         flatvelocity2 = Person::players[closest]->velocity;
1229                     }
1230                     if (Person::players[closest]->skeleton.free) {
1231                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1232                     }
1233                     if (!Person::players[closest]->skeleton.free) {
1234                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1235                     }
1236                     if (Person::players[closest]->skeleton.free) {
1237                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1238                     }
1239                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1240                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1241                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1242                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1243                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1244                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1245                 }
1246
1247                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1248                     if (!Person::players[closest]->skeleton.free) {
1249                         flatvelocity2 = Person::players[closest]->velocity;
1250                     }
1251                     if (Person::players[closest]->skeleton.free) {
1252                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1253                     }
1254                     if (!Person::players[closest]->skeleton.free) {
1255                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1256                     }
1257                     if (Person::players[closest]->skeleton.free) {
1258                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1259                     }
1260                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1261                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1262                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1263                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1264                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1265                 }
1266
1267                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1268                     if (!Person::players[closest]->skeleton.free) {
1269                         flatvelocity2 = Person::players[closest]->velocity;
1270                     }
1271                     if (Person::players[closest]->skeleton.free) {
1272                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1273                     }
1274                     if (!Person::players[closest]->skeleton.free) {
1275                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1276                     }
1277                     if (Person::players[closest]->skeleton.free) {
1278                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1279                     }
1280                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1281                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1282                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1283                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1284                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1285                 }
1286
1287                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1288                     if (!Person::players[closest]->skeleton.free) {
1289                         flatvelocity2 = Person::players[closest]->velocity;
1290                     }
1291                     if (Person::players[closest]->skeleton.free) {
1292                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1293                     }
1294                     if (!Person::players[closest]->skeleton.free) {
1295                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1296                     }
1297                     if (Person::players[closest]->skeleton.free) {
1298                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1299                     }
1300                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1301                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1302                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1303                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1304                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1305                 }
1306
1307                 XYZ temppos;
1308                 for (unsigned j = 0; j < Person::players.size(); j++) {
1309                     if (int(j) != closest) {
1310                         if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1311                             Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1312                             if (Person::players[j]->skeleton.free == 2) {
1313                                 Person::players[j]->skeleton.free = 1;
1314                             }
1315                             Person::players[j]->skeleton.longdead = 0;
1316                             Person::players[j]->RagDoll(0);
1317                             for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1318                                 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1319                                 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1320                                     flatvelocity2 = temppos - Person::players[closest]->coords;
1321                                     Normalise(&flatvelocity2);
1322                                     Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1323                                 }
1324                             }
1325                         }
1326                     }
1327                 }
1328
1329                 Person::players[closest]->DoDamage(10000);
1330                 Person::players[closest]->RagDoll(0);
1331                 Person::players[closest]->dead = 2;
1332                 Person::players[closest]->coords = 20;
1333                 Person::players[closest]->skeleton.free = 2;
1334
1335                 camerashake += .6;
1336             }
1337         }
1338
1339         /* Enable editor */
1340         if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1341             editorenabled = !editorenabled;
1342             if (editorenabled) {
1343                 Person::players[0]->damagetolerance = 100000;
1344             } else {
1345                 Person::players[0]->damagetolerance = 200;
1346             }
1347             Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1348             Person::players[0]->permanentdamage = 0;
1349             Person::players[0]->superpermanentdamage = 0;
1350             Person::players[0]->bloodloss = 0;
1351             Person::players[0]->deathbleeding = 0;
1352         }
1353     }
1354
1355     //skip level
1356     if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1357         targetlevel++;
1358         if (targetlevel > numchallengelevels - 1) {
1359             targetlevel = 0;
1360         }
1361         loading = 1;
1362         leveltime = 5;
1363     }
1364
1365     if (editorenabled) {
1366         /* Closest player deletion */
1367         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1368             int closest = findClosestPlayer();
1369             if (closest > 0) {
1370                 Person::players.erase(Person::players.begin() + closest);
1371             }
1372         }
1373
1374         /* Closest object deletion */
1375         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1376             int closest = findClosestObject();
1377             if (closest >= 0) {
1378                 Object::DeleteObject(closest);
1379             }
1380         }
1381
1382         /* Add object */
1383         if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1384             if (Object::objects.size() < max_objects - 1) {
1385                 XYZ scenecoords;
1386                 scenecoords.x = Person::players[0]->coords.x;
1387                 scenecoords.z = Person::players[0]->coords.z;
1388                 scenecoords.y = Person::players[0]->coords.y - 3;
1389                 if (editortype == bushtype) {
1390                     scenecoords.y = Person::players[0]->coords.y - .5;
1391                 }
1392                 if (editortype == firetype) {
1393                     scenecoords.y = Person::players[0]->coords.y - .5;
1394                 }
1395                 float temprotat, temprotat2;
1396                 temprotat = editoryaw;
1397                 temprotat2 = editorpitch;
1398                 if (temprotat < 0 || editortype == bushtype) {
1399                     temprotat = Random() % 360;
1400                 }
1401                 if (temprotat2 < 0) {
1402                     temprotat2 = Random() % 360;
1403                 }
1404
1405                 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
1406                 if (editortype == treetrunktype) {
1407                     Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1408                 }
1409             }
1410         }
1411
1412         /* Add player */
1413         if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1414             Person::players.push_back(shared_ptr<Person>(new Person()));
1415
1416             Person::players.back()->id = Person::players.size() - 1;
1417
1418             Person::players.back()->scale = Person::players[0]->scale;
1419             Person::players.back()->creature = rabbittype;
1420             Person::players.back()->howactive = editoractive;
1421
1422             int k = abs(Random() % 2) + 1;
1423             if (k == 0) {
1424                 Person::players.back()->whichskin = 0;
1425             } else if (k == 1) {
1426                 Person::players.back()->whichskin = 1;
1427             } else {
1428                 Person::players.back()->whichskin = 2;
1429             }
1430
1431             Person::players.back()->skeletonLoad(true);
1432
1433             Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1434             Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1435
1436             Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1437             Person::players.back()->yaw = Person::players[0]->yaw;
1438
1439             Person::players.back()->coords = Person::players[0]->coords;
1440             Person::players.back()->oldcoords = Person::players.back()->coords;
1441             Person::players.back()->realoldcoords = Person::players.back()->coords;
1442
1443             if (Person::players[0]->creature == wolftype) {
1444                 headprop = Person::players[0]->proportionhead.x / 1.1;
1445                 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1446                 armprop = Person::players[0]->proportionarms.x / 1.1;
1447                 legprop = Person::players[0]->proportionlegs.x / 1.1;
1448             } else {
1449                 // rabbittype
1450                 headprop = Person::players[0]->proportionhead.x / 1.2;
1451                 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1452                 armprop = Person::players[0]->proportionarms.x / 1.00;
1453                 legprop = Person::players[0]->proportionlegs.x / 1.1;
1454             }
1455
1456             if (Person::players.back()->creature == wolftype) {
1457                 Person::players.back()->proportionhead = 1.1 * headprop;
1458                 Person::players.back()->proportionbody = 1.1 * bodyprop;
1459                 Person::players.back()->proportionarms = 1.1 * armprop;
1460                 Person::players.back()->proportionlegs = 1.1 * legprop;
1461             }
1462
1463             if (Person::players.back()->creature == rabbittype) {
1464                 Person::players.back()->proportionhead = 1.2 * headprop;
1465                 Person::players.back()->proportionbody = 1.05 * bodyprop;
1466                 Person::players.back()->proportionarms = 1.00 * armprop;
1467                 Person::players.back()->proportionlegs = 1.1 * legprop;
1468                 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1469             }
1470
1471             if (cellophane) {
1472                 Person::players.back()->proportionhead.z = 0;
1473                 Person::players.back()->proportionbody.z = 0;
1474                 Person::players.back()->proportionarms.z = 0;
1475                 Person::players.back()->proportionlegs.z = 0;
1476             }
1477
1478             Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1479
1480             Person::players.back()->damagetolerance = 200;
1481
1482             Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1483             Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1484             Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1485             Person::players.back()->armorhead = Person::players[0]->armorhead;
1486             Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1487             Person::players.back()->armorlow = Person::players[0]->armorlow;
1488             Person::players.back()->metalhead = Person::players[0]->metalhead;
1489             Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1490             Person::players.back()->metallow = Person::players[0]->metallow;
1491
1492             Person::players.back()->immobile = Person::players[0]->immobile;
1493
1494             Person::players.back()->numclothes = Person::players[0]->numclothes;
1495             for (int i = 0; i < Person::players.back()->numclothes; i++) {
1496                 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1497                 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1498                 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1499                 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1500             }
1501             Person::players.back()->addClothes();
1502
1503             Person::players.back()->power = Person::players[0]->power;
1504             Person::players.back()->speedmult = Person::players[0]->speedmult;
1505
1506             Person::players.back()->loaded = true;
1507         }
1508
1509         /* Add waypoint */
1510         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1511             if (Person::players.back()->numwaypoints < 90) {
1512                 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1513                 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1514                 Person::players.back()->numwaypoints++;
1515             }
1516         }
1517
1518         /* Connect waypoint */
1519         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1520             if (numpathpoints < 30) {
1521                 bool connected, alreadyconnected;
1522                 connected = 0;
1523                 if (numpathpoints > 1) {
1524                     for (int i = 0; i < numpathpoints; i++) {
1525                         if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1526                             alreadyconnected = 0;
1527                             for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1528                                 if (pathpointconnect[pathpointselected][j] == i) {
1529                                     alreadyconnected = 1;
1530                                 }
1531                             }
1532                             if (!alreadyconnected) {
1533                                 numpathpointconnect[pathpointselected]++;
1534                                 connected = 1;
1535                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1536                             }
1537                         }
1538                     }
1539                 }
1540                 if (!connected) {
1541                     numpathpoints++;
1542                     pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1543                     numpathpointconnect[numpathpoints - 1] = 0;
1544                     if (numpathpoints > 1 && pathpointselected != -1) {
1545                         numpathpointconnect[pathpointselected]++;
1546                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1547                     }
1548                     pathpointselected = numpathpoints - 1;
1549                 }
1550             }
1551         }
1552
1553         if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1554             pathpointselected++;
1555             if (pathpointselected >= numpathpoints) {
1556                 pathpointselected = -1;
1557             }
1558         }
1559
1560         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1561             pathpointselected--;
1562             if (pathpointselected <= -2) {
1563                 pathpointselected = numpathpoints - 1;
1564             }
1565         }
1566
1567         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1568             if (pathpointselected != -1) {
1569                 numpathpoints--;
1570                 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1571                 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1572                 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1573                     pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1574                 }
1575                 for (int i = 0; i < numpathpoints; i++) {
1576                     for (int j = 0; j < numpathpointconnect[i]; j++) {
1577                         if (pathpointconnect[i][j] == pathpointselected) {
1578                             pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1579                             numpathpointconnect[i]--;
1580                         }
1581                         if (pathpointconnect[i][j] == numpathpoints) {
1582                             pathpointconnect[i][j] = pathpointselected;
1583                         }
1584                     }
1585                 }
1586                 pathpointselected = numpathpoints - 1;
1587             }
1588         }
1589
1590         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1591             editortype--;
1592             if (editortype == treeleavestype || editortype == 10) {
1593                 editortype--;
1594             }
1595             if (editortype < 0) {
1596                 editortype = firetype;
1597             }
1598         }
1599
1600         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1601             editortype++;
1602             if (editortype == treeleavestype || editortype == 10) {
1603                 editortype++;
1604             }
1605             if (editortype > firetype) {
1606                 editortype = 0;
1607             }
1608         }
1609
1610         if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1611             editoryaw -= multiplier * 100;
1612             if (editoryaw < -.01) {
1613                 editoryaw = -.01;
1614             }
1615         }
1616
1617         if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1618             editoryaw += multiplier * 100;
1619         }
1620
1621         if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1622             editorsize += multiplier;
1623         }
1624
1625         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1626             editorsize -= multiplier;
1627             if (editorsize < .1) {
1628                 editorsize = .1;
1629             }
1630         }
1631
1632         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1633             mapradius -= multiplier * 10;
1634         }
1635
1636         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1637             mapradius += multiplier * 10;
1638         }
1639
1640         if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1641             editorpitch += multiplier * 100;
1642         }
1643
1644         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1645             editorpitch -= multiplier * 100;
1646             if (editorpitch < -.01) {
1647                 editorpitch = -.01;
1648             }
1649         }
1650     }
1651 }
1652
1653 void doJumpReversals()
1654 {
1655     for (unsigned k = 0; k < Person::players.size(); k++) {
1656         for (unsigned i = k + 1; i < Person::players.size(); i++) {
1657             if (Person::players[k]->skeleton.free == 0 &&
1658                 Person::players[i]->skeleton.oldfree == 0 &&
1659                 (Person::players[i]->animTarget == jumpupanim ||
1660                  Person::players[k]->animTarget == jumpupanim) &&
1661                 (Person::players[i]->aitype == playercontrolled ||
1662                  Person::players[k]->aitype == playercontrolled) &&
1663                 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1664                  (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1665                 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1666                     distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1667                     //TODO: refactor two huge similar ifs
1668                     if (Person::players[i]->animTarget == jumpupanim &&
1669                         Person::players[k]->animTarget != getupfrombackanim &&
1670                         Person::players[k]->animTarget != getupfromfrontanim &&
1671                         Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1672                         normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1673                         ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1674                          Person::players[k]->aitype != playercontrolled)) {
1675                         Person::players[i]->victim = Person::players[k];
1676                         Person::players[i]->velocity = 0;
1677                         Person::players[i]->animCurrent = jumpreversedanim;
1678                         Person::players[i]->animTarget = jumpreversedanim;
1679                         Person::players[i]->frameCurrent = 0;
1680                         Person::players[i]->frameTarget = 1;
1681                         Person::players[i]->targettilt2 = 0;
1682                         Person::players[k]->victim = Person::players[i];
1683                         Person::players[k]->velocity = 0;
1684                         Person::players[k]->animCurrent = jumpreversalanim;
1685                         Person::players[k]->animTarget = jumpreversalanim;
1686                         Person::players[k]->frameCurrent = 0;
1687                         Person::players[k]->frameTarget = 1;
1688                         Person::players[k]->targettilt2 = 0;
1689                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1690                             Person::players[i]->animCurrent = rabbitkickreversedanim;
1691                             Person::players[i]->animTarget = rabbitkickreversedanim;
1692                             Person::players[i]->frameCurrent = 1;
1693                             Person::players[i]->frameTarget = 2;
1694                             Person::players[k]->animCurrent = rabbitkickreversalanim;
1695                             Person::players[k]->animTarget = rabbitkickreversalanim;
1696                             Person::players[k]->frameCurrent = 1;
1697                             Person::players[k]->frameTarget = 2;
1698                         }
1699                         Person::players[i]->target = 0;
1700                         Person::players[k]->oldcoords = Person::players[k]->coords;
1701                         Person::players[i]->coords = Person::players[k]->coords;
1702                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1703                         Person::players[k]->yaw = Person::players[i]->targetyaw;
1704                         if (Person::players[k]->aitype == attacktypecutoff) {
1705                             Person::players[k]->stunned = .5;
1706                         }
1707                     }
1708                     if (Person::players[k]->animTarget == jumpupanim &&
1709                         Person::players[i]->animTarget != getupfrombackanim &&
1710                         Person::players[i]->animTarget != getupfromfrontanim &&
1711                         Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1712                         normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1713                         ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1714                          Person::players[i]->aitype != playercontrolled)) {
1715                         Person::players[k]->victim = Person::players[i];
1716                         Person::players[k]->velocity = 0;
1717                         Person::players[k]->animCurrent = jumpreversedanim;
1718                         Person::players[k]->animTarget = jumpreversedanim;
1719                         Person::players[k]->frameCurrent = 0;
1720                         Person::players[k]->frameTarget = 1;
1721                         Person::players[k]->targettilt2 = 0;
1722                         Person::players[i]->victim = Person::players[k];
1723                         Person::players[i]->velocity = 0;
1724                         Person::players[i]->animCurrent = jumpreversalanim;
1725                         Person::players[i]->animTarget = jumpreversalanim;
1726                         Person::players[i]->frameCurrent = 0;
1727                         Person::players[i]->frameTarget = 1;
1728                         Person::players[i]->targettilt2 = 0;
1729                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1730                             Person::players[k]->animTarget = rabbitkickreversedanim;
1731                             Person::players[k]->animCurrent = rabbitkickreversedanim;
1732                             Person::players[i]->animCurrent = rabbitkickreversalanim;
1733                             Person::players[i]->animTarget = rabbitkickreversalanim;
1734                             Person::players[k]->frameCurrent = 1;
1735                             Person::players[k]->frameTarget = 2;
1736                             Person::players[i]->frameCurrent = 1;
1737                             Person::players[i]->frameTarget = 2;
1738                         }
1739                         Person::players[k]->target = 0;
1740                         Person::players[i]->oldcoords = Person::players[i]->coords;
1741                         Person::players[k]->coords = Person::players[i]->coords;
1742                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1743                         Person::players[i]->yaw = Person::players[k]->targetyaw;
1744                         if (Person::players[i]->aitype == attacktypecutoff) {
1745                             Person::players[i]->stunned = .5;
1746                         }
1747                     }
1748                 }
1749             }
1750         }
1751     }
1752 }
1753
1754 void doAerialAcrobatics()
1755 {
1756     static XYZ facing, flatfacing;
1757     for (unsigned k = 0; k < Person::players.size(); k++) {
1758         Person::players[k]->turnspeed = 500;
1759
1760         if ((Person::players[k]->isRun() &&
1761              ((Person::players[k]->targetyaw != rabbitrunninganim &&
1762                Person::players[k]->targetyaw != wolfrunninganim) ||
1763               Person::players[k]->frameTarget == 4)) ||
1764             Person::players[k]->animTarget == removeknifeanim ||
1765             Person::players[k]->animTarget == crouchremoveknifeanim ||
1766             Person::players[k]->animTarget == flipanim ||
1767             Person::players[k]->animTarget == fightsidestep ||
1768             Person::players[k]->animTarget == walkanim) {
1769             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1770         }
1771
1772         if (Person::players[k]->isStop() ||
1773             Person::players[k]->isLanding() ||
1774             Person::players[k]->animTarget == staggerbackhighanim ||
1775             (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1776             Person::players[k]->animTarget == staggerbackhardanim ||
1777             Person::players[k]->animTarget == backhandspringanim ||
1778             Person::players[k]->animTarget == dodgebackanim ||
1779             Person::players[k]->animTarget == rollanim ||
1780             (Animation::animations[Person::players[k]->animTarget].attack &&
1781              Person::players[k]->animTarget != rabbitkickanim &&
1782              (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1783              (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1784             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1785         }
1786
1787         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1788             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1789         }
1790
1791         Person::players[k]->DoStuff();
1792         if (Person::players[k]->immobile && k != 0) {
1793             Person::players[k]->coords = Person::players[k]->realoldcoords;
1794         }
1795
1796         //if player's position has changed (?)
1797         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1798             !Person::players[k]->skeleton.free &&
1799             Person::players[k]->animTarget != climbanim &&
1800             Person::players[k]->animTarget != hanganim) {
1801             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1802             int whichhit;
1803             bool tempcollide = 0;
1804
1805             if (Person::players[k]->collide < -.3) {
1806                 Person::players[k]->collide = -.3;
1807             }
1808             if (Person::players[k]->collide > 1) {
1809                 Person::players[k]->collide = 1;
1810             }
1811             Person::players[k]->collide -= multiplier * 30;
1812
1813             //clip to terrain
1814             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1815
1816             for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1817                 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1818                 if (Object::objects[i]->type != rocktype ||
1819                     Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1820                     Object::objects[i]->position.y > Person::players[k]->coords.y) {
1821                     lowpoint = Person::players[k]->coords;
1822                     if (Person::players[k]->animTarget != jumpupanim &&
1823                         Person::players[k]->animTarget != jumpdownanim &&
1824                         !Person::players[k]->isFlip()) {
1825                         lowpoint.y += 1.25;
1826                     } else {
1827                         lowpoint.y += 1.3;
1828                     }
1829                     if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1830                         Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
1831                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1832                     }
1833                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1834                         flatfacing = lowpoint - Person::players[k]->coords;
1835                         Person::players[k]->coords = lowpoint;
1836                         Person::players[k]->coords.y -= 1.3;
1837                         Person::players[k]->collide = 1;
1838                         tempcollide = 1;
1839                         //wall jumps
1840                         //TODO: refactor four similar blocks
1841                         if (Person::players[k]->aitype == playercontrolled &&
1842                             (Person::players[k]->animTarget == jumpupanim ||
1843                              Person::players[k]->animTarget == jumpdownanim ||
1844                              Person::players[k]->isFlip()) &&
1845                             !Person::players[k]->jumptogglekeydown &&
1846                             Person::players[k]->jumpkeydown) {
1847                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1848                             XYZ tempcoords1 = lowpoint;
1849                             whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1850                             if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1851                                 Person::players[k]->setTargetAnimation(walljumpleftanim);
1852                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1853                                 if (k == 0) {
1854                                     pause_sound(whooshsound);
1855                                 }
1856
1857                                 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1858                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1859                                 if (lowpointtarget.z < 0) {
1860                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1861                                 }
1862                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
1863                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
1864                                 if (k == 0) {
1865                                     numwallflipped++;
1866                                 }
1867                             } else {
1868                                 lowpoint = tempcoords1;
1869                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1870                                 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1871                                 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1872                                     Person::players[k]->setTargetAnimation(walljumprightanim);
1873                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
1874                                     if (k == 0) {
1875                                         pause_sound(whooshsound);
1876                                     }
1877
1878                                     lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1879                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1880                                     if (lowpointtarget.z < 0) {
1881                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1882                                     }
1883                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
1884                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
1885                                     if (k == 0) {
1886                                         numwallflipped++;
1887                                     }
1888                                 } else {
1889                                     lowpoint = tempcoords1;
1890                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1891                                     whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1892                                     if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1893                                         Person::players[k]->setTargetAnimation(walljumpbackanim);
1894                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
1895                                         if (k == 0) {
1896                                             pause_sound(whooshsound);
1897                                         }
1898
1899                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1900                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1901                                         if (lowpointtarget.z < 0) {
1902                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1903                                         }
1904                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
1905                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
1906                                         if (k == 0) {
1907                                             numwallflipped++;
1908                                         }
1909                                     } else {
1910                                         lowpoint = tempcoords1;
1911                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1912                                         whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1913                                         if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1914                                             Person::players[k]->setTargetAnimation(walljumpfrontanim);
1915                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
1916                                             if (k == 0) {
1917                                                 pause_sound(whooshsound);
1918                                             }
1919
1920                                             lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1921                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1922                                             if (lowpointtarget.z < 0) {
1923                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1924                                             }
1925                                             Person::players[k]->yaw += 180;
1926                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
1927                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
1928                                             if (k == 0) {
1929                                                 numwallflipped++;
1930                                             }
1931                                         }
1932                                     }
1933                                 }
1934                             }
1935                         }
1936                     }
1937                 } else if (Object::objects[i]->type == rocktype) {
1938                     lowpoint2 = Person::players[k]->coords;
1939                     lowpoint = Person::players[k]->coords;
1940                     lowpoint.y += 2;
1941                     if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1942                         Person::players[k]->coords = colpoint;
1943                         Person::players[k]->collide = 1;
1944                         tempcollide = 1;
1945
1946                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1947                             //flipped into a rock
1948                             if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
1949                                 Person::players[k]->RagDoll(0);
1950                             }
1951
1952                             if (Person::players[k]->animTarget == jumpupanim) {
1953                                 Person::players[k]->jumppower = -4;
1954                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
1955                             }
1956                             Person::players[k]->target = 0;
1957                             Person::players[k]->frameTarget = 0;
1958                             Person::players[k]->onterrain = 1;
1959
1960                             if (Person::players[k]->id == 0) {
1961                                 pause_sound(whooshsound);
1962                                 OPENAL_SetVolume(channels[whooshsound], 0);
1963                             }
1964
1965                             //landing
1966                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1967                                 if (Person::players[k]->isFlip()) {
1968                                     Person::players[k]->jumppower = -4;
1969                                 }
1970                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
1971                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1972                                 if (k == 0) {
1973                                     addEnvSound(Person::players[k]->coords);
1974                                 }
1975                             }
1976                         }
1977                     }
1978                 }
1979             }
1980
1981             if (tempcollide) {
1982                 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1983                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1984                     lowpoint = Person::players[k]->coords;
1985                     lowpoint.y += 1.35;
1986                     if (Object::objects[i]->type != rocktype) {
1987                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1988                             if (Person::players[k]->animTarget != jumpupanim &&
1989                                 Person::players[k]->animTarget != jumpdownanim &&
1990                                 Person::players[k]->onterrain) {
1991                                 Person::players[k]->avoidcollided = 1;
1992                             }
1993                             Person::players[k]->coords = lowpoint;
1994                             Person::players[k]->coords.y -= 1.35;
1995                             Person::players[k]->collide = 1;
1996
1997                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
1998                                 (Person::players[k]->animCurrent != climbanim &&
1999                                      Person::players[k]->animCurrent != hanganim &&
2000                                      !Person::players[k]->isWallJump() ||
2001                                  Person::players[k]->animTarget == jumpupanim ||
2002                                  Person::players[k]->animTarget == jumpdownanim)) {
2003                                 lowpoint = Person::players[k]->coords;
2004                                 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
2005                                 lowpoint = Person::players[k]->coords;
2006                                 lowpoint.y += .05;
2007                                 facing = 0;
2008                                 facing.z = -1;
2009                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2010                                 lowpointtarget = lowpoint + facing * 1.4;
2011                                 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2012                                 if (whichhit != -1) {
2013                                     lowpoint = Person::players[k]->coords;
2014                                     lowpoint.y += .1;
2015                                     lowpointtarget = lowpoint + facing * 1.4;
2016                                     lowpoint2 = lowpoint;
2017                                     lowpointtarget2 = lowpointtarget;
2018                                     lowpoint3 = lowpoint;
2019                                     lowpointtarget3 = lowpointtarget;
2020                                     lowpoint4 = lowpoint;
2021                                     lowpointtarget4 = lowpointtarget;
2022                                     lowpoint5 = lowpoint;
2023                                     lowpointtarget5 = lowpointtarget;
2024                                     lowpoint6 = lowpoint;
2025                                     lowpointtarget6 = lowpointtarget;
2026                                     lowpoint7 = lowpoint;
2027                                     lowpointtarget7 = lowpoint;
2028                                     lowpoint2.x += .1;
2029                                     lowpointtarget2.x += .1;
2030                                     lowpoint3.z += .1;
2031                                     lowpointtarget3.z += .1;
2032                                     lowpoint4.x -= .1;
2033                                     lowpointtarget4.x -= .1;
2034                                     lowpoint5.z -= .1;
2035                                     lowpointtarget5.z -= .1;
2036                                     lowpoint6.y += 45 / 13;
2037                                     lowpointtarget6.y += 45 / 13;
2038                                     lowpointtarget6 += facing * .6;
2039                                     lowpointtarget7.y += 90 / 13;
2040                                     whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2041                                     if (Object::objects[i]->friction > .5) {
2042                                         if (whichhit != -1) {
2043                                             if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
2044                                                 Person::players[k]->collided = 1;
2045                                             }
2046                                             if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
2047                                                 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
2048                                                     if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2049                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2050                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2051                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2052                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2053                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2054                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2055                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2056                                                         for (int j = 0; j < 45; j++) {
2057                                                             lowpoint = Person::players[k]->coords;
2058                                                             lowpoint.y += (float)j / 13;
2059                                                             lowpointtarget = lowpoint + facing * 1.4;
2060                                                             if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2061                                                                                                             &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2062                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
2063                                                                     break;
2064                                                                 }
2065                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2066                                                                     lowpoint = Person::players[k]->coords;
2067                                                                     lowpoint.y += (float)j / 13;
2068                                                                     lowpointtarget = lowpoint + facing * 1.3;
2069                                                                     flatfacing = Person::players[k]->coords;
2070                                                                     Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
2071                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
2072                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2073
2074                                                                     if (j > 10 || !Person::players[k]->isRun()) {
2075                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2076                                                                             if (k == 0) {
2077                                                                                 pause_sound(whooshsound);
2078                                                                             }
2079                                                                         }
2080                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2081
2082                                                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2083                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2084                                                                         if (lowpointtarget.z < 0) {
2085                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2086                                                                         }
2087                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2088                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2089
2090                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
2091                                                                         Person::players[k]->velocity = 0;
2092
2093                                                                         //climb ledge (?)
2094                                                                         if (Person::players[k]->animTarget == jumpupanim) {
2095                                                                             Person::players[k]->animTarget = climbanim;
2096                                                                             Person::players[k]->jumppower = 0;
2097                                                                             Person::players[k]->jumpclimb = 1;
2098                                                                         }
2099                                                                         Person::players[k]->transspeed = 6;
2100                                                                         Person::players[k]->target = 0;
2101                                                                         Person::players[k]->frameTarget = 1;
2102                                                                         //hang ledge (?)
2103                                                                         if (j > 25) {
2104                                                                             Person::players[k]->setTargetAnimation(hanganim);
2105                                                                             Person::players[k]->jumppower = 0;
2106                                                                         }
2107                                                                     }
2108                                                                     break;
2109                                                                 }
2110                                                             }
2111                                                         }
2112                                                     }
2113                                                 }
2114                                             }
2115                                         }
2116                                     }
2117                                 }
2118                             }
2119                         }
2120                     }
2121                 }
2122             }
2123             if (Person::players[k]->collide <= 0) {
2124                 //in the air
2125                 if (!Person::players[k]->onterrain &&
2126                     Person::players[k]->animTarget != jumpupanim &&
2127                     Person::players[k]->animTarget != jumpdownanim &&
2128                     Person::players[k]->animTarget != climbanim &&
2129                     Person::players[k]->animTarget != hanganim &&
2130                     !Person::players[k]->isWallJump() &&
2131                     !Person::players[k]->isFlip()) {
2132                     if (Person::players[k]->animCurrent != climbanim &&
2133                         Person::players[k]->animCurrent != tempanim &&
2134                         Person::players[k]->animTarget != backhandspringanim &&
2135                         (Person::players[k]->animTarget != rollanim ||
2136                          Person::players[k]->frameTarget < 2 ||
2137                          Person::players[k]->frameTarget > 6)) {
2138                         //stagger off ledge (?)
2139                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
2140                             Person::players[k]->RagDoll(0);
2141                         }
2142                         Person::players[k]->setTargetAnimation(jumpdownanim);
2143
2144                         if (!k) {
2145                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2146                         }
2147                     }
2148                     //gravity
2149                     Person::players[k]->velocity.y += gravity;
2150                 }
2151             }
2152         }
2153         Person::players[k]->realoldcoords = Person::players[k]->coords;
2154     }
2155 }
2156
2157 void doAttacks()
2158 {
2159     static int randattack;
2160     static bool playerrealattackkeydown = 0;
2161
2162     if (!Input::isKeyDown(attackkey)) {
2163         oldattackkey = 0;
2164     }
2165     if (oldattackkey) {
2166         Person::players[0]->attackkeydown = 0;
2167     }
2168     if (oldattackkey) {
2169         playerrealattackkeydown = 0;
2170     }
2171     if (!oldattackkey) {
2172         playerrealattackkeydown = Input::isKeyDown(attackkey);
2173     }
2174     if ((Person::players[0]->parriedrecently <= 0 ||
2175          Person::players[0]->weaponactive == -1) &&
2176         (!oldattackkey ||
2177          (realthreat &&
2178           Person::players[0]->lastattack != swordslashanim &&
2179           Person::players[0]->lastattack != knifeslashstartanim &&
2180           Person::players[0]->lastattack != staffhitanim &&
2181           Person::players[0]->lastattack != staffspinhitanim))) {
2182         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2183     }
2184     if (Input::isKeyDown(attackkey) &&
2185         !oldattackkey &&
2186         !Person::players[0]->backkeydown) {
2187         for (unsigned k = 0; k < Person::players.size(); k++) {
2188             if ((Person::players[k]->animTarget == swordslashanim ||
2189                  Person::players[k]->animTarget == staffhitanim ||
2190                  Person::players[k]->animTarget == staffspinhitanim) &&
2191                 Person::players[0]->animCurrent != dodgebackanim &&
2192                 !Person::players[k]->skeleton.free) {
2193                 Person::players[k]->Reverse();
2194             }
2195         }
2196     }
2197
2198     if (!hostile || Dialog::inDialog()) {
2199         Person::players[0]->attackkeydown = 0;
2200     }
2201
2202     for (unsigned k = 0; k < Person::players.size(); k++) {
2203         if (Dialog::inDialog()) {
2204             Person::players[k]->attackkeydown = 0;
2205         }
2206         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2207             if (Person::players[k]->aitype != playercontrolled) {
2208                 Person::players[k]->victim = Person::players[0];
2209             }
2210             //attack key pressed
2211             if (Person::players[k]->attackkeydown) {
2212                 //dodge backward
2213                 if (Person::players[k]->backkeydown &&
2214                     Person::players[k]->animTarget != backhandspringanim &&
2215                     (Person::players[k]->isIdle() ||
2216                      Person::players[k]->isStop() ||
2217                      Person::players[k]->isRun() ||
2218                      Person::players[k]->animTarget == walkanim)) {
2219                     if (Person::players[k]->jumppower <= 1) {
2220                         Person::players[k]->jumppower -= 2;
2221                     } else {
2222                         for (unsigned i = 0; i < Person::players.size(); i++) {
2223                             if (i == k) {
2224                                 continue;
2225                             }
2226                             if (Person::players[i]->animTarget == swordslashanim ||
2227                                 Person::players[i]->animTarget == knifeslashstartanim ||
2228                                 Person::players[i]->animTarget == staffhitanim ||
2229                                 Person::players[i]->animTarget == staffspinhitanim) {
2230                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2231                                     Person::players[k]->setTargetAnimation(dodgebackanim);
2232                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2233                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2234                                 }
2235                             }
2236                         }
2237                         if (Person::players[k]->animTarget != dodgebackanim) {
2238                             if (k == 0) {
2239                                 numflipped++;
2240                             }
2241                             Person::players[k]->setTargetAnimation(backhandspringanim);
2242                             Person::players[k]->targetyaw = -yaw + 180;
2243                             if (Person::players[k]->leftkeydown) {
2244                                 Person::players[k]->targetyaw -= 45;
2245                             }
2246                             if (Person::players[k]->rightkeydown) {
2247                                 Person::players[k]->targetyaw += 45;
2248                             }
2249                             Person::players[k]->yaw = Person::players[k]->targetyaw;
2250                             Person::players[k]->jumppower -= 2;
2251                         }
2252                     }
2253                 }
2254                 //attack
2255                 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2256                     !Person::players[k]->backkeydown &&
2257                     (Person::players[k]->isIdle() ||
2258                      Person::players[k]->isRun() ||
2259                      Person::players[k]->animTarget == walkanim ||
2260                      Person::players[k]->animTarget == sneakanim ||
2261                      Person::players[k]->isCrouch())) {
2262                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2263                     //normal attacks (?)
2264                     Person::players[k]->hasvictim = 0;
2265                     if (Person::players.size() > 1) {
2266                         for (unsigned i = 0; i < Person::players.size(); i++) {
2267                             if (i == k || !(k == 0 || i == 0)) {
2268                                 continue;
2269                             }
2270                             if (!Person::players[k]->hasvictim) {
2271                                 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2272                                     //choose an attack
2273                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2274                                     if (distance < 4.5 &&
2275                                         !Person::players[i]->skeleton.free &&
2276                                         Person::players[i]->howactive < typedead1 &&
2277                                         Person::players[i]->animTarget != jumpreversedanim &&
2278                                         Person::players[i]->animTarget != rabbitkickreversedanim &&
2279                                         Person::players[i]->animTarget != rabbitkickanim &&
2280                                         Person::players[k]->animTarget != rabbitkickanim &&
2281                                         Person::players[i]->animTarget != getupfrombackanim &&
2282                                         (Person::players[i]->animTarget != staggerbackhighanim &&
2283                                          (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2284                                         Person::players[i]->animTarget != jumpdownanim &&
2285                                         Person::players[i]->animTarget != jumpupanim &&
2286                                         Person::players[i]->animTarget != getupfromfrontanim) {
2287                                         Person::players[k]->victim = Person::players[i];
2288                                         Person::players[k]->hasvictim = 1;
2289                                         if (Person::players[k]->aitype == playercontrolled) { //human player
2290                                             //sweep
2291                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2292                                                 Person::players[k]->crouchkeydown &&
2293                                                 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2294                                                 Person::players[k]->animTarget = sweepanim;
2295                                                 //winduppunch
2296                                             } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2297                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2298                                                        !Person::players[k]->forwardkeydown &&
2299                                                        !Person::players[k]->leftkeydown &&
2300                                                        !Person::players[k]->rightkeydown &&
2301                                                        !Person::players[k]->crouchkeydown &&
2302                                                        !attackweapon &&
2303                                                        !reversaltrain) {
2304                                                 Person::players[k]->animTarget = winduppunchanim;
2305                                                 //upunch
2306                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2307                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2308                                                        !Person::players[k]->forwardkeydown &&
2309                                                        !Person::players[k]->leftkeydown &&
2310                                                        !Person::players[k]->rightkeydown &&
2311                                                        !Person::players[k]->crouchkeydown &&
2312                                                        !attackweapon) {
2313                                                 Person::players[k]->animTarget = upunchanim;
2314                                                 //knifefollow
2315                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2316                                                        Person::players[i]->staggerdelay > 0 &&
2317                                                        attackweapon == knife &&
2318                                                        Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
2319                                                 Person::players[k]->animTarget = knifefollowanim;
2320                                                 //knifeslashstart
2321                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2322                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2323                                                        !Person::players[k]->forwardkeydown &&
2324                                                        !Person::players[k]->leftkeydown &&
2325                                                        !Person::players[k]->rightkeydown &&
2326                                                        !Person::players[k]->crouchkeydown &&
2327                                                        attackweapon == knife &&
2328                                                        Person::players[k]->weaponmissdelay <= 0) {
2329                                                 Person::players[k]->animTarget = knifeslashstartanim;
2330                                                 //swordslash
2331                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2332                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2333                                                        !Person::players[k]->crouchkeydown &&
2334                                                        attackweapon == sword &&
2335                                                        Person::players[k]->weaponmissdelay <= 0) {
2336                                                 Person::players[k]->animTarget = swordslashanim;
2337                                                 //staffhit
2338                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2339                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2340                                                        !Person::players[k]->crouchkeydown &&
2341                                                        attackweapon == staff &&
2342                                                        Person::players[k]->weaponmissdelay <= 0 &&
2343                                                        !Person::players[k]->leftkeydown &&
2344                                                        !Person::players[k]->rightkeydown &&
2345                                                        !Person::players[k]->forwardkeydown) {
2346                                                 Person::players[k]->animTarget = staffhitanim;
2347                                                 //staffspinhit
2348                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2349                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2350                                                        !Person::players[k]->crouchkeydown &&
2351                                                        attackweapon == staff &&
2352                                                        Person::players[k]->weaponmissdelay <= 0) {
2353                                                 Person::players[k]->animTarget = staffspinhitanim;
2354                                                 //spinkick
2355                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2356                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2357                                                 Person::players[k]->animTarget = spinkickanim;
2358                                                 //lowkick
2359                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2360                                                        Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2361                                                        Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2362                                                 Person::players[k]->animTarget = lowkickanim;
2363                                             }
2364                                         } else { //AI player
2365                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2366                                                 randattack = abs(Random() % 5);
2367                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2368                                                     //sweep
2369                                                     if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2370                                                         Person::players[k]->animTarget = sweepanim;
2371                                                         //upunch
2372                                                     } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2373                                                                !attackweapon) {
2374                                                         Person::players[k]->animTarget = upunchanim;
2375                                                         //spinkick
2376                                                     } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2377                                                         Person::players[k]->animTarget = spinkickanim;
2378                                                         //lowkick
2379                                                     } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
2380                                                         Person::players[k]->animTarget = lowkickanim;
2381                                                     }
2382                                                 }
2383                                                 if (attackweapon) {
2384                                                     //sweep
2385                                                     if ((!Tutorial::active || !attackweapon) &&
2386                                                         distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2387                                                         randattack == 0 &&
2388                                                         Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2389                                                         Person::players[k]->animTarget = sweepanim;
2390                                                         //knifeslashstart
2391                                                     } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2392                                                                attackweapon == knife &&
2393                                                                Person::players[k]->weaponmissdelay <= 0) {
2394                                                         Person::players[k]->animTarget = knifeslashstartanim;
2395                                                         //swordslash
2396                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2397                                                                  Person::players[0]->hasvictim &&
2398                                                                  Person::players[0]->animTarget == swordslashanim) &&
2399                                                                attackweapon == sword &&
2400                                                                Person::players[k]->weaponmissdelay <= 0) {
2401                                                         Person::players[k]->animTarget = swordslashanim;
2402                                                         //staffhit
2403                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2404                                                                  Person::players[0]->hasvictim &&
2405                                                                  Person::players[0]->animTarget == swordslashanim) &&
2406                                                                attackweapon == staff &&
2407                                                                Person::players[k]->weaponmissdelay <= 0 &&
2408                                                                randattack < 3) {
2409                                                         Person::players[k]->animTarget = staffhitanim;
2410                                                         //staffspinhit
2411                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2412                                                                  Person::players[0]->hasvictim &&
2413                                                                  Person::players[0]->animTarget == swordslashanim) &&
2414                                                                attackweapon == staff &&
2415                                                                Person::players[k]->weaponmissdelay <= 0 &&
2416                                                                randattack >= 3) {
2417                                                         Person::players[k]->animTarget = staffspinhitanim;
2418                                                         //spinkick
2419                                                     } else if ((!Tutorial::active || !attackweapon) &&
2420                                                                distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2421                                                                randattack == 1 &&
2422                                                                Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2423                                                         Person::players[k]->animTarget = spinkickanim;
2424                                                         //lowkick
2425                                                     } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2426                                                                Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2427                                                                Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2428                                                         Person::players[k]->animTarget = lowkickanim;
2429                                                     }
2430                                                 }
2431                                             }
2432                                         }
2433                                         //upunch becomes wolfslap
2434                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
2435                                             Person::players[k]->animTarget = wolfslapanim;
2436                                         }
2437                                     }
2438                                     //sneak attacks
2439                                     if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2440                                         Person::players[i]->howactive < typedead1 &&
2441                                         distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2442                                         !Person::players[i]->skeleton.free &&
2443                                         Person::players[i]->animTarget != getupfrombackanim &&
2444                                         Person::players[i]->animTarget != getupfromfrontanim &&
2445                                         (Person::players[i]->surprised > 0 ||
2446                                          Person::players[i]->aitype == passivetype ||
2447                                          attackweapon && Person::players[i]->stunned > 0) &&
2448                                         normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2449                                         //sneakattack
2450                                         if (!attackweapon) {
2451                                             Person::players[k]->animCurrent = sneakattackanim;
2452                                             Person::players[k]->animTarget = sneakattackanim;
2453                                             Person::players[i]->animCurrent = sneakattackedanim;
2454                                             Person::players[i]->animTarget = sneakattackedanim;
2455                                             Person::players[k]->oldcoords = Person::players[k]->coords;
2456                                             Person::players[k]->coords = Person::players[i]->coords;
2457                                         }
2458                                         //knifesneakattack
2459                                         if (attackweapon == knife) {
2460                                             Person::players[k]->animCurrent = knifesneakattackanim;
2461                                             Person::players[k]->animTarget = knifesneakattackanim;
2462                                             Person::players[i]->animCurrent = knifesneakattackedanim;
2463                                             Person::players[i]->animTarget = knifesneakattackedanim;
2464                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2465                                             Person::players[i]->coords = Person::players[k]->coords;
2466                                         }
2467                                         //swordsneakattack
2468                                         if (attackweapon == sword) {
2469                                             Person::players[k]->animCurrent = swordsneakattackanim;
2470                                             Person::players[k]->animTarget = swordsneakattackanim;
2471                                             Person::players[i]->animCurrent = swordsneakattackedanim;
2472                                             Person::players[i]->animTarget = swordsneakattackedanim;
2473                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2474                                             Person::players[i]->coords = Person::players[k]->coords;
2475                                         }
2476                                         if (attackweapon != staff) {
2477                                             Person::players[k]->victim = Person::players[i];
2478                                             Person::players[k]->hasvictim = 1;
2479                                             Person::players[i]->targettilt2 = 0;
2480                                             Person::players[i]->frameTarget = 1;
2481                                             Person::players[i]->frameCurrent = 0;
2482                                             Person::players[i]->target = 0;
2483                                             Person::players[i]->velocity = 0;
2484                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2485                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2486                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2487                                             Person::players[k]->target = Person::players[i]->target;
2488                                             Person::players[k]->velocity = 0;
2489                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
2490                                             Person::players[k]->yaw = Person::players[i]->yaw;
2491                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
2492                                         }
2493                                     }
2494                                     if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2495                                         Person::players[k]->victim == Person::players[i] &&
2496                                         (!Person::players[i]->skeleton.free)) {
2497                                         oldattackkey = 1;
2498                                         Person::players[k]->frameTarget = 0;
2499                                         Person::players[k]->target = 0;
2500
2501                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2502                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2503                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2504                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2505                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
2506                                     }
2507                                     if (Person::players[k]->animTarget == knifefollowanim &&
2508                                         Person::players[k]->victim == Person::players[i]) {
2509                                         oldattackkey = 1;
2510                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2511                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2512                                         Person::players[k]->victim = Person::players[i];
2513                                         Person::players[k]->hasvictim = 1;
2514                                         Person::players[i]->animTarget = knifefollowedanim;
2515                                         Person::players[i]->animCurrent = knifefollowedanim;
2516                                         Person::players[i]->targettilt2 = 0;
2517                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2518                                         Person::players[i]->frameTarget = 1;
2519                                         Person::players[i]->frameCurrent = 0;
2520                                         Person::players[i]->target = 0;
2521                                         Person::players[i]->velocity = 0;
2522                                         Person::players[k]->animCurrent = knifefollowanim;
2523                                         Person::players[k]->animTarget = knifefollowanim;
2524                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2525                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2526                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2527                                         Person::players[k]->target = Person::players[i]->target;
2528                                         Person::players[k]->velocity = 0;
2529                                         Person::players[k]->oldcoords = Person::players[k]->coords;
2530                                         Person::players[i]->coords = Person::players[k]->coords;
2531                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2532                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2533                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
2534                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2535                                     }
2536                                 }
2537                             }
2538                         }
2539                     }
2540                     const bool hasstaff = attackweapon == staff;
2541                     if (k == 0 && Person::players.size() > 1) {
2542                         for (unsigned i = 0; i < Person::players.size(); i++) {
2543                             if (i == k) {
2544                                 continue;
2545                             }
2546                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2547                                 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2548                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2549                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
2550                                     if (Person::players[i]->skeleton.free) {
2551                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2552                                             (Person::players[i]->dead ||
2553                                              Person::players[i]->skeleton.longdead > 1000 ||
2554                                              Person::players[k]->isRun() ||
2555                                              hasstaff ||
2556                                              (attackweapon &&
2557                                               (Person::players[i]->skeleton.longdead > 2000 ||
2558                                                Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2559                                                Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2560                                               distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2561                                             Person::players[k]->victim = Person::players[i];
2562                                             Person::players[k]->hasvictim = 1;
2563                                             if (attackweapon && !Tutorial::active) {
2564                                                 //crouchstab
2565                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
2566                                                     Person::players[k]->animTarget = crouchstabanim;
2567                                                 }
2568                                                 //swordgroundstab
2569                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
2570                                                     Person::players[k]->animTarget = swordgroundstabanim;
2571                                                 }
2572                                                 //staffgroundsmash
2573                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
2574                                                     Person::players[k]->animTarget = staffgroundsmashanim;
2575                                                 }
2576                                             }
2577                                             if (distance < 2.5 &&
2578                                                 Person::players[k]->crouchkeydown &&
2579                                                 Person::players[k]->animTarget != crouchstabanim &&
2580                                                 !attackweapon &&
2581                                                 Person::players[i]->dead &&
2582                                                 Person::players[i]->skeleton.free &&
2583                                                 Person::players[i]->skeleton.longdead > 1000) {
2584                                                 Person::players[k]->animTarget = killanim;
2585                                                 terrain.deleteDeadDecals();
2586                                                 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2587                                                     if (Object::objects[l]->model.type == decalstype) {
2588                                                         Object::objects[l]->model.deleteDeadDecals();
2589                                                     }
2590                                                 }
2591                                             }
2592                                             if (!Person::players[i]->dead || musictype != 2) {
2593                                                 if (distance < 3.5 &&
2594                                                     (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2595                                                     Person::players[k]->staggerdelay <= 0 &&
2596                                                     (Person::players[i]->dead ||
2597                                                      Person::players[i]->skeleton.longdead < 300 &&
2598                                                          Person::players[k]->lastattack != spinkickanim &&
2599                                                          Person::players[i]->skeleton.free) &&
2600                                                     (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2601                                                     Person::players[k]->animTarget = dropkickanim;
2602                                                     terrain.deleteDeadDecals();
2603                                                     for (unsigned int l = 0; l < Object::objects.size(); l++) {
2604                                                         if (Object::objects[l]->model.type == decalstype) {
2605                                                             Object::objects[l]->model.deleteDeadDecals();
2606                                                         }
2607                                                     }
2608                                                 }
2609                                             }
2610                                         }
2611                                     }
2612                                 }
2613                                 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2614                                     Person::players[k]->victim == Person::players[i] &&
2615                                     (!Person::players[i]->skeleton.free ||
2616                                      Person::players[k]->animTarget == killanim ||
2617                                      Person::players[k]->animTarget == crouchstabanim ||
2618                                      Person::players[k]->animTarget == swordgroundstabanim ||
2619                                      Person::players[k]->animTarget == staffgroundsmashanim ||
2620                                      Person::players[k]->animTarget == dropkickanim)) {
2621                                     oldattackkey = 1;
2622                                     Person::players[k]->frameTarget = 0;
2623                                     Person::players[k]->target = 0;
2624
2625                                     XYZ targetpoint = Person::players[i]->coords;
2626                                     if (Person::players[k]->animTarget == crouchstabanim ||
2627                                         Person::players[k]->animTarget == swordgroundstabanim ||
2628                                         Person::players[k]->animTarget == staffgroundsmashanim) {
2629                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
2630                                                         Person::players[i]->jointPos(neck)) /
2631                                                        2 *
2632                                                        Person::players[i]->scale;
2633                                     }
2634                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2635                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2636
2637                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2638                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2639                                     }
2640
2641                                     if (Person::players[k]->animTarget == staffgroundsmashanim) {
2642                                         Person::players[k]->targettilt2 += 10;
2643                                     }
2644
2645                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2646                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2647                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
2648
2649                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
2650                                         Person::players[k]->targetyaw += 30;
2651                                     }
2652                                 }
2653                             }
2654                         }
2655                     }
2656                     if (!Person::players[k]->hasvictim) {
2657                         //find victim
2658                         for (unsigned i = 0; i < Person::players.size(); i++) {
2659                             if (i == k || !(i == 0 || k == 0)) {
2660                                 continue;
2661                             }
2662                             if (!Person::players[i]->skeleton.free) {
2663                                 if (Person::players[k]->hasvictim) {
2664                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2665                                         distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
2666                                         Person::players[k]->victim = Person::players[i];
2667                                     }
2668                                 } else {
2669                                     Person::players[k]->victim = Person::players[i];
2670                                     Person::players[k]->hasvictim = 1;
2671                                 }
2672                             }
2673                         }
2674                     }
2675                     if (Person::players[k]->aitype == playercontrolled) {
2676                         //rabbit kick
2677                         if (Person::players[k]->attackkeydown &&
2678                             Person::players[k]->isRun() &&
2679                             Person::players[k]->wasRun() &&
2680                             ((Person::players[k]->hasvictim &&
2681                               distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2682                               distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2683                               !Person::players[k]->victim->skeleton.free &&
2684                               Person::players[k]->victim->animTarget != getupfrombackanim &&
2685                               Person::players[k]->victim->animTarget != getupfromfrontanim &&
2686                               Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2687                               Person::players[k]->aitype != playercontrolled && //wat???
2688                               normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2689                               Person::players[k]->rabbitkickenabled) ||
2690                              Person::players[k]->jumpkeydown)) {
2691                             oldattackkey = 1;
2692                             Person::players[k]->setTargetAnimation(rabbitkickanim);
2693                         }
2694                     }
2695                     //update counts
2696                     if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2697                         numattacks++;
2698                         switch (attackweapon) {
2699                             case 0:
2700                                 numunarmedattack++;
2701                                 break;
2702                             case knife:
2703                                 numknifeattack++;
2704                                 break;
2705                             case sword:
2706                                 numswordattack++;
2707                                 break;
2708                             case staff:
2709                                 numstaffattack++;
2710                                 break;
2711                         }
2712                     }
2713                 }
2714             }
2715         }
2716     }
2717 }
2718
2719 void doPlayerCollisions()
2720 {
2721     static XYZ rotatetarget;
2722     static float collisionradius;
2723     if (Person::players.size() > 1) {
2724         for (unsigned k = 0; k < Person::players.size(); k++) {
2725             for (unsigned i = k + 1; i < Person::players.size(); i++) {
2726                 //neither player is part of a reversal
2727                 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2728                      Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2729                      Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2730                      Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2731                     (i != 0 && k != 0)) {
2732                     if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2733                          Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2734                          Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2735                          Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2736                         (i != 0 && k != 0)) {
2737                         //neither is sleeping
2738                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
2739                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
2740                                 //in same patch, neither is climbing
2741                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2742                                     Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2743                                     Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2744                                     Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2745                                     Person::players[i]->animTarget != climbanim &&
2746                                     Person::players[i]->animTarget != hanganim &&
2747                                     Person::players[k]->animTarget != climbanim &&
2748                                     Person::players[k]->animTarget != hanganim) {
2749                                     //players are close (bounding box test)
2750                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
2751                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
2752                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
2753                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
2754                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
2755                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2756                                                             //spread fire from player to player
2757                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2758                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2759                                                                     if (!Person::players[i]->onfire) {
2760                                                                         Person::players[i]->CatchFire();
2761                                                                     }
2762                                                                     if (!Person::players[k]->onfire) {
2763                                                                         Person::players[k]->CatchFire();
2764                                                                     }
2765                                                                 }
2766                                                             }
2767
2768                                                             XYZ tempcoords1 = Person::players[i]->coords;
2769                                                             XYZ tempcoords2 = Person::players[k]->coords;
2770                                                             if (!Person::players[i]->skeleton.oldfree) {
2771                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2772                                                             }
2773                                                             if (!Person::players[k]->skeleton.oldfree) {
2774                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2775                                                             }
2776                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2777                                                             if (Person::players[0]->hasvictim) {
2778                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
2779                                                                     collisionradius = 3;
2780                                                                 }
2781                                                             }
2782                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2783                                                                 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2784                                                                  distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2785                                                                 //jump down on a dead body
2786                                                                 if (k == 0 || i == 0) {
2787                                                                     int l = i ? i : k;
2788                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
2789                                                                         !Person::players[0]->skeleton.oldfree &&
2790                                                                         !Person::players[0]->skeleton.free &&
2791                                                                         Person::players[l]->skeleton.oldfree &&
2792                                                                         Person::players[l]->skeleton.free &&
2793                                                                         Person::players[l]->dead &&
2794                                                                         Person::players[0]->lastcollide <= 0 &&
2795                                                                         fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2796                                                                         distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2797                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
2798                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
2799                                                                         Person::players[l]->skeleton.free = 0;
2800                                                                         Person::players[l]->yaw = 0;
2801                                                                         Person::players[l]->RagDoll(0);
2802                                                                         Person::players[l]->DoDamage(20);
2803                                                                         camerashake += .3;
2804                                                                         Person::players[l]->skeleton.longdead = 0;
2805                                                                         Person::players[0]->lastcollide = 1;
2806                                                                     }
2807                                                                 }
2808
2809                                                                 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2810                                                                     (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2811                                                                     (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2812                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2813                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2814                                                                          Person::players[i]->skeleton.free) &&
2815                                                                         (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2816                                                                          Person::players[k]->skeleton.free)) {
2817                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2818                                                                                k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2819                                                                               normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2820                                                                              (k == 0 ||
2821                                                                               k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2822                                                                               /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2823                                                                             (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2824                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2825                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2826                                                                             //If hit by body
2827                                                                             if ((i != 0 || Person::players[i]->skeleton.free) &&
2828                                                                                     (k != 0 || Person::players[k]->skeleton.free) ||
2829                                                                                 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2830                                                                                  Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2831                                                                                 if (!Tutorial::active) {
2832                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2833                                                                                 }
2834
2835                                                                                 Person::players[i]->RagDoll(0);
2836                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2837                                                                                     award_bonus(0, aimbonus);
2838                                                                                 }
2839                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2840                                                                                 Person::players[k]->RagDoll(0);
2841                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2842                                                                                     award_bonus(0, aimbonus); // Huh, again?
2843                                                                                 }
2844                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2845
2846                                                                                 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2847                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2848                                                                                 }
2849                                                                                 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2850                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2851                                                                                 }
2852                                                                             }
2853                                                                         }
2854                                                                     }
2855                                                                     if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2856                                                                          Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2857                                                                         (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2858                                                                          Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2859                                                                         //If bumped
2860                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2861                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2862                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2863                                                                                 Normalise(&rotatetarget);
2864                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2865                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2866                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2867                                                                                 if (Person::players[k]->howactive == typeactive || hostile) {
2868                                                                                     if (Person::players[k]->isIdle()) {
2869                                                                                         if (Person::players[k]->howactive < typesleeping) {
2870                                                                                             Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2871                                                                                         } else if (Person::players[k]->howactive == typesleeping) {
2872                                                                                             Person::players[k]->setTargetAnimation(getupfromfrontanim);
2873                                                                                         }
2874                                                                                         if (!editorenabled) {
2875                                                                                             Person::players[k]->howactive = typeactive;
2876                                                                                         }
2877                                                                                     }
2878                                                                                 }
2879                                                                                 if (Person::players[i]->howactive == typeactive || hostile) {
2880                                                                                     if (Person::players[i]->isIdle()) {
2881                                                                                         if (Person::players[i]->howactive < typesleeping) {
2882                                                                                             Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2883                                                                                         } else {
2884                                                                                             Person::players[i]->setTargetAnimation(getupfromfrontanim);
2885                                                                                         }
2886                                                                                         if (!editorenabled) {
2887                                                                                             Person::players[i]->howactive = typeactive;
2888                                                                                         }
2889                                                                                     }
2890                                                                                 }
2891                                                                             }
2892                                                                             //jump down on player
2893                                                                             if (hostile) {
2894                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2895                                                                                     !Person::players[i]->isCrouch() &&
2896                                                                                     Person::players[i]->animTarget != rollanim &&
2897                                                                                     !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
2898                                                                                     Person::players[k]->lastcollide <= 0 &&
2899                                                                                     Person::players[k]->velocity.y < -10) {
2900                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
2901                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2902                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2903                                                                                     Person::players[i]->DoDamage(20);
2904                                                                                     Person::players[i]->RagDoll(0);
2905                                                                                     Person::players[k]->lastcollide = 1;
2906                                                                                     award_bonus(k, AboveBonus);
2907                                                                                 }
2908                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2909                                                                                     !Person::players[k]->isCrouch() &&
2910                                                                                     Person::players[k]->animTarget != rollanim &&
2911                                                                                     !Person::players[i]->skeleton.oldfree &&
2912                                                                                     !Person::players[i]->skeleton.free &&
2913                                                                                     Person::players[i]->lastcollide <= 0 &&
2914                                                                                     Person::players[i]->velocity.y < -10) {
2915                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
2916                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2917                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2918                                                                                     Person::players[k]->DoDamage(20);
2919                                                                                     Person::players[k]->RagDoll(0);
2920                                                                                     Person::players[i]->lastcollide = 1;
2921                                                                                     award_bonus(i, AboveBonus);
2922                                                                                 }
2923                                                                             }
2924                                                                         }
2925                                                                     }
2926                                                                 }
2927                                                                 Person::players[i]->CheckKick();
2928                                                                 Person::players[k]->CheckKick();
2929                                                             }
2930                                                         }
2931                                                     }
2932                                                 }
2933                                             }
2934                                         }
2935                                     }
2936                                 }
2937                             }
2938                         }
2939                     }
2940                 }
2941             }
2942         }
2943     }
2944 }
2945
2946 void Game::Tick()
2947 {
2948     static XYZ facing, flatfacing;
2949     static int target;
2950
2951     Input::Tick();
2952
2953     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
2954         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2955             stereoreverse = true;
2956         } else {
2957             stereoreverse = false;
2958         }
2959
2960         if (stereoreverse) {
2961             printf("Stereo reversed\n");
2962         } else {
2963             printf("Stereo unreversed\n");
2964         }
2965     }
2966
2967     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
2968         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2969             stereoseparation -= 0.001;
2970         } else {
2971             stereoseparation -= 0.010;
2972         }
2973         printf("Stereo decreased increased to %f\n", stereoseparation);
2974     }
2975
2976     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
2977         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2978             stereoseparation += 0.001;
2979         } else {
2980             stereoseparation += 0.010;
2981         }
2982         printf("Stereo separation increased to %f\n", stereoseparation);
2983     }
2984
2985     if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
2986         if (Tutorial::stage != 51) {
2987             Tutorial::stagetime = Tutorial::maxtime;
2988         }
2989         emit_sound_np(consolefailsound, 128.);
2990     }
2991
2992     /*
2993     Values of mainmenu :
2994     1 Main menu
2995     2 Menu pause (resume/end game)
2996     3 Option menu
2997     4 Controls configuration menu
2998     5 Main game menu (choose level or challenge)
2999     6 Deleting user menu
3000     7 User managment menu (select/add)
3001     8 Choose difficulty menu
3002     9 Challenge level selection menu
3003     10 End of the campaign congratulation (is that really a menu?)
3004     11 Same that 9 ??? => unused
3005     18 stereo configuration
3006     */
3007
3008     if (!console) {
3009         //campaign over?
3010         if (mainmenu && endgame == 1) {
3011             mainmenu = 10;
3012         }
3013         //go to level select after completing a campaign level
3014         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
3015             mainmenu = 5;
3016             gameon = 0;
3017             winfreeze = 0;
3018             fireSound();
3019             flash();
3020             if (musictoggle) {
3021                 OPENAL_SetFrequency(OPENAL_ALL);
3022                 emit_stream_np(stream_menutheme);
3023                 pause_sound(leveltheme);
3024             }
3025             Menu::Load();
3026         }
3027         //escape key pressed
3028         if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
3029             (gameon || mainmenu == 0)) {
3030             selected = -1;
3031             if (mainmenu == 0 && !winfreeze) {
3032                 mainmenu = 2; //pause
3033             } else if (mainmenu == 1 || mainmenu == 2) {
3034                 mainmenu = 0; //unpause
3035             }
3036             //play menu theme
3037             if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
3038                 OPENAL_SetFrequency(OPENAL_ALL);
3039                 emit_stream_np(stream_menutheme);
3040                 pause_sound(leveltheme);
3041             }
3042             //on resume, play level music
3043             if (!mainmenu) {
3044                 pause_sound(stream_menutheme);
3045                 resume_stream(leveltheme);
3046             }
3047         }
3048     }
3049
3050     if (mainmenu) {
3051         Menu::Tick();
3052     }
3053
3054     if (!mainmenu) {
3055         if (hostile == 1) {
3056             hostiletime += multiplier;
3057         } else {
3058             hostiletime = 0;
3059         }
3060         if (!winfreeze) {
3061             leveltime += multiplier;
3062         }
3063
3064         //keys
3065         if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
3066             freeze = !freeze;
3067             if (freeze) {
3068                 OPENAL_SetFrequency(OPENAL_ALL);
3069             }
3070         }
3071
3072         if (Input::isKeyPressed(consolekey) && devtools) {
3073             console = !console;
3074             if (console) {
3075                 OPENAL_SetFrequency(OPENAL_ALL);
3076             } else {
3077                 freeze = 0;
3078                 waiting = false;
3079             }
3080         }
3081
3082         if (console) {
3083             freeze = 1;
3084         }
3085         if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
3086             inputText(consoletext[0], &consoleselected);
3087             if (!waiting) {
3088                 if (!consoletext[0].empty()) {
3089                     cmd_dispatch(consoletext[0]);
3090                     for (int k = 14; k >= 1; k--) {
3091                         consoletext[k] = consoletext[k - 1];
3092                     }
3093                     consoletext[0].clear();
3094                     consoleselected = 0;
3095                 }
3096             }
3097
3098             consoleblinkdelay -= multiplier;
3099             if (consoleblinkdelay <= 0) {
3100                 consoleblinkdelay = .3;
3101                 consoleblink = !consoleblink;
3102             }
3103         }
3104
3105         static int oldwinfreeze;
3106         if (winfreeze && !oldwinfreeze) {
3107             OPENAL_SetFrequency(OPENAL_ALL);
3108             emit_sound_np(consolesuccesssound);
3109         }
3110         if (winfreeze == 0) {
3111             oldwinfreeze = winfreeze;
3112         } else {
3113             oldwinfreeze++;
3114         }
3115
3116         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign) {
3117             if (winfreeze) {
3118                 winfreeze = 0;
3119             }
3120         }
3121         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
3122             if (console) {
3123                 console = false;
3124                 freeze = 0;
3125             } else if (winfreeze) {
3126                 mainmenu = 9;
3127                 gameon = 0;
3128             }
3129         }
3130
3131         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
3132
3133             //dialogues
3134             static float talkdelay = 0;
3135
3136             if (Dialog::inDialog()) {
3137                 talkdelay = 1;
3138             }
3139             talkdelay -= multiplier;
3140
3141             if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3142                 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3143                     Dialog::dialogs[i].tick(i);
3144                 }
3145             }
3146
3147             windvar += multiplier;
3148             smoketex += multiplier;
3149             Tutorial::stagetime += multiplier;
3150
3151             //hotspots
3152             static float hotspotvisual[40];
3153             if (Hotspot::hotspots.size()) {
3154                 XYZ hotspotsprite;
3155                 if (editorenabled) {
3156                     for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3157                         hotspotvisual[i] -= multiplier / 320;
3158                     }
3159                 }
3160
3161                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3162                     while (hotspotvisual[i] < 0) {
3163                         hotspotsprite = 0;
3164                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3165                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3166                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3167                         hotspotsprite += Hotspot::hotspots[i].position;
3168                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3169                         hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3170                     }
3171                 }
3172
3173                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3174                     if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3175                         Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3176                     }
3177                 }
3178             }
3179
3180             //Tutorial
3181             if (Tutorial::active) {
3182                 Tutorial::Do(multiplier);
3183             }
3184
3185             //bonuses
3186             if (!Tutorial::active) {
3187                 if (bonustime == 0 &&
3188                     bonus != solidhit &&
3189                     bonus != spinecrusher &&
3190                     bonus != tracheotomy &&
3191                     bonus != backstab &&
3192                     bonusvalue > 10) {
3193                     emit_sound_np(consolesuccesssound);
3194                 }
3195             } else if (bonustime == 0) {
3196                 emit_sound_np(fireendsound);
3197             }
3198             if (bonustime == 0) {
3199                 if (bonus != solidhit &&
3200                     bonus != twoxcombo &&
3201                     bonus != threexcombo &&
3202                     bonus != fourxcombo &&
3203                     bonus != megacombo) {
3204                     bonusnum[bonus]++;
3205                 } else {
3206                     bonusnum[bonus] += 0.15;
3207                 }
3208                 if (Tutorial::active) {
3209                     bonusvalue = 0;
3210                 }
3211                 if (bonusvalue > 0) {
3212                     bonusvalue /= bonusnum[bonus];
3213                     if (bonusvalue <= 0) {
3214                         bonusvalue = 0;
3215                     }
3216                 }
3217                 bonustotal += bonusvalue;
3218             }
3219             bonustime += multiplier;
3220
3221             //snow effects
3222             if (environment == snowyenvironment) {
3223                 precipdelay -= multiplier;
3224                 while (precipdelay < 0) {
3225                     precipdelay += .04;
3226                     if (!detail) {
3227                         precipdelay += .04;
3228                     }
3229                     XYZ footvel, footpoint;
3230
3231                     footvel = 0;
3232                     footpoint = viewer + viewerfacing * 6;
3233                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3234                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3235                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3236                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3237                 }
3238             }
3239
3240             doAerialAcrobatics();
3241
3242             static XYZ oldviewer;
3243
3244             //control keys
3245             if (!Dialog::inDialog()) {
3246                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3247                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3248                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3249                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3250                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3251                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3252                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3253                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3254             } else {
3255                 Person::players[0]->forwardkeydown = 0;
3256                 Person::players[0]->leftkeydown = 0;
3257                 Person::players[0]->backkeydown = 0;
3258                 Person::players[0]->rightkeydown = 0;
3259                 Person::players[0]->jumpkeydown = 0;
3260                 Person::players[0]->crouchkeydown = 0;
3261                 Person::players[0]->drawkeydown = 0;
3262                 Person::players[0]->throwkeydown = 0;
3263             }
3264
3265             if (!Person::players[0]->jumpkeydown) {
3266                 Person::players[0]->jumpclimb = 0;
3267             }
3268
3269             if (Dialog::inDialog()) {
3270                 cameramode = 1;
3271                 if (Dialog::directing) {
3272                     facing = 0;
3273                     facing.z = -1;
3274
3275                     facing = DoRotation(facing, -pitch, 0, 0);
3276                     facing = DoRotation(facing, 0, 0 - yaw, 0);
3277
3278                     flatfacing = 0;
3279                     flatfacing.z = -1;
3280
3281                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3282
3283                     if (Input::isKeyDown(forwardkey)) {
3284                         viewer += facing * multiplier * 4;
3285                     }
3286                     if (Input::isKeyDown(backkey)) {
3287                         viewer -= facing * multiplier * 4;
3288                     }
3289                     if (Input::isKeyDown(leftkey)) {
3290                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3291                     }
3292                     if (Input::isKeyDown(rightkey)) {
3293                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3294                     }
3295                     if (Input::isKeyDown(jumpkey)) {
3296                         viewer.y += multiplier * 4;
3297                     }
3298                     if (Input::isKeyDown(crouchkey)) {
3299                         viewer.y -= multiplier * 4;
3300                     }
3301                     if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3302                         Input::isKeyPressed(SDL_SCANCODE_2) ||
3303                         Input::isKeyPressed(SDL_SCANCODE_3) ||
3304                         Input::isKeyPressed(SDL_SCANCODE_4) ||
3305                         Input::isKeyPressed(SDL_SCANCODE_5) ||
3306                         Input::isKeyPressed(SDL_SCANCODE_6) ||
3307                         Input::isKeyPressed(SDL_SCANCODE_7) ||
3308                         Input::isKeyPressed(SDL_SCANCODE_8) ||
3309                         Input::isKeyPressed(SDL_SCANCODE_9) ||
3310                         Input::isKeyPressed(SDL_SCANCODE_0) ||
3311                         Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3312                         int whichend;
3313                         if (Input::isKeyPressed(SDL_SCANCODE_1)) {
3314                             whichend = 1;
3315                         }
3316                         if (Input::isKeyPressed(SDL_SCANCODE_2)) {
3317                             whichend = 2;
3318                         }
3319                         if (Input::isKeyPressed(SDL_SCANCODE_3)) {
3320                             whichend = 3;
3321                         }
3322                         if (Input::isKeyPressed(SDL_SCANCODE_4)) {
3323                             whichend = 4;
3324                         }
3325                         if (Input::isKeyPressed(SDL_SCANCODE_5)) {
3326                             whichend = 5;
3327                         }
3328                         if (Input::isKeyPressed(SDL_SCANCODE_6)) {
3329                             whichend = 6;
3330                         }
3331                         if (Input::isKeyPressed(SDL_SCANCODE_7)) {
3332                             whichend = 7;
3333                         }
3334                         if (Input::isKeyPressed(SDL_SCANCODE_8)) {
3335                             whichend = 8;
3336                         }
3337                         if (Input::isKeyPressed(SDL_SCANCODE_9)) {
3338                             whichend = 9;
3339                         }
3340                         if (Input::isKeyPressed(SDL_SCANCODE_0)) {
3341                             whichend = 0;
3342                         }
3343                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3344                             whichend = -1;
3345                         }
3346                         if (whichend != -1) {
3347                             Dialog::currentScene().participantfocus = whichend;
3348                             Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3349                             Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3350                         }
3351                         if (whichend == -1) {
3352                             Dialog::currentScene().participantfocus = -1;
3353                         }
3354                         /* FIXME: potentially accessing -1 in Person::players! */
3355                         if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3356                             Dialog::indialogue = -1;
3357                             Dialog::directing = false;
3358                             cameramode = 0;
3359                         }
3360                         Dialog::currentScene().camera = viewer;
3361                         Dialog::currentScene().camerayaw = yaw;
3362                         Dialog::currentScene().camerapitch = pitch;
3363                         Dialog::indialogue++;
3364                         if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3365                             if (Dialog::currentScene().sound != 0) {
3366                                 playdialoguescenesound();
3367                             }
3368                         }
3369
3370                         for (unsigned j = 0; j < Person::players.size(); j++) {
3371                             Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3372                         }
3373                     }
3374                     //TODO: should these be KeyDown or KeyPressed?
3375                     if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3376                         Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3377                         Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3378                         Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3379                         Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3380                         Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3381                         Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3382                         Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3383                         Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3384                         Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3385                         int whichend;
3386                         if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
3387                             whichend = 1;
3388                         }
3389                         if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
3390                             whichend = 2;
3391                         }
3392                         if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
3393                             whichend = 3;
3394                         }
3395                         if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
3396                             whichend = 4;
3397                         }
3398                         if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
3399                             whichend = 5;
3400                         }
3401                         if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
3402                             whichend = 6;
3403                         }
3404                         if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
3405                             whichend = 7;
3406                         }
3407                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
3408                             whichend = 8;
3409                         }
3410                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
3411                             whichend = 9;
3412                         }
3413                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3414                             whichend = 0;
3415                         }
3416                         Dialog::currentScene().participantfacing[whichend] = facing;
3417                     }
3418                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3419                         Dialog::indialogue = -1;
3420                         Dialog::directing = false;
3421                         cameramode = 0;
3422                     }
3423                 }
3424                 if (!Dialog::directing) {
3425                     pause_sound(whooshsound);
3426                     viewer = Dialog::currentScene().camera;
3427                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3428                     yaw = Dialog::currentScene().camerayaw;
3429                     pitch = Dialog::currentScene().camerapitch;
3430                     if (Dialog::dialoguetime > 0.5) {
3431                         if (Input::isKeyPressed(attackkey)) {
3432                             Dialog::indialogue++;
3433                             if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3434                                 if (Dialog::currentScene().sound != 0) {
3435                                     playdialoguescenesound();
3436                                     if (Dialog::currentScene().sound == -5) {
3437                                         Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3438                                     }
3439                                     if (Dialog::currentScene().sound == -6) {
3440                                         hostile = 1;
3441                                     }
3442
3443                                     if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3444                                         Dialog::indialogue = -1;
3445                                         Dialog::directing = false;
3446                                         cameramode = 0;
3447                                     }
3448                                 }
3449                             }
3450                         }
3451                     }
3452                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3453                         Dialog::indialogue = -1;
3454                         Dialog::directing = false;
3455                         cameramode = 0;
3456                         if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3457                             hostile = 1;
3458                         }
3459                         if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3460                             windialogue = true;
3461                         }
3462                         if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3463                             hostile = 1;
3464                             for (unsigned i = 1; i < Person::players.size(); i++) {
3465                                 Person::players[i]->aitype = attacktypecutoff;
3466                             }
3467                         }
3468                     }
3469                 }
3470             }
3471
3472             if (!Person::players[0]->jumpkeydown) {
3473                 Person::players[0]->jumptogglekeydown = 0;
3474             }
3475             if (Person::players[0]->jumpkeydown &&
3476                 Person::players[0]->animTarget != jumpupanim &&
3477                 Person::players[0]->animTarget != jumpdownanim &&
3478                 !Person::players[0]->isFlip()) {
3479                 Person::players[0]->jumptogglekeydown = 1;
3480             }
3481
3482             Dialog::dialoguetime += multiplier;
3483             hawkyaw += multiplier * 25;
3484             realhawkcoords = 0;
3485             realhawkcoords.x = 25;
3486             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3487             hawkcalldelay -= multiplier / 2;
3488
3489             if (hawkcalldelay <= 0) {
3490                 emit_sound_at(hawksound, realhawkcoords);
3491
3492                 hawkcalldelay = 16 + abs(Random() % 8);
3493             }
3494
3495             doDevKeys();
3496
3497             doAttacks();
3498
3499             doPlayerCollisions();
3500
3501             doJumpReversals();
3502
3503             for (unsigned k = 0; k < Person::players.size(); k++) {
3504                 if (k != 0 && Person::players[k]->immobile) {
3505                     Person::players[k]->coords = Person::players[k]->realoldcoords;
3506                 }
3507             }
3508
3509             for (unsigned k = 0; k < Person::players.size(); k++) {
3510                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3511                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3512                         Person::players[k]->DoDamage(1000);
3513                     }
3514                 }
3515             }
3516
3517             //respawn
3518             static bool respawnkeydown;
3519             if (!editorenabled &&
3520                 (whichlevel != -2 &&
3521                      (Input::isKeyDown(SDL_SCANCODE_Z) &&
3522                       Input::isKeyDown(SDL_SCANCODE_LGUI) &&
3523                       devtools) ||
3524                  (Input::isKeyDown(jumpkey) &&
3525                   !respawnkeydown &&
3526                   !oldattackkey &&
3527                   Person::players[0]->dead))) {
3528                 targetlevel = whichlevel;
3529                 loading = 1;
3530                 leveltime = 5;
3531             }
3532             respawnkeydown = Input::isKeyDown(jumpkey);
3533
3534             static bool movekey;
3535
3536             //?
3537             for (unsigned i = 0; i < Person::players.size(); i++) {
3538                 static float oldtargetyaw;
3539                 if (!Person::players[i]->skeleton.free) {
3540                     oldtargetyaw = Person::players[i]->targetyaw;
3541                     if (i == 0 && !Dialog::inDialog()) {
3542                         //TODO: refactor repetitive code
3543                         if (!Animation::animations[Person::players[0]->animTarget].attack &&
3544                             Person::players[0]->animTarget != staggerbackhighanim &&
3545                             Person::players[0]->animTarget != staggerbackhardanim &&
3546                             Person::players[0]->animTarget != crouchremoveknifeanim &&
3547                             Person::players[0]->animTarget != removeknifeanim &&
3548                             Person::players[0]->animTarget != backhandspringanim &&
3549                             Person::players[0]->animTarget != dodgebackanim &&
3550                             Person::players[0]->animTarget != walljumprightkickanim &&
3551                             Person::players[0]->animTarget != walljumpleftkickanim) {
3552                             if (cameramode) {
3553                                 Person::players[0]->targetyaw = 0;
3554                             } else {
3555                                 Person::players[0]->targetyaw = -yaw + 180;
3556                             }
3557                         }
3558
3559                         facing = 0;
3560                         facing.z = -1;
3561
3562                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3563                         if (cameramode) {
3564                             facing = flatfacing;
3565                         } else {
3566                             facing = DoRotation(facing, -pitch, 0, 0);
3567                             facing = DoRotation(facing, 0, 0 - yaw, 0);
3568                         }
3569
3570                         Person::players[0]->lookyaw = -yaw;
3571
3572                         Person::players[i]->targetheadyaw = yaw;
3573                         Person::players[i]->targetheadpitch = pitch;
3574                     }
3575                     if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3576                         if (!Animation::animations[Person::players[i]->animTarget].attack &&
3577                             Person::players[i]->animTarget != staggerbackhighanim &&
3578                             Person::players[i]->animTarget != staggerbackhardanim &&
3579                             Person::players[i]->animTarget != crouchremoveknifeanim &&
3580                             Person::players[i]->animTarget != removeknifeanim &&
3581                             Person::players[i]->animTarget != backhandspringanim &&
3582                             Person::players[i]->animTarget != dodgebackanim &&
3583                             Person::players[i]->animTarget != walljumprightkickanim &&
3584                             Person::players[i]->animTarget != walljumpleftkickanim) {
3585                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3586                         }
3587
3588                         facing = 0;
3589                         facing.z = -1;
3590
3591                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3592
3593                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3594                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3595
3596                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3597                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3598                     }
3599                     if (Dialog::inDialog()) {
3600                         Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3601                         Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3602                     }
3603
3604                     if (leveltime < .5) {
3605                         numenvsounds = 0;
3606                     }
3607
3608                     Person::players[i]->avoidsomething = 0;
3609
3610                     //avoid flaming things
3611                     for (unsigned int j = 0; j < Object::objects.size(); j++) {
3612                         if (Object::objects[j]->onfire) {
3613                             if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
3614                                 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3615                                     distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3616                                     Person::players[i]->collided = 0;
3617                                     Person::players[i]->avoidcollided = 1;
3618                                     if (Person::players[i]->avoidsomething == 0 ||
3619                                         distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3620                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3621                                         Person::players[i]->avoidwhere = Object::objects[j]->position;
3622                                         Person::players[i]->avoidsomething = 1;
3623                                     }
3624                                 }
3625                             }
3626                         }
3627                     }
3628
3629                     //avoid flaming players
3630                     for (unsigned j = 0; j < Person::players.size(); j++) {
3631                         if (Person::players[j]->onfire) {
3632                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
3633                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3634                                     distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3635                                     Person::players[i]->collided = 0;
3636                                     Person::players[i]->avoidcollided = 1;
3637                                     if (Person::players[i]->avoidsomething == 0 ||
3638                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3639                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3640                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
3641                                         Person::players[i]->avoidsomething = 1;
3642                                     }
3643                                 }
3644                             }
3645                         }
3646                     }
3647
3648                     if (Person::players[i]->collided > .8) {
3649                         Person::players[i]->avoidcollided = 0;
3650                     }
3651
3652                     Person::players[i]->doAI();
3653
3654                     if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3655                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
3656                         Person::players[i]->forwardkeydown = 0;
3657                         Person::players[i]->leftkeydown = 0;
3658                         Person::players[i]->backkeydown = 0;
3659                         Person::players[i]->rightkeydown = 0;
3660                         Person::players[i]->jumpkeydown = 0;
3661                         Person::players[i]->attackkeydown = 0;
3662                         //Person::players[i]->crouchkeydown=0;
3663                         Person::players[i]->throwkeydown = 0;
3664                     }
3665
3666                     if (Dialog::inDialog()) {
3667                         Person::players[i]->forwardkeydown = 0;
3668                         Person::players[i]->leftkeydown = 0;
3669                         Person::players[i]->backkeydown = 0;
3670                         Person::players[i]->rightkeydown = 0;
3671                         Person::players[i]->jumpkeydown = 0;
3672                         Person::players[i]->crouchkeydown = 0;
3673                         Person::players[i]->drawkeydown = 0;
3674                         Person::players[i]->throwkeydown = 0;
3675                     }
3676
3677                     if (Person::players[i]->collided < -.3) {
3678                         Person::players[i]->collided = -.3;
3679                     }
3680                     if (Person::players[i]->collided > 1) {
3681                         Person::players[i]->collided = 1;
3682                     }
3683                     Person::players[i]->collided -= multiplier * 4;
3684                     Person::players[i]->whichdirectiondelay -= multiplier;
3685                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3686                         Person::players[i]->avoidcollided = -.3;
3687                         Person::players[i]->whichdirection = abs(Random() % 2);
3688                         Person::players[i]->whichdirectiondelay = .4;
3689                     }
3690                     if (Person::players[i]->avoidcollided > 1) {
3691                         Person::players[i]->avoidcollided = 1;
3692                     }
3693                     Person::players[i]->avoidcollided -= multiplier / 4;
3694                     if (!Person::players[i]->skeleton.free) {
3695                         Person::players[i]->stunned -= multiplier;
3696                         Person::players[i]->surprised -= multiplier;
3697                     }
3698                     if (i != 0 && Person::players[i]->surprised <= 0 &&
3699                         Person::players[i]->aitype == attacktypecutoff &&
3700                         !Person::players[i]->dead &&
3701                         !Person::players[i]->skeleton.free &&
3702                         Animation::animations[Person::players[i]->animTarget].attack == neutral) {
3703                         numresponded = 1;
3704                     }
3705
3706                     if (!Person::players[i]->throwkeydown) {
3707                         Person::players[i]->throwtogglekeydown = 0;
3708                     }
3709
3710                     //pick up weapon
3711                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3712                         if (Person::players[i]->weaponactive == -1 &&
3713                             Person::players[i]->num_weapons < 2 &&
3714                             (Person::players[i]->isIdle() ||
3715                              Person::players[i]->isCrouch() ||
3716                              Person::players[i]->animTarget == sneakanim ||
3717                              Person::players[i]->animTarget == rollanim ||
3718                              Person::players[i]->animTarget == backhandspringanim ||
3719                              Person::players[i]->isFlip() ||
3720                              Person::players[i]->aitype != playercontrolled)) {
3721                             for (unsigned j = 0; j < weapons.size(); j++) {
3722                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3723                                      Person::players[i]->aitype == playercontrolled) &&
3724                                     weapons[j].owner == -1 &&
3725                                     Person::players[i]->weaponactive == -1) {
3726                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3727                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3728                                             if (Person::players[i]->isCrouch() ||
3729                                                 Person::players[i]->animTarget == sneakanim ||
3730                                                 Person::players[i]->isRun() ||
3731                                                 Person::players[i]->isIdle() ||
3732                                                 Person::players[i]->aitype != playercontrolled) {
3733                                                 Person::players[i]->throwtogglekeydown = 1;
3734                                                 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3735                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3736                                                 Person::players[i]->hasvictim = 0;
3737                                             }
3738                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3739                                                 Person::players[i]->throwtogglekeydown = 1;
3740                                                 Person::players[i]->hasvictim = 0;
3741
3742                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3743                                                      Person::players[i]->aitype == playercontrolled) &&
3744                                                         weapons[j].owner == -1 ||
3745                                                     Person::players[i]->victim &&
3746                                                         weapons[j].owner == int(Person::players[i]->victim->id)) {
3747                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) {
3748                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3749                                                             if (weapons[j].getType() != staff) {
3750                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3751                                                             }
3752
3753                                                             Person::players[i]->takeWeapon(j);
3754                                                         }
3755                                                     }
3756                                                 }
3757                                             }
3758                                         } else if ((Person::players[i]->isIdle() ||
3759                                                     Person::players[i]->isFlip() ||
3760                                                     Person::players[i]->aitype != playercontrolled) &&
3761                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3762                                                    Person::players[i]->coords.y < weapons[j].position.y) {
3763                                             if (!Person::players[i]->isFlip()) {
3764                                                 Person::players[i]->throwtogglekeydown = 1;
3765                                                 Person::players[i]->setTargetAnimation(removeknifeanim);
3766                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3767                                             }
3768                                             if (Person::players[i]->isFlip()) {
3769                                                 Person::players[i]->throwtogglekeydown = 1;
3770                                                 Person::players[i]->hasvictim = 0;
3771
3772                                                 for (unsigned k = 0; k < weapons.size(); k++) {
3773                                                     if (Person::players[i]->weaponactive == -1) {
3774                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3775                                                              Person::players[i]->aitype == playercontrolled) &&
3776                                                                 weapons[k].owner == -1 ||
3777                                                             Person::players[i]->victim &&
3778                                                                 weapons[k].owner == int(Person::players[i]->victim->id)) {
3779                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3780                                                                 Person::players[i]->weaponactive == -1) {
3781                                                                 if (weapons[k].getType() != staff) {
3782                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3783                                                                 }
3784
3785                                                                 Person::players[i]->takeWeapon(k);
3786                                                             }
3787                                                         }
3788                                                     }
3789                                                 }
3790                                             }
3791                                         }
3792                                     }
3793                                 }
3794                             }
3795                             if (Person::players[i]->isCrouch() ||
3796                                 Person::players[i]->animTarget == sneakanim ||
3797                                 Person::players[i]->isRun() ||
3798                                 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3799                                 Person::players[i]->animTarget == backhandspringanim) {
3800                                 if (Person::players.size() > 1) {
3801                                     for (unsigned j = 0; j < Person::players.size(); j++) {
3802                                         if (Person::players[i]->weaponactive == -1) {
3803                                             if (j != i) {
3804                                                 if (Person::players[j]->num_weapons &&
3805                                                     Person::players[j]->skeleton.free &&
3806                                                     distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3807                                                     (((Person::players[j]->skeleton.forward.y < 0 &&
3808                                                        Person::players[j]->weaponstuckwhere == 0) ||
3809                                                       (Person::players[j]->skeleton.forward.y > 0 &&
3810                                                        Person::players[j]->weaponstuckwhere == 1)) ||
3811                                                      Person::players[j]->weaponstuck == -1 ||
3812                                                      Person::players[j]->num_weapons > 1)) {
3813                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3814                                                         Person::players[i]->throwtogglekeydown = 1;
3815                                                         Person::players[i]->victim = Person::players[j];
3816                                                         Person::players[i]->hasvictim = 1;
3817                                                         Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3818                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3819                                                     }
3820                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3821                                                         Person::players[i]->throwtogglekeydown = 1;
3822                                                         Person::players[i]->victim = Person::players[j];
3823                                                         Person::players[i]->hasvictim = 1;
3824                                                         int k = Person::players[j]->weaponids[0];
3825                                                         if (Person::players[i]->hasvictim) {
3826                                                             bool fleshstuck;
3827                                                             fleshstuck = 0;
3828                                                             if (Person::players[i]->victim->weaponstuck != -1) {
3829                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3830                                                                     fleshstuck = 1;
3831                                                                 }
3832                                                             }
3833                                                             if (!fleshstuck) {
3834                                                                 if (weapons[k].getType() != staff) {
3835                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3836                                                                 }
3837                                                             }
3838                                                             if (fleshstuck) {
3839                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3840                                                             }
3841
3842                                                             if (weapons[k].owner != -1) {
3843                                                                 if (Person::players[i]->victim->num_weapons == 1) {
3844                                                                     Person::players[i]->victim->num_weapons = 0;
3845                                                                 } else {
3846                                                                     Person::players[i]->victim->num_weapons = 1;
3847                                                                 }
3848
3849                                                                 Person::players[i]->victim->skeleton.longdead = 0;
3850                                                                 Person::players[i]->victim->skeleton.free = 1;
3851                                                                 Person::players[i]->victim->skeleton.broken = 0;
3852
3853                                                                 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3854                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3855                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
3856                                                                 }
3857
3858                                                                 XYZ relative;
3859                                                                 relative = 0;
3860                                                                 relative.y = 10;
3861                                                                 Normalise(&relative);
3862                                                                 XYZ footvel, footpoint;
3863                                                                 footvel = 0;
3864                                                                 footpoint = weapons[k].position;
3865                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
3866                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3867                                                                         if (bloodtoggle) {
3868                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3869                                                                         }
3870                                                                         weapons[k].bloody = 2;
3871                                                                         weapons[k].blooddrip = 5;
3872                                                                         Person::players[i]->victim->weaponstuck = -1;
3873                                                                         Person::players[i]->victim->bloodloss += 2000;
3874                                                                         Person::players[i]->victim->DoDamage(2000);
3875                                                                     }
3876                                                                 }
3877                                                                 if (Person::players[i]->victim->num_weapons > 0) {
3878                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
3879                                                                         Person::players[i]->victim->weaponstuck = 0;
3880                                                                     }
3881                                                                     if (Person::players[i]->victim->weaponids[0] == k) {
3882                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3883                                                                     }
3884                                                                 }
3885
3886                                                                 Person::players[i]->victim->weaponactive = -1;
3887
3888                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3889                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
3890                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3891                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3892                                                             }
3893                                                             Person::players[i]->takeWeapon(k);
3894                                                         }
3895                                                     }
3896                                                 }
3897                                             }
3898                                         }
3899                                     }
3900                                 }
3901                             }
3902                         }
3903                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3904                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3905                                 if (Person::players[i]->isIdle() ||
3906                                     Person::players[i]->isRun() ||
3907                                     Person::players[i]->isCrouch() ||
3908                                     Person::players[i]->animTarget == sneakanim ||
3909                                     Person::players[i]->isFlip()) {
3910                                     if (Person::players.size() > 1) {
3911                                         for (unsigned j = 0; j < Person::players.size(); j++) {
3912                                             if (i != j) {
3913                                                 if (!Tutorial::active || Tutorial::stage == 49) {
3914                                                     if (hostile) {
3915                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3916                                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3917                                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3918                                                             !Person::players[j]->skeleton.free &&
3919                                                             -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)) {
3920                                                             if (!Person::players[i]->isFlip()) {
3921                                                                 Person::players[i]->throwtogglekeydown = 1;
3922                                                                 Person::players[i]->victim = Person::players[j];
3923                                                                 Person::players[i]->setTargetAnimation(knifethrowanim);
3924                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3925                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3926                                                             }
3927                                                             if (Person::players[i]->isFlip()) {
3928                                                                 if (Person::players[i]->weaponactive != -1) {
3929                                                                     Person::players[i]->throwtogglekeydown = 1;
3930                                                                     Person::players[i]->victim = Person::players[j];
3931                                                                     XYZ aim;
3932                                                                     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);
3933                                                                     Normalise(&aim);
3934
3935                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3936
3937                                                                     weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3938                                                                     Person::players[i]->num_weapons--;
3939                                                                     if (Person::players[i]->num_weapons) {
3940                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3941                                                                     }
3942                                                                     Person::players[i]->weaponactive = -1;
3943                                                                 }
3944                                                             }
3945                                                         }
3946                                                     }
3947                                                 }
3948                                             }
3949                                         }
3950                                     }
3951                                 }
3952                             }
3953                         }
3954                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3955                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3956                                 Person::players[i]->throwtogglekeydown = 1;
3957                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
3958                                 if (tempVelocity.x == 0) {
3959                                     tempVelocity.x = .1;
3960                                 }
3961                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3962                                 Person::players[i]->num_weapons--;
3963                                 if (Person::players[i]->num_weapons) {
3964                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3965                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
3966                                         Person::players[i]->weaponstuck = 0;
3967                                     }
3968                                 }
3969
3970                                 Person::players[i]->weaponactive = -1;
3971                                 for (unsigned j = 0; j < Person::players.size(); j++) {
3972                                     Person::players[j]->wentforweapon = 0;
3973                                 }
3974                             }
3975                         }
3976                     }
3977
3978                     //draw weapon
3979                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3980                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3981                             (Person::players[i]->num_weapons == 2) &&
3982                                 (Person::players[i]->weaponactive == -1) &&
3983                                 Person::players[i]->isIdle() ||
3984                             Person::players[0]->dead &&
3985                                 (Person::players[i]->weaponactive != -1) &&
3986                                 i != 0) {
3987                             bool isgood = true;
3988                             if (Person::players[i]->weaponactive != -1) {
3989                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
3990                                     isgood = false;
3991                                 }
3992                             }
3993                             if (isgood && Person::players[i]->creature != wolftype) {
3994                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3995                                     Person::players[i]->setTargetAnimation(drawrightanim);
3996                                     Person::players[i]->drawtogglekeydown = 1;
3997                                 }
3998                                 if ((Person::players[i]->isIdle() ||
3999                                      (Person::players[i]->aitype != playercontrolled &&
4000                                       Person::players[0]->weaponactive != -1 &&
4001                                       Person::players[i]->isRun())) &&
4002                                     Person::players[i]->num_weapons &&
4003                                     weapons[Person::players[i]->weaponids[0]].getType() == sword) {
4004                                     Person::players[i]->setTargetAnimation(drawleftanim);
4005                                     Person::players[i]->drawtogglekeydown = 1;
4006                                 }
4007                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
4008                                     Person::players[i]->setTargetAnimation(crouchdrawrightanim);
4009                                     Person::players[i]->drawtogglekeydown = 1;
4010                                 }
4011                             }
4012                         }
4013                     }
4014
4015                     //clean weapon
4016                     if (Person::players[i]->weaponactive != -1) {
4017                         if (Person::players[i]->isCrouch() &&
4018                             weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
4019                             bloodtoggle &&
4020                             Person::players[i]->onterrain &&
4021                             Person::players[i]->num_weapons &&
4022                             Person::players[i]->attackkeydown &&
4023                             musictype != stream_fighttheme) {
4024                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
4025                                 Person::players[i]->setTargetAnimation(crouchstabanim);
4026                             }
4027                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
4028                                 Person::players[i]->setTargetAnimation(swordgroundstabanim);
4029                             }
4030                             Person::players[i]->hasvictim = 0;
4031                         }
4032                     }
4033
4034                     if (!Person::players[i]->drawkeydown) {
4035                         Person::players[i]->drawtogglekeydown = 0;
4036                     }
4037
4038                     XYZ absflatfacing;
4039                     if (i == 0) {
4040                         absflatfacing = 0;
4041                         absflatfacing.z = -1;
4042
4043                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
4044                     } else {
4045                         absflatfacing = flatfacing;
4046                     }
4047
4048                     if (Dialog::inDialog()) {
4049                         Person::players[i]->forwardkeydown = 0;
4050                         Person::players[i]->leftkeydown = 0;
4051                         Person::players[i]->backkeydown = 0;
4052                         Person::players[i]->rightkeydown = 0;
4053                         Person::players[i]->jumpkeydown = 0;
4054                         Person::players[i]->crouchkeydown = 0;
4055                         Person::players[i]->drawkeydown = 0;
4056                         Person::players[i]->throwkeydown = 0;
4057                     }
4058                     movekey = 0;
4059                     //Do controls
4060                     if (!Animation::animations[Person::players[i]->animTarget].attack &&
4061                         Person::players[i]->animTarget != staggerbackhighanim &&
4062                         Person::players[i]->animTarget != staggerbackhardanim &&
4063                         Person::players[i]->animTarget != backhandspringanim &&
4064                         Person::players[i]->animTarget != dodgebackanim) {
4065                         if (!Person::players[i]->forwardkeydown) {
4066                             Person::players[i]->forwardstogglekeydown = 0;
4067                         }
4068                         if (Person::players[i]->crouchkeydown) {
4069                             //Crouch
4070                             target = -2;
4071                             if (i == 0) {
4072                                 Person::players[i]->superruntoggle = 1;
4073                                 if (Person::players.size() > 1) {
4074                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4075                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
4076                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
4077                                                 Person::players[i]->superruntoggle = 0;
4078                                             }
4079                                         }
4080                                     }
4081                                 }
4082                             }
4083
4084                             if (Person::players.size() > 1) {
4085                                 for (unsigned j = 0; j < Person::players.size(); j++) {
4086                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
4087                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4088                                             Person::players[j]->victim == Person::players[i] &&
4089                                             (Person::players[j]->animTarget == sweepanim ||
4090                                              Person::players[j]->animTarget == upunchanim ||
4091                                              Person::players[j]->animTarget == wolfslapanim ||
4092                                              ((Person::players[j]->animTarget == swordslashanim ||
4093                                                Person::players[j]->animTarget == knifeslashstartanim ||
4094                                                Person::players[j]->animTarget == staffhitanim ||
4095                                                Person::players[j]->animTarget == staffspinhitanim) &&
4096                                               distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4097                                             if (target >= 0) {
4098                                                 target = -1;
4099                                             } else {
4100                                                 target = j;
4101                                             }
4102                                         }
4103                                     }
4104                                 }
4105                             }
4106                             if (target >= 0) {
4107                                 Person::players[target]->Reverse();
4108                             }
4109                             Person::players[i]->lowreversaldelay = .5;
4110
4111                             if (Person::players[i]->isIdle()) {
4112                                 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
4113                                 Person::players[i]->transspeed = 10;
4114                             }
4115                             if (Person::players[i]->isRun() ||
4116                                 (Person::players[i]->isStop() &&
4117                                  (Person::players[i]->leftkeydown ||
4118                                   Person::players[i]->rightkeydown ||
4119                                   Person::players[i]->forwardkeydown ||
4120                                   Person::players[i]->backkeydown))) {
4121                                 Person::players[i]->setTargetAnimation(rollanim);
4122                                 Person::players[i]->transspeed = 20;
4123                             }
4124                         }
4125                         if (!Person::players[i]->crouchkeydown) {
4126                             //Uncrouch
4127                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
4128                                 Person::players[i]->superruntoggle = 0;
4129                             }
4130                             target = -2;
4131                             if (Person::players[i]->isCrouch()) {
4132                                 if (Person::players.size() > 1) {
4133                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4134                                         if (j != i &&
4135                                             !Person::players[j]->skeleton.free &&
4136                                             Person::players[j]->victim &&
4137                                             Person::players[i]->highreversaldelay <= 0) {
4138                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4139                                                 Person::players[j]->victim == Person::players[i] &&
4140                                                 (Person::players[j]->animTarget == spinkickanim) &&
4141                                                 Person::players[i]->isCrouch()) {
4142                                                 if (target >= 0) {
4143                                                     target = -1;
4144                                                 } else {
4145                                                     target = j;
4146                                                 }
4147                                             }
4148                                         }
4149                                     }
4150                                 }
4151                                 if (target >= 0) {
4152                                     Person::players[target]->Reverse();
4153                                 }
4154                                 Person::players[i]->highreversaldelay = .5;
4155
4156                                 if (Person::players[i]->isCrouch()) {
4157                                     if (!Person::players[i]->wasCrouch()) {
4158                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4159                                         Person::players[i]->frameCurrent = 0;
4160                                     }
4161                                     Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4162                                     Person::players[i]->transspeed = 10;
4163                                 }
4164                             }
4165                             if (Person::players[i]->animTarget == sneakanim) {
4166                                 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4167                                 Person::players[i]->transspeed = 10;
4168                             }
4169                         }
4170                         if (Person::players[i]->forwardkeydown) {
4171                             if (Person::players[i]->isIdle() ||
4172                                 (Person::players[i]->isStop() &&
4173                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4174                                 (Person::players[i]->isLanding() &&
4175                                  Person::players[i]->frameTarget > 0 &&
4176                                  !Person::players[i]->jumpkeydown) ||
4177                                 (Person::players[i]->isLandhard() &&
4178                                  Person::players[i]->frameTarget > 0 &&
4179                                  !Person::players[i]->jumpkeydown &&
4180                                  Person::players[i]->crouchkeydown)) {
4181                                 if (Person::players[i]->aitype == passivetype) {
4182                                     Person::players[i]->setTargetAnimation(walkanim);
4183                                 } else {
4184                                     Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4185                                 }
4186                             }
4187                             if (Person::players[i]->isCrouch()) {
4188                                 Person::players[i]->animTarget = sneakanim;
4189                                 if (Person::players[i]->wasCrouch()) {
4190                                     Person::players[i]->target = 0;
4191                                 }
4192                                 Person::players[i]->frameTarget = 0;
4193                             }
4194                             if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
4195                                 Person::players[i]->setTargetAnimation(climbanim);
4196                                 Person::players[i]->frameTarget = 1;
4197                                 Person::players[i]->jumpclimb = 1;
4198                             }
4199                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4200                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4201                             }
4202                             Person::players[i]->forwardstogglekeydown = 1;
4203                             movekey = 1;
4204                         }
4205                         if (Person::players[i]->rightkeydown) {
4206                             if (Person::players[i]->isIdle() ||
4207                                 (Person::players[i]->isStop() &&
4208                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4209                                 (Person::players[i]->isLanding() &&
4210                                  Person::players[i]->frameTarget > 0 &&
4211                                  !Person::players[i]->jumpkeydown) ||
4212                                 (Person::players[i]->isLandhard() &&
4213                                  Person::players[i]->frameTarget > 0 &&
4214                                  !Person::players[i]->jumpkeydown &&
4215                                  Person::players[i]->crouchkeydown)) {
4216                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4217                             }
4218                             if (Person::players[i]->isCrouch()) {
4219                                 Person::players[i]->animTarget = sneakanim;
4220                                 if (Person::players[i]->wasCrouch()) {
4221                                     Person::players[i]->target = 0;
4222                                 }
4223                                 Person::players[i]->frameTarget = 0;
4224                             }
4225                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4226                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4227                             }
4228                             Person::players[i]->targetyaw -= 90;
4229                             if (Person::players[i]->forwardkeydown) {
4230                                 Person::players[i]->targetyaw += 45;
4231                             }
4232                             if (Person::players[i]->backkeydown) {
4233                                 Person::players[i]->targetyaw -= 45;
4234                             }
4235                             movekey = 1;
4236                         }
4237                         if (Person::players[i]->leftkeydown) {
4238                             if (Person::players[i]->isIdle() ||
4239                                 (Person::players[i]->isStop() &&
4240                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4241                                 (Person::players[i]->isLanding() &&
4242                                  Person::players[i]->frameTarget > 0 &&
4243                                  !Person::players[i]->jumpkeydown) ||
4244                                 (Person::players[i]->isLandhard() &&
4245                                  Person::players[i]->frameTarget > 0 &&
4246                                  !Person::players[i]->jumpkeydown &&
4247                                  Person::players[i]->crouchkeydown)) {
4248                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4249                             }
4250                             if (Person::players[i]->isCrouch()) {
4251                                 Person::players[i]->animTarget = sneakanim;
4252                                 if (Person::players[i]->wasCrouch()) {
4253                                     Person::players[i]->target = 0;
4254                                 }
4255                                 Person::players[i]->frameTarget = 0;
4256                             }
4257                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4258                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4259                             }
4260                             Person::players[i]->targetyaw += 90;
4261                             if (Person::players[i]->forwardkeydown) {
4262                                 Person::players[i]->targetyaw -= 45;
4263                             }
4264                             if (Person::players[i]->backkeydown) {
4265                                 Person::players[i]->targetyaw += 45;
4266                             }
4267                             movekey = 1;
4268                         }
4269                         if (Person::players[i]->backkeydown) {
4270                             if (Person::players[i]->isIdle() ||
4271                                 (Person::players[i]->isStop() &&
4272                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4273                                 (Person::players[i]->isLanding() &&
4274                                  Person::players[i]->frameTarget > 0 &&
4275                                  !Person::players[i]->jumpkeydown) ||
4276                                 (Person::players[i]->isLandhard() &&
4277                                  Person::players[i]->frameTarget > 0 &&
4278                                  !Person::players[i]->jumpkeydown &&
4279                                  Person::players[i]->crouchkeydown)) {
4280                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4281                             }
4282                             if (Person::players[i]->isCrouch()) {
4283                                 Person::players[i]->animTarget = sneakanim;
4284                                 if (Person::players[i]->wasCrouch()) {
4285                                     Person::players[i]->target = 0;
4286                                 }
4287                                 Person::players[i]->frameTarget = 0;
4288                             }
4289                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4290                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4291                             }
4292                             if (Person::players[i]->animTarget == hanganim) {
4293                                 Person::players[i]->animCurrent = jumpdownanim;
4294                                 Person::players[i]->animTarget = jumpdownanim;
4295                                 Person::players[i]->target = 0;
4296                                 Person::players[i]->frameCurrent = 0;
4297                                 Person::players[i]->frameTarget = 1;
4298                                 Person::players[i]->velocity = 0;
4299                                 Person::players[i]->velocity.y += gravity;
4300                                 Person::players[i]->coords.y -= 1.4;
4301                                 Person::players[i]->grabdelay = 1;
4302                             }
4303                             if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
4304                                 Person::players[i]->targetyaw += 180;
4305                             }
4306                             movekey = 1;
4307                         }
4308                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4309                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4310                                   Person::players[i]->isRun() ||
4311                                   Person::players[i]->animTarget == walkanim ||
4312                                   Person::players[i]->isCrouch() ||
4313                                   Person::players[i]->animTarget == sneakanim) &&
4314                                  Person::players[i]->jumppower > 1) &&
4315                                 ((Person::players[i]->animTarget != rabbitrunninganim &&
4316                                   Person::players[i]->animTarget != wolfrunninganim) ||
4317                                  i != 0)) {
4318                                 Person::players[i]->jumpstart = 0;
4319                                 Person::players[i]->setTargetAnimation(jumpupanim);
4320                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
4321                                 Person::players[i]->transspeed = 20;
4322                                 Person::players[i]->FootLand(leftfoot, 1);
4323                                 Person::players[i]->FootLand(rightfoot, 1);
4324
4325                                 facing = 0;
4326                                 facing.z = -1;
4327                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4328
4329                                 if (movekey) {
4330                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4331                                 }
4332                                 if (!movekey) {
4333                                     Person::players[i]->velocity = 0;
4334                                 }
4335
4336                                 //Dodge sweep?
4337                                 target = -2;
4338                                 if (Person::players.size() > 1) {
4339                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4340                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4341                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4342                                                 (Person::players[j]->victim == Person::players[i]) &&
4343                                                 (Person::players[j]->animTarget == sweepanim)) {
4344                                                 if (target >= 0) {
4345                                                     target = -1;
4346                                                 } else {
4347                                                     target = j;
4348                                                 }
4349                                             }
4350                                         }
4351                                     }
4352                                 }
4353                                 if (target >= 0) {
4354                                     Person::players[i]->velocity.y = 1;
4355                                 } else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4356                                     Person::players[i]->velocity.y = 7;
4357                                     Person::players[i]->crouchtogglekeydown = 1;
4358                                 } else {
4359                                     Person::players[i]->velocity.y = 5;
4360                                 }
4361
4362                                 if (mousejump && i == 0 && devtools) {
4363                                     if (!Person::players[i]->isLanding()) {
4364                                         Person::players[i]->tempdeltav = deltav;
4365                                     }
4366                                     if (Person::players[i]->tempdeltav < 0) {
4367                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4368                                     }
4369                                 }
4370
4371                                 Person::players[i]->coords.y += .2;
4372                                 Person::players[i]->jumppower -= 1;
4373
4374                                 if (!i) {
4375                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4376                                 }
4377
4378                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4379                             }
4380                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4381                                 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4382                                 Person::players[i]->frameTarget = 2;
4383                                 Person::players[i]->landhard = 0;
4384                                 Person::players[i]->jumpstart = 1;
4385                                 Person::players[i]->tempdeltav = deltav;
4386                             }
4387                             if (Person::players[i]->animTarget == jumpupanim &&
4388                                 (((!floatjump &&
4389                                    !editorenabled) ||
4390                                   !devtools) ||
4391                                  Person::players[i]->aitype != playercontrolled)) {
4392                                 if (Person::players[i]->jumppower > multiplier * 6) {
4393                                     Person::players[i]->velocity.y += multiplier * 6;
4394                                     Person::players[i]->jumppower -= multiplier * 6;
4395                                 }
4396                                 if (Person::players[i]->jumppower <= multiplier * 6) {
4397                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
4398                                     Person::players[i]->jumppower = 0;
4399                                 }
4400                             }
4401                             if (((floatjump || editorenabled) && devtools) && i == 0) {
4402                                 Person::players[i]->velocity.y += multiplier * 30;
4403                             }
4404                         }
4405
4406                         if (!movekey) {
4407                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4408                                 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4409                             }
4410                             if (Person::players[i]->animTarget == sneakanim) {
4411                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4412                                 if (Person::players[i]->animCurrent == sneakanim) {
4413                                     Person::players[i]->target = 0;
4414                                 }
4415                                 Person::players[i]->frameTarget = 0;
4416                             }
4417                         }
4418                         if (Person::players[i]->animTarget == walkanim &&
4419                             (Person::players[i]->aitype == attacktypecutoff ||
4420                              Person::players[i]->aitype == searchtype ||
4421                              (Person::players[i]->aitype == passivetype &&
4422                               Person::players[i]->numwaypoints <= 1))) {
4423                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4424                         }
4425                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
4426                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4427                         }
4428                     }
4429                 }
4430                 if (Person::players[i]->animTarget == rollanim) {
4431                     Person::players[i]->targetyaw = oldtargetyaw;
4432                 }
4433             }
4434
4435             //Rotation
4436             for (unsigned k = 0; k < Person::players.size(); k++) {
4437                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4438                     if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
4439                         Person::players[k]->yaw -= 360;
4440                     } else {
4441                         Person::players[k]->yaw += 360;
4442                     }
4443                 }
4444
4445                 //stop to turn in right direction
4446                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
4447                     Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4448                 }
4449
4450                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
4451                     Person::players[k]->targettilt = 0;
4452                 }
4453
4454                 if (Person::players[k]->animTarget != jumpupanim &&
4455                     Person::players[k]->animTarget != backhandspringanim &&
4456                     Person::players[k]->animTarget != jumpdownanim &&
4457                     !Person::players[k]->isFlip()) {
4458                     Person::players[k]->targettilt = 0;
4459                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
4460                         Person::players[k]->jumppower = 0;
4461                     }
4462                     Person::players[k]->jumppower += multiplier * 7;
4463                     if (Person::players[k]->isCrouch()) {
4464                         Person::players[k]->jumppower += multiplier * 7;
4465                     }
4466                     if (Person::players[k]->jumppower > 5) {
4467                         Person::players[k]->jumppower = 5;
4468                     }
4469                 }
4470
4471                 if (Person::players[k]->isRun()) {
4472                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4473                 }
4474
4475                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4476                 Person::players[k]->grabdelay -= multiplier;
4477             }
4478
4479             //do animations
4480             for (unsigned k = 0; k < Person::players.size(); k++) {
4481                 Person::players[k]->DoAnimations();
4482                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4483                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4484             }
4485
4486             //do stuff
4487             Object::DoStuff();
4488
4489             for (int j = numenvsounds - 1; j >= 0; j--) {
4490                 envsoundlife[j] -= multiplier;
4491                 if (envsoundlife[j] < 0) {
4492                     numenvsounds--;
4493                     envsoundlife[j] = envsoundlife[numenvsounds];
4494                     envsound[j] = envsound[numenvsounds];
4495                 }
4496             }
4497             OPENAL_SetFrequency(OPENAL_ALL, slomo);
4498
4499             if (Tutorial::active) {
4500                 Tutorial::DoStuff(multiplier);
4501             }
4502
4503             //3d sound
4504             static float gLoc[3];
4505             gLoc[0] = viewer.x;
4506             gLoc[1] = viewer.y;
4507             gLoc[2] = viewer.z;
4508             static float vel[3];
4509             vel[0] = (viewer.x - oldviewer.x) / multiplier;
4510             vel[1] = (viewer.y - oldviewer.y) / multiplier;
4511             vel[2] = (viewer.z - oldviewer.z) / multiplier;
4512
4513             //Set orientation with forward and up vectors
4514             static XYZ upvector;
4515             upvector = 0;
4516             upvector.z = -1;
4517
4518             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4519             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4520
4521             facing = 0;
4522             facing.z = -1;
4523
4524             facing = DoRotation(facing, -pitch, 0, 0);
4525             facing = DoRotation(facing, 0, 0 - yaw, 0);
4526
4527             static float ori[6];
4528             ori[0] = -facing.x;
4529             ori[1] = facing.y;
4530             ori[2] = -facing.z;
4531             ori[3] = -upvector.x;
4532             ori[4] = upvector.y;
4533             ori[5] = -upvector.z;
4534
4535             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4536             OPENAL_Update();
4537
4538             oldviewer = viewer;
4539         }
4540     }
4541
4542     if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
4543         Screenshot();
4544     }
4545 }
4546
4547 void Game::TickOnce()
4548 {
4549     if (mainmenu) {
4550         yaw += multiplier * 5;
4551     } else if (Dialog::directing || !Dialog::inDialog()) {
4552         yaw += deltah * .7;
4553         if (invertmouse) {
4554             pitch -= deltav * .7;
4555         } else {
4556             pitch += deltav * .7;
4557         }
4558         if (pitch > 90) {
4559             pitch = 90;
4560         }
4561         if (pitch < -70) {
4562             pitch = -70;
4563         }
4564     }
4565 }
4566
4567 void Game::TickOnceAfter()
4568 {
4569     static XYZ colviewer;
4570     static XYZ coltarget;
4571     static XYZ target;
4572     static XYZ col;
4573     static XYZ facing;
4574     static float changedelay;
4575     static bool alldead;
4576     static float unseendelay;
4577     static float cameraspeed;
4578
4579     if (!mainmenu) {
4580         static int oldmusictype = musictype;
4581
4582         if (environment == snowyenvironment) {
4583             leveltheme = stream_snowtheme;
4584         }
4585         if (environment == grassyenvironment) {
4586             leveltheme = stream_grasstheme;
4587         }
4588         if (environment == desertenvironment) {
4589             leveltheme = stream_deserttheme;
4590         }
4591
4592         realthreat = 0;
4593
4594         musictype = leveltheme;
4595         for (unsigned i = 0; i < Person::players.size(); i++) {
4596             if ((Person::players[i]->aitype == attacktypecutoff ||
4597                  Person::players[i]->aitype == getweapontype ||
4598                  Person::players[i]->aitype == gethelptype ||
4599                  Person::players[i]->aitype == searchtype) &&
4600                 !Person::players[i]->dead &&
4601                 (Person::players[i]->animTarget != sneakattackedanim &&
4602                  Person::players[i]->animTarget != knifesneakattackedanim &&
4603                  Person::players[i]->animTarget != swordsneakattackedanim)) {
4604                 musictype = stream_fighttheme;
4605                 realthreat = 1;
4606             }
4607         }
4608         if (Person::players[0]->dead) {
4609             musictype = stream_menutheme;
4610         }
4611
4612         if (musictype == stream_fighttheme) {
4613             unseendelay = 1;
4614         }
4615
4616         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4617             unseendelay -= multiplier;
4618             if (unseendelay > 0) {
4619                 musictype = stream_fighttheme;
4620             }
4621         }
4622
4623         if (loading == 2) {
4624             musictype = stream_menutheme;
4625             musicvolume[2] = 512;
4626             musicvolume[0] = 0;
4627             musicvolume[1] = 0;
4628             musicvolume[3] = 0;
4629         }
4630
4631         if (musictoggle) {
4632             if (musictype != oldmusictype && musictype == stream_fighttheme) {
4633                 emit_sound_np(alarmsound);
4634             }
4635         }
4636         musicselected = musictype;
4637
4638         if (musicselected == leveltheme) {
4639             musicvolume[0] += multiplier * 450;
4640         } else {
4641             musicvolume[0] -= multiplier * 450;
4642         }
4643         if (musicselected == stream_fighttheme) {
4644             musicvolume[1] += multiplier * 450;
4645         } else {
4646             musicvolume[1] -= multiplier * 450;
4647         }
4648         if (musicselected == stream_menutheme) {
4649             musicvolume[2] += multiplier * 450;
4650         } else {
4651             musicvolume[2] -= multiplier * 450;
4652         }
4653
4654         for (int i = 0; i < 3; i++) {
4655             if (musicvolume[i] < 0) {
4656                 musicvolume[i] = 0;
4657             }
4658             if (musicvolume[i] > 512) {
4659                 musicvolume[i] = 512;
4660             }
4661         }
4662
4663         if (musicvolume[2] > 128 && !loading && !mainmenu) {
4664             musicvolume[2] = 128;
4665         }
4666
4667         if (musictoggle) {
4668             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
4669                 emit_stream_np(leveltheme, musicvolume[0]);
4670             }
4671             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
4672                 emit_stream_np(stream_fighttheme, musicvolume[1]);
4673             }
4674             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
4675                 emit_stream_np(stream_menutheme, musicvolume[2]);
4676             }
4677             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
4678                 pause_sound(leveltheme);
4679             }
4680             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
4681                 pause_sound(stream_fighttheme);
4682             }
4683             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
4684                 pause_sound(stream_menutheme);
4685             }
4686
4687             if (musicvolume[0] != oldmusicvolume[0]) {
4688                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4689             }
4690             if (musicvolume[1] != oldmusicvolume[1]) {
4691                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4692             }
4693             if (musicvolume[2] != oldmusicvolume[2]) {
4694                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4695             }
4696
4697             for (int i = 0; i < 3; i++) {
4698                 oldmusicvolume[i] = musicvolume[i];
4699             }
4700         } else {
4701             pause_sound(leveltheme);
4702             pause_sound(stream_fighttheme);
4703             pause_sound(stream_menutheme);
4704
4705             for (int i = 0; i < 4; i++) {
4706                 oldmusicvolume[i] = 0;
4707                 musicvolume[i] = 0;
4708             }
4709         }
4710
4711         Hotspot::killhotspot = 2;
4712         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4713             if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4714                 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
4715                     Hotspot::killhotspot = 0;
4716                 } else if (Hotspot::killhotspot == 2) {
4717                     Hotspot::killhotspot = 1;
4718                 }
4719             }
4720         }
4721         if (Hotspot::killhotspot == 2) {
4722             Hotspot::killhotspot = 0;
4723         }
4724
4725         winhotspot = false;
4726         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4727             if (Hotspot::hotspots[i].type == -1) {
4728                 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4729                     winhotspot = true;
4730                 }
4731             }
4732         }
4733
4734         int numalarmed = 0;
4735         for (unsigned i = 1; i < Person::players.size(); i++) {
4736             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4737                 numalarmed++;
4738             }
4739         }
4740         if (numalarmed > maxalarmed) {
4741             maxalarmed = numalarmed;
4742         }
4743
4744         if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4745             if (Person::players[0]->dead) {
4746                 changedelay = 1;
4747                 targetlevel = whichlevel;
4748             }
4749             alldead = true;
4750             for (unsigned i = 1; i < Person::players.size(); i++) {
4751                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4752                     alldead = false;
4753                     break;
4754                 }
4755             }
4756
4757             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4758                 changedelay = 1;
4759                 targetlevel = whichlevel + 1;
4760                 if (targetlevel > numchallengelevels - 1) {
4761                     targetlevel = 0;
4762                 }
4763             }
4764             if (winhotspot || windialogue) {
4765                 changedelay = 0.1;
4766                 targetlevel = whichlevel + 1;
4767                 if (targetlevel > numchallengelevels - 1) {
4768                     targetlevel = 0;
4769                 }
4770             }
4771
4772             if (Hotspot::killhotspot) {
4773                 changedelay = 1;
4774                 targetlevel = whichlevel + 1;
4775                 if (targetlevel > numchallengelevels - 1) {
4776                     targetlevel = 0;
4777                 }
4778             }
4779
4780             if (changedelay > 0 && !Person::players[0]->dead && !won) {
4781                 //high scores, awards, win
4782                 if (campaign) {
4783                     Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4784                     scoreadded = 1;
4785                 } else {
4786                     wonleveltime = leveltime;
4787                     Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4788                 }
4789                 won = 1;
4790                 Account::saveFile(Folders::getUserSavePath());
4791             }
4792         }
4793
4794         if (!winfreeze) {
4795
4796             if (leveltime < 1) {
4797                 loading = 0;
4798                 changedelay = .1;
4799                 alldead = false;
4800                 winhotspot = false;
4801                 Hotspot::killhotspot = 0;
4802             }
4803
4804             if (!editorenabled && gameon && !mainmenu) {
4805                 if (changedelay != -999) {
4806                     changedelay -= multiplier / 7;
4807                 }
4808                 if (Person::players[0]->dead) {
4809                     targetlevel = whichlevel;
4810                 }
4811                 if (loading == 2 && !campaign) {
4812                     flash();
4813
4814                     fireSound(firestartsound);
4815
4816                     if (!Person::players[0]->dead && targetlevel != whichlevel) {
4817                         startbonustotal = bonustotal;
4818                     }
4819
4820                     LoadLevel(targetlevel);
4821                     fireSound();
4822
4823                     loading = 3;
4824                 }
4825                 if (loading == 2 && targetlevel == whichlevel) {
4826                     flash();
4827                     loadtime = 0;
4828
4829                     fireSound(firestartsound);
4830
4831                     LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4832
4833                     fireSound();
4834
4835                     loading = 3;
4836                 }
4837                 if (changedelay <= -999 &&
4838                     whichlevel != -2 &&
4839                     !loading &&
4840                     (Person::players[0]->dead ||
4841                      (alldead && maptype == mapkilleveryone) ||
4842                      (winhotspot) ||
4843                      (Hotspot::killhotspot))) {
4844                     loading = 1;
4845                 }
4846                 if ((Person::players[0]->dead ||
4847                      (alldead && maptype == mapkilleveryone) ||
4848                      (winhotspot) ||
4849                      (windialogue) ||
4850                      (Hotspot::killhotspot)) &&
4851                     changedelay <= 0) {
4852                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4853                         winfreeze = true;
4854                         changedelay = -999;
4855                     }
4856                     if (Person::players[0]->dead) {
4857                         loading = 1;
4858                     }
4859                 }
4860             }
4861
4862             if (campaign) {
4863                 // campaignchoosenext determines what to do when the level is complete:
4864                 // 0 = load next level
4865                 // 1 = go back to level select screen
4866                 // 2 = stealthload next level
4867                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4868                     if (campaignlevels[actuallevel].nextlevel.empty()) {
4869                         endgame = 1;
4870                     }
4871                 } else if (mainmenu == 0 && winfreeze) {
4872                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4873
4874                     if (!stealthloading) {
4875                         fireSound(firestartsound);
4876
4877                         flash();
4878                     }
4879
4880                     startbonustotal = 0;
4881
4882                     LoadCampaign();
4883
4884                     loading = 2;
4885                     loadtime = 0;
4886                     targetlevel = 7;
4887                     if (!firstLoadDone) {
4888                         LoadStuff();
4889                     }
4890                     whichchoice = 0;
4891                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
4892                     visibleloading = true;
4893                     stillloading = 1;
4894                     LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4895                     campaign = 1;
4896                     mainmenu = 0;
4897                     gameon = 1;
4898                     pause_sound(stream_menutheme);
4899
4900                     stealthloading = 0;
4901                 }
4902             }
4903
4904             if (loading == 3) {
4905                 loading = 0;
4906             }
4907         }
4908
4909         oldmusictype = musictype;
4910     }
4911
4912     facing = 0;
4913     facing.z = -1;
4914
4915     facing = DoRotation(facing, -pitch, 0, 0);
4916     facing = DoRotation(facing, 0, 0 - yaw, 0);
4917     viewerfacing = facing;
4918
4919     if (!cameramode) {
4920         if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
4921             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;
4922         } else {
4923             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;
4924         }
4925         target.y += .1;
4926         if (Person::players[0]->skeleton.free) {
4927             for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4928                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
4929                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4930                 }
4931             }
4932             target.y += .1;
4933         }
4934         if (Person::players[0]->skeleton.free != 2) {
4935             cameraspeed = 20;
4936             if (findLengthfast(&Person::players[0]->velocity) > 400) {
4937                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4938             }
4939             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
4940                 target.y += 1.4;
4941             }
4942             coltarget = target - cameraloc;
4943             if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
4944                 cameraloc = target;
4945             } else {
4946                 Normalise(&coltarget);
4947                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
4948                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4949                 } else {
4950                     cameraloc = cameraloc + coltarget * multiplier * 8;
4951                 }
4952             }
4953             if (editorenabled) {
4954                 cameraloc = target;
4955             }
4956             cameradist += multiplier * 5;
4957             if (cameradist > 2.3) {
4958                 cameradist = 2.3;
4959             }
4960             viewer = cameraloc - facing * cameradist;
4961             colviewer = viewer;
4962             coltarget = cameraloc;
4963             Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4964             for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4965                 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4966                 colviewer = viewer;
4967                 coltarget = cameraloc;
4968                 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4969                     viewer = col;
4970                 }
4971             }
4972             for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4973                 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4974                 colviewer = viewer;
4975                 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4976                     viewer = colviewer;
4977                 }
4978             }
4979             cameradist = findDistance(&viewer, &target);
4980             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4981             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4982                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4983             }
4984         }
4985         if (camerashake > .8) {
4986             camerashake = .8;
4987         }
4988         woozy += multiplier;
4989         if (Person::players[0]->dead) {
4990             camerashake = 0;
4991         }
4992         if (Person::players[0]->dead) {
4993             woozy = 0;
4994         }
4995         camerashake -= multiplier * 2;
4996         blackout -= multiplier * 2;
4997         if (camerashake < 0) {
4998             camerashake = 0;
4999         }
5000         if (blackout < 0) {
5001             blackout = 0;
5002         }
5003         if (camerashake) {
5004             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
5005             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
5006             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
5007         }
5008     }
5009 }