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1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
4
5 This file is part of Lugaru.
6
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
19 */
20
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
23
24 #include "Game.hpp"
25
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "Tutorial.hpp"
35 #include "User/Settings.hpp"
36 #include "Utils/Folders.hpp"
37 #include "Utils/Input.hpp"
38
39 #if PLATFORM_UNIX
40 #include <sys/stat.h>
41 #include <sys/types.h>
42 #include <unistd.h>
43 #else
44 #include <direct.h>
45 #endif
46
47 #include <algorithm>
48 #include <cmath>
49 #include <ctime>
50 #include <dirent.h>
51 #include <limits>
52 #include <set>
53
54 using namespace std;
55 using namespace Game;
56
57 // Added more evilness needed for MSVC
58 #ifdef _MSC_VER
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
61 #endif
62
63 extern float multiplier;
64 extern XYZ viewer;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
68 extern float gravity;
69 extern int detail;
70 extern float texdetail;
71 extern int slomo;
72 extern float slomodelay;
73 extern bool floatjump;
74 extern float volume;
75 extern Light light;
76 extern float camerashake;
77 extern float woozy;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
84 extern float windvar;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
90 extern bool freeze;
91 extern XYZ windvector;
92 extern bool devtools;
93 int leveltheme;
94 extern int mainmenu;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool decalstoggle;
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern float smoketex;
116 extern bool againbonus;
117 extern bool reversaltrain;
118 extern bool canattack;
119 extern bool cananger;
120 extern float damagedealt;
121 extern int maptype;
122 extern int editoractive;
123 extern int editorpathtype;
124
125 extern float hostiletime;
126
127 extern bool gamestarted;
128
129 extern int hostile;
130
131 extern bool stillloading;
132 extern bool winfreeze;
133
134 extern bool campaign;
135
136 extern void toggleFullscreen();
137
138 bool won = false;
139 int whichchoice = 0;
140 bool winhotspot = false;
141 bool windialogue = false;
142 bool realthreat = 0;
143 XYZ cameraloc;
144 float cameradist = 0;
145 bool oldattackkey = 0;
146 int whichlevel = 0;
147 float musicvolume[4] = {};
148 float oldmusicvolume[4] = {};
149 int musicselected = 0;
150
151 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
152 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
153
154 // utility functions
155
156 // TODO: this is slightly incorrect
157 float roughDirection(XYZ vec)
158 {
159     Normalise(&vec);
160     float angle = -asin(-vec.x) * 180 / M_PI;
161     if (vec.z < 0) {
162         angle = 180 - angle;
163     }
164     return angle;
165 }
166 float roughDirectionTo(XYZ start, XYZ end)
167 {
168     return roughDirection(end - start);
169 }
170 inline float pitchOf(XYZ vec)
171 {
172     Normalise(&vec);
173     return -asin(vec.y) * 180 / M_PI;
174 }
175 float pitchTo(XYZ start, XYZ end)
176 {
177     return pitchOf(end - start);
178 }
179 float sq(float n)
180 {
181     return n * n;
182 }
183 inline float stepTowardf(float from, float to, float by)
184 {
185     if (fabs(from - to) < by) {
186         return to;
187     } else if (from > to) {
188         return from - by;
189     } else {
190         return from + by;
191     }
192 }
193
194 void Game::playdialoguescenesound()
195 {
196     XYZ temppos;
197     temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
198     temppos = temppos - viewer;
199     Normalise(&temppos);
200     temppos += viewer;
201
202     int sound = -1;
203     switch (Dialog::currentScene().sound) {
204         case -6:
205             sound = alarmsound;
206             break;
207         case -4:
208             sound = consolefailsound;
209             break;
210         case -3:
211             sound = consolesuccesssound;
212             break;
213         case -2:
214             sound = firestartsound;
215             break;
216         case -1:
217             sound = fireendsound;
218             break;
219         case 1:
220             sound = rabbitchitter;
221             break;
222         case 2:
223             sound = rabbitchitter2;
224             break;
225         case 3:
226             sound = rabbitpainsound;
227             break;
228         case 4:
229             sound = rabbitpain1sound;
230             break;
231         case 5:
232             sound = rabbitattacksound;
233             break;
234         case 6:
235             sound = rabbitattack2sound;
236             break;
237         case 7:
238             sound = rabbitattack3sound;
239             break;
240         case 8:
241             sound = rabbitattack4sound;
242             break;
243         case 9:
244             sound = growlsound;
245             break;
246         case 10:
247             sound = growl2sound;
248             break;
249         case 11:
250             sound = snarlsound;
251             break;
252         case 12:
253             sound = snarl2sound;
254             break;
255         case 13:
256             sound = barksound;
257             break;
258         case 14:
259             sound = bark2sound;
260             break;
261         case 15:
262             sound = bark3sound;
263             break;
264         case 16:
265             sound = barkgrowlsound;
266             break;
267         default:
268             break;
269     }
270     if (sound != -1) {
271         emit_sound_at(sound, temppos);
272     }
273 }
274
275 // ================================================================
276
277 int Game::findClosestPlayer()
278 {
279     int closest = -1;
280     float closestdist = std::numeric_limits<float>::max();
281
282     for (unsigned int i = 1; i < Person::players.size(); i++) {
283         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
284         if (distance < closestdist) {
285             closestdist = distance;
286             closest = (int)i;
287         }
288     }
289     return closest;
290 }
291
292 static int findClosestObject()
293 {
294     int closest = -1;
295     float closestdist = std::numeric_limits<float>::max();
296
297     for (unsigned int i = 0; i < Object::objects.size(); i++) {
298         float distance = distsq(&Object::objects[i]->position,
299                                 &Person::players[0]->coords);
300         if (distance < closestdist) {
301             closestdist = distance;
302             closest = (int)i;
303         }
304     }
305     return closest;
306 }
307
308 static void cmd_dispatch(const string cmd)
309 {
310     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
311
312     for (i = 0; i < n_cmds; i++) {
313         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
314             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
315             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
316             break;
317         }
318     }
319     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
320 }
321
322 /********************> Tick() <*****/
323 extern bool save_screenshot(const char* fname);
324 void Screenshot(void)
325 {
326     char filename[1024];
327     time_t t = time(NULL);
328     struct tm* tme = localtime(&t);
329     sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
330             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
331
332     save_screenshot(filename);
333 }
334
335 void Game::SetUpLighting()
336 {
337     if (environment == snowyenvironment) {
338         light.setColors(.65, .65, .7, .4, .4, .44);
339     }
340     if (environment == desertenvironment) {
341         light.setColors(.95, .95, .95, .4, .35, .3);
342     }
343     if (environment == grassyenvironment) {
344         light.setColors(.95, .95, 1, .4, .4, .44);
345     }
346     if (!skyboxtexture) {
347         light.setColors(1, 1, 1, .4, .4, .4);
348     }
349     float average;
350     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
351     light.color[0] *= (skyboxlightr + average) / 2;
352     light.color[1] *= (skyboxlightg + average) / 2;
353     light.color[2] *= (skyboxlightb + average) / 2;
354     light.ambient[0] *= (skyboxlightr + average) / 2;
355     light.ambient[1] *= (skyboxlightg + average) / 2;
356     light.ambient[2] *= (skyboxlightb + average) / 2;
357 }
358
359 void Setenvironment(int which)
360 {
361     LOGFUNC;
362
363     LOG(" Setting environment...");
364
365     float temptexdetail;
366     environment = which;
367
368     pause_sound(stream_snowtheme);
369     pause_sound(stream_grasstheme);
370     pause_sound(stream_deserttheme);
371     pause_sound(stream_wind);
372     pause_sound(stream_desertambient);
373
374     if (environment == snowyenvironment) {
375         windvector = 0;
376         windvector.z = 3;
377         if (ambientsound) {
378             emit_stream_np(stream_wind);
379         }
380
381         Object::treetextureptr.load("Textures/SnowTree.png", 0);
382         Object::bushtextureptr.load("Textures/BushSnow.png", 0);
383         Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
384         Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
385
386         footstepsound = footstepsn1;
387         footstepsound2 = footstepsn2;
388         footstepsound3 = footstepst1;
389         footstepsound4 = footstepst2;
390
391         terraintexture.load("Textures/Snow.jpg", 1);
392         terraintexture2.load("Textures/Rock.jpg", 1);
393
394         temptexdetail = texdetail;
395         if (texdetail > 1) {
396             texdetail = 4;
397         }
398         skybox->load("Textures/Skybox(snow)/Front.jpg",
399                      "Textures/Skybox(snow)/Left.jpg",
400                      "Textures/Skybox(snow)/Back.jpg",
401                      "Textures/Skybox(snow)/Right.jpg",
402                      "Textures/Skybox(snow)/Up.jpg",
403                      "Textures/Skybox(snow)/Down.jpg");
404
405         texdetail = temptexdetail;
406     } else if (environment == desertenvironment) {
407         windvector = 0;
408         windvector.z = 2;
409         Object::treetextureptr.load("Textures/DesertTree.png", 0);
410         Object::bushtextureptr.load("Textures/BushDesert.png", 0);
411         Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
412         Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
413
414         if (ambientsound) {
415             emit_stream_np(stream_desertambient);
416         }
417
418         footstepsound = footstepsn1;
419         footstepsound2 = footstepsn2;
420         footstepsound3 = footstepsn1;
421         footstepsound4 = footstepsn2;
422
423         terraintexture.load("Textures/Sand.jpg", 1);
424         terraintexture2.load("Textures/SandSlope.jpg", 1);
425
426         temptexdetail = texdetail;
427         if (texdetail > 1) {
428             texdetail = 4;
429         }
430         skybox->load("Textures/Skybox(sand)/Front.jpg",
431                      "Textures/Skybox(sand)/Left.jpg",
432                      "Textures/Skybox(sand)/Back.jpg",
433                      "Textures/Skybox(sand)/Right.jpg",
434                      "Textures/Skybox(sand)/Up.jpg",
435                      "Textures/Skybox(sand)/Down.jpg");
436
437         texdetail = temptexdetail;
438     } else if (environment == grassyenvironment) {
439         windvector = 0;
440         windvector.z = 2;
441         Object::treetextureptr.load("Textures/Tree.png", 0);
442         Object::bushtextureptr.load("Textures/Bush.png", 0);
443         Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
444         Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
445
446         if (ambientsound) {
447             emit_stream_np(stream_wind, 100.);
448         }
449
450         footstepsound = footstepgr1;
451         footstepsound2 = footstepgr2;
452         footstepsound3 = footstepst1;
453         footstepsound4 = footstepst2;
454
455         terraintexture.load("Textures/GrassDirt.jpg", 1);
456         terraintexture2.load("Textures/MossRock.jpg", 1);
457
458         temptexdetail = texdetail;
459         if (texdetail > 1) {
460             texdetail = 4;
461         }
462         skybox->load("Textures/Skybox(grass)/Front.jpg",
463                      "Textures/Skybox(grass)/Left.jpg",
464                      "Textures/Skybox(grass)/Back.jpg",
465                      "Textures/Skybox(grass)/Right.jpg",
466                      "Textures/Skybox(grass)/Up.jpg",
467                      "Textures/Skybox(grass)/Down.jpg");
468
469         texdetail = temptexdetail;
470     }
471     temptexdetail = texdetail;
472     texdetail = 1;
473     terrain.load("Textures/HeightMap.png");
474
475     texdetail = temptexdetail;
476 }
477
478 bool Game::LoadLevel(int which)
479 {
480     stealthloading = 0;
481     whichlevel = which;
482
483     if (which == -1) {
484         return LoadLevel("tutorial", true);
485     } else if (which >= 0 && which <= 15) {
486         char buf[32];
487         snprintf(buf, 32, "map%d", which + 1); // challenges
488         return LoadLevel(buf);
489     } else {
490         return LoadLevel("mapsave");
491     }
492 }
493
494 bool Game::LoadLevel(const std::string& name, bool tutorial)
495 {
496     const std::string level_path = Folders::getResourcePath("Maps/" + name);
497     if (!Folders::file_exists(level_path)) {
498         perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
499         return false;
500     }
501
502     int indemo; // FIXME this should be removed
503     int templength;
504     float lamefloat;
505
506     LOGFUNC;
507
508     LOG(std::string("Loading level...") + name);
509
510     if (!gameon) {
511         visibleloading = true;
512     }
513     if (stealthloading) {
514         visibleloading = false;
515     }
516     if (!stillloading) {
517         loadtime = 0;
518     }
519     gamestarted = 1;
520
521     numenvsounds = 0;
522
523     Tutorial::active = tutorial;
524
525     if (Tutorial::active) {
526         Tutorial::stage = 0;
527     }
528     if (Tutorial::stage == 0) {
529         Tutorial::stagetime = 0;
530         Tutorial::maxtime = 1;
531     }
532     pause_sound(whooshsound);
533     pause_sound(stream_firesound);
534
535     int mapvers;
536     FILE* tfile;
537     errno = 0;
538     tfile = Folders::openMandatoryFile(level_path, "rb");
539
540     pause_sound(stream_firesound);
541     scoreadded = 0;
542     windialogue = false;
543     hostiletime = 0;
544     won = 0;
545
546     //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
547
548     Dialog::dialogs.clear();
549
550     Dialog::indialogue = -1;
551     cameramode = 0;
552
553     damagedealt = 0;
554     damagetaken = 0;
555
556     if (Account::hasActive()) {
557         difficulty = Account::active().getDifficulty();
558     }
559
560     Hotspot::hotspots.clear();
561     Hotspot::current = -1;
562     bonustime = 1;
563
564     skyboxtexture = 1;
565     skyboxr = 1;
566     skyboxg = 1;
567     skyboxb = 1;
568
569     freeze = 0;
570     winfreeze = 0;
571
572     for (unsigned char i = 0; i < 100; i++) {
573         bonusnum[i] = 0;
574     }
575
576     numfalls = 0;
577     numflipfail = 0;
578     numseen = 0;
579     numstaffattack = 0;
580     numswordattack = 0;
581     numknifeattack = 0;
582     numunarmedattack = 0;
583     numescaped = 0;
584     numflipped = 0;
585     numwallflipped = 0;
586     numthrowkill = 0;
587     numafterkill = 0;
588     numreversals = 0;
589     numattacks = 0;
590     maxalarmed = 0;
591     numresponded = 0;
592
593     bonustotal = startbonustotal;
594     bonus = 0;
595     gameon = 1;
596     changedelay = 0;
597     if (console) {
598         emit_sound_np(consolesuccesssound);
599         freeze = 0;
600         console = false;
601     }
602
603     if (!stealthloading) {
604         terrain.decals.clear();
605         Sprite::deleteSprites();
606
607         for (int i = 0; i < subdivision; i++) {
608             for (int j = 0; j < subdivision; j++) {
609                 terrain.patchobjects[i][j].clear();
610             }
611         }
612         Game::LoadingScreen();
613     }
614
615     weapons.clear();
616     Person::players.resize(1);
617
618     funpackf(tfile, "Bi", &mapvers);
619     if (mapvers < 12) {
620         cerr << name << " has obsolete map version " << mapvers << endl;
621     }
622     if (mapvers >= 15) {
623         funpackf(tfile, "Bi", &indemo);
624     } else {
625         indemo = 0;
626     }
627     if (mapvers >= 5) {
628         funpackf(tfile, "Bi", &maptype);
629     } else {
630         maptype = mapkilleveryone;
631     }
632     if (mapvers >= 6) {
633         funpackf(tfile, "Bi", &hostile);
634     } else {
635         hostile = 1;
636     }
637     if (mapvers >= 4) {
638         funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
639     } else {
640         viewdistance = 100;
641         fadestart = .6;
642     }
643     if (mapvers >= 2) {
644         funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
645     } else {
646         skyboxtexture = 1;
647         skyboxr = 1;
648         skyboxg = 1;
649         skyboxb = 1;
650     }
651     if (mapvers >= 10) {
652         funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
653     } else {
654         skyboxlightr = skyboxr;
655         skyboxlightg = skyboxg;
656         skyboxlightb = skyboxb;
657     }
658     /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
659     if (stealthloading) {
660         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
661     } else {
662         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
663     }
664     if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
665         for (int j = 0; j < Person::players[0]->num_weapons; j++) {
666             Person::players[0]->weaponids[j] = weapons.size();
667             int type;
668             funpackf(tfile, "Bi", &type);
669             weapons.push_back(Weapon(type, 0));
670         }
671     }
672
673     Game::LoadingScreen();
674
675     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
676     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
677     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
678     funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
679
680     funpackf(tfile, "Bi", &Person::players[0]->numclothes);
681
682     if (mapvers >= 9) {
683         funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
684     } else {
685         Person::players[0]->whichskin = 0;
686         Person::players[0]->creature = rabbittype;
687     }
688
689     Person::players[0]->lastattack = -1;
690     Person::players[0]->lastattack2 = -1;
691     Person::players[0]->lastattack3 = -1;
692
693     //dialogues
694     if (mapvers >= 8) {
695         Dialog::loadDialogs(tfile);
696     }
697
698     for (int k = 0; k < Person::players[0]->numclothes; k++) {
699         funpackf(tfile, "Bi", &templength);
700         for (int l = 0; l < templength; l++) {
701             funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
702         }
703         Person::players[0]->clothes[k][templength] = '\0';
704         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
705     }
706
707     funpackf(tfile, "Bi", &environment);
708
709     if (environment != oldenvironment) {
710         Setenvironment(environment);
711     }
712     oldenvironment = environment;
713
714     Object::LoadObjectsFromFile(tfile, stealthloading);
715
716     if (mapvers >= 7) {
717         int numhotspots;
718         funpackf(tfile, "Bi", &numhotspots);
719         if (numhotspots < 0) {
720             cerr << "Map " << name << " have an invalid number of hotspots" << endl;
721             numhotspots = 0;
722         }
723         Hotspot::hotspots.resize(numhotspots);
724         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
725             funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
726             funpackf(tfile, "Bi", &templength);
727             if (templength) {
728                 for (int l = 0; l < templength; l++) {
729                     funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
730                 }
731             }
732             Hotspot::hotspots[i].text[templength] = '\0';
733             if (Hotspot::hotspots[i].type == -111) {
734                 indemo = 1;
735             }
736         }
737     } else {
738         Hotspot::hotspots.clear();
739     }
740
741     Game::LoadingScreen();
742
743     if (!stealthloading) {
744         Object::ComputeCenter();
745         Object::ComputeRadius();
746     }
747
748     Game::LoadingScreen();
749
750     int numplayers;
751     funpackf(tfile, "Bi", &numplayers);
752     if (numplayers > maxplayers) {
753         cout << "Warning: this level contains more players than allowed" << endl;
754     }
755     unsigned j = 1;
756     for (int i = 1; i < numplayers; i++) {
757         try {
758             Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
759             j++;
760         } catch (InvalidPersonException e) {
761             cerr << "Invalid Person found in " << name << endl;
762         }
763     }
764     Game::LoadingScreen();
765
766     funpackf(tfile, "Bi", &numpathpoints);
767     if (numpathpoints > 30 || numpathpoints < 0) {
768         numpathpoints = 0;
769     }
770     for (int j = 0; j < numpathpoints; j++) {
771         funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
772         for (int k = 0; k < numpathpointconnect[j]; k++) {
773             funpackf(tfile, "Bi", &pathpointconnect[j][k]);
774         }
775     }
776     Game::LoadingScreen();
777
778     funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
779
780     SetUpLighting();
781
782     if (!stealthloading) {
783         Object::AddObjectsToTerrain();
784         terrain.DoShadows();
785         Game::LoadingScreen();
786         Object::DoShadows();
787         Game::LoadingScreen();
788     }
789
790     fclose(tfile);
791
792     for (unsigned i = 0; i < Person::players.size(); i++) {
793         Game::LoadingScreen();
794         if (i == 0) {
795             Person::players[i]->burnt = 0;
796             Person::players[i]->bled = 0;
797             Person::players[i]->onfire = 0;
798             Person::players[i]->scale = .2;
799             if (mapvers < 9) {
800                 Person::players[i]->creature = rabbittype;
801             }
802         }
803         Person::players[i]->skeleton.free = 0;
804
805         Person::players[i]->skeletonLoad();
806
807         Person::players[i]->addClothes();
808
809         if (i == 0) {
810             Person::players[i]->animCurrent = bounceidleanim;
811             Person::players[i]->animTarget = bounceidleanim;
812             Person::players[i]->frameCurrent = 0;
813             Person::players[i]->frameTarget = 1;
814             Person::players[i]->target = 0;
815         }
816         Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
817         if (difficulty == 0) {
818             Person::players[i]->speed -= .2;
819         }
820         if (difficulty == 1) {
821             Person::players[i]->speed -= .1;
822         }
823
824         if (i == 0) {
825             Person::players[i]->velocity = 0;
826             Person::players[i]->oldcoords = Person::players[i]->coords;
827             Person::players[i]->realoldcoords = Person::players[i]->coords;
828
829             Person::players[i]->id = i;
830             Person::players[i]->updatedelay = 0;
831             Person::players[i]->normalsupdatedelay = 0;
832
833             Person::players[i]->setProportions(1, 1, 1, 1);
834             Person::players[i]->headless = 0;
835             Person::players[i]->currentoffset = 0;
836             Person::players[i]->targetoffset = 0;
837             if (Person::players[i]->creature == wolftype) {
838                 Person::players[i]->scale = .23;
839                 Person::players[i]->damagetolerance = 300;
840             } else {
841                 Person::players[i]->damagetolerance = 200;
842             }
843
844             Game::LoadingScreen();
845
846             Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
847
848             Person::players[i]->headmorphness = 0;
849             Person::players[i]->targetheadmorphness = 1;
850             Person::players[i]->headmorphstart = 0;
851             Person::players[i]->headmorphend = 0;
852
853             Person::players[i]->pausetime = 0;
854
855             Person::players[i]->dead = 0;
856             Person::players[i]->jumppower = 5;
857             Person::players[i]->damage = 0;
858             Person::players[i]->permanentdamage = 0;
859             Person::players[i]->superpermanentdamage = 0;
860
861             Person::players[i]->forwardkeydown = 0;
862             Person::players[i]->leftkeydown = 0;
863             Person::players[i]->backkeydown = 0;
864             Person::players[i]->rightkeydown = 0;
865             Person::players[i]->jumpkeydown = 0;
866             Person::players[i]->crouchkeydown = 0;
867             Person::players[i]->throwkeydown = 0;
868
869             Person::players[i]->collided = -10;
870             Person::players[i]->loaded = 1;
871             Person::players[i]->bloodloss = 0;
872             Person::players[i]->weaponactive = -1;
873             Person::players[i]->weaponstuck = -1;
874             Person::players[i]->bleeding = 0;
875             Person::players[i]->deathbleeding = 0;
876             Person::players[i]->stunned = 0;
877             Person::players[i]->hasvictim = 0;
878             Person::players[i]->wentforweapon = 0;
879         }
880     }
881
882     Person::players[0]->aitype = playercontrolled;
883
884     if (difficulty == 1) {
885         Person::players[0]->power = 1 / .9;
886         Person::players[0]->damagetolerance = 250;
887     } else if (difficulty == 0) {
888         Person::players[0]->power = 1 / .8;
889         Person::players[0]->damagetolerance = 300;
890         Person::players[0]->armorhead *= 1.5;
891         Person::players[0]->armorhigh *= 1.5;
892         Person::players[0]->armorlow *= 1.5;
893     }
894
895     cameraloc = Person::players[0]->coords;
896     cameraloc.y += 5;
897     yaw = Person::players[0]->yaw;
898
899     hawkcoords = Person::players[0]->coords;
900     hawkcoords.y += 30;
901
902     Game::LoadingScreen();
903
904     LOG("Starting background music...");
905
906     OPENAL_StopSound(OPENAL_ALL);
907     if (ambientsound) {
908         if (environment == snowyenvironment) {
909             emit_stream_np(stream_wind);
910         } else if (environment == desertenvironment) {
911             emit_stream_np(stream_desertambient);
912         } else if (environment == grassyenvironment) {
913             emit_stream_np(stream_wind, 100.);
914         }
915     }
916     oldmusicvolume[0] = 0;
917     oldmusicvolume[1] = 0;
918     oldmusicvolume[2] = 0;
919     oldmusicvolume[3] = 0;
920
921     leveltime = 0;
922     wonleveltime = 0;
923     visibleloading = false;
924
925     return true;
926 }
927
928 /* Process input events that impact settings, console, devtools, etc.
929  * Gameplay-related input processing is still done in Game::Tick() for now
930  * as it is tightly coupled to the game logic.
931  */
932 void Game::ProcessInput()
933 {
934     /* Pump SDL input events */
935     Input::Tick();
936
937     /* Menu handling (main menu, leave game) */
938     if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
939         (gameon || mainmenu == 0)) {
940         selected = -1;
941         if (mainmenu == 0 && !winfreeze) {
942             mainmenu = 2; // Pause
943         } else if (mainmenu == 1 || mainmenu == 2) {
944             mainmenu = 0; // Unpause
945         }
946         // Play menu theme
947         if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
948             OPENAL_SetFrequency(OPENAL_ALL);
949             emit_stream_np(stream_menutheme);
950             pause_sound(leveltheme);
951         }
952         // On resume, play level music
953         if (!mainmenu) {
954             pause_sound(stream_menutheme);
955             resume_stream(leveltheme);
956         }
957     }
958
959     /* Challenge mode */
960     if (!campaign && !mainmenu) {
961         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
962             if (winfreeze) {
963                 winfreeze = 0;
964             }
965         }
966
967         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
968             if (console) {
969                 console = false;
970                 freeze = 0;
971             } else if (winfreeze) {
972                 mainmenu = 9;
973                 gameon = 0;
974             }
975         }
976     }
977
978     /* Tutorial mode hotkeys */
979     if (Tutorial::active) {
980         // Skip current tutorial stage
981         if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
982             if (Tutorial::stage != 51) {
983                 Tutorial::stagetime = Tutorial::maxtime;
984             }
985             emit_sound_np(consolefailsound, 128.);
986         }
987     }
988
989     /* Screenshot */
990     if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
991         Screenshot();
992     }
993
994     /* Stereo video mode hotkeys */
995     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
996         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
997             stereoreverse = true;
998             printf("Stereo reversed\n");
999         } else {
1000             stereoreverse = false;
1001             printf("Stereo unreversed\n");
1002         }
1003     }
1004
1005     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
1006         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1007             stereoseparation -= 0.001;
1008         } else {
1009             stereoseparation -= 0.010;
1010         }
1011         printf("Stereo separation decreased to %f\n", stereoseparation);
1012     }
1013
1014     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
1015         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1016             stereoseparation += 0.001;
1017         } else {
1018             stereoseparation += 0.010;
1019         }
1020         printf("Stereo separation increased to %f\n", stereoseparation);
1021     }
1022
1023     /* Devtools */
1024     if (devtools && !mainmenu) {
1025         /* Console */
1026         if (Input::isKeyPressed(consolekey)) {
1027             console = !console;
1028             if (console) {
1029                 OPENAL_SetFrequency(OPENAL_ALL);
1030             } else {
1031                 freeze = 0;
1032                 waiting = false;
1033             }
1034         }
1035
1036         /* Other devtools, disabled when the console is shown */
1037         if (!console) {
1038             ProcessDevInput();
1039         }
1040     }
1041 }
1042
1043 void Game::ProcessDevInput()
1044 {
1045     if (!devtools || mainmenu || console) {
1046         return;
1047     }
1048
1049     if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1050         /* Enable editor */
1051         if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1052             editorenabled = !editorenabled;
1053             if (editorenabled) {
1054                 Person::players[0]->damagetolerance = 100000;
1055                 Person::players[0]->damage = 0;
1056                 Person::players[0]->permanentdamage = 0;
1057                 Person::players[0]->superpermanentdamage = 0;
1058                 Person::players[0]->burnt = 0;
1059                 Person::players[0]->bloodloss = 0;
1060                 Person::players[0]->deathbleeding = 0;
1061             } else {
1062                 Person::players[0]->damagetolerance = 200;
1063             }
1064         }
1065
1066         /* Nullify damage and give 200000 health */
1067         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1068             Person::players[0]->damagetolerance = 200000;
1069             Person::players[0]->damage = 0;
1070             Person::players[0]->permanentdamage = 0;
1071             Person::players[0]->superpermanentdamage = 0;
1072             Person::players[0]->burnt = 0;
1073             Person::players[0]->bloodloss = 0;
1074             Person::players[0]->deathbleeding = 0;
1075         }
1076
1077         /* Change environment */
1078         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1079             environment++;
1080             if (environment > 2) {
1081                 environment = 0;
1082             }
1083             Setenvironment(environment);
1084         }
1085
1086         /* Camera mode */
1087         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1088             cameramode = !cameramode;
1089         }
1090
1091         /* Freeze */
1092         if (Input::isKeyPressed(SDL_SCANCODE_V)) {
1093             freeze = !freeze;
1094             if (freeze) {
1095                 OPENAL_SetFrequency(OPENAL_ALL);
1096             }
1097         }
1098
1099         /* Toggle slow motion */
1100         if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1101             slomo = 1 - slomo;
1102             slomodelay = 1000;
1103         }
1104
1105         /* Ragdoll */
1106         if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1107             Person::players[0]->RagDoll(0);
1108             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1109         }
1110
1111         /* Shrink tree leaves?? */
1112         // FIXME: Can't see what this does in game.
1113         if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1114             for (auto& an_object : Object::objects) {
1115                 if (an_object->type == treeleavestype) {
1116                     an_object->scale *= .9;
1117                 }
1118             }
1119         }
1120
1121         /* Change (or add) weapon */
1122         if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1123             int closest = 0;
1124             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1125                 closest = findClosestPlayer();
1126             }
1127
1128             if (closest >= 0) {
1129                 if (Person::players[closest]->num_weapons > 0) {
1130                     int weapontype = 0;
1131                     switch (weapons[Person::players[closest]->weaponids[0]].getType()) {
1132                         case knife:
1133                             weapontype = sword;
1134                             break;
1135                         case sword:
1136                             weapontype = staff;
1137                             break;
1138                         case staff:
1139                             weapontype = knife;
1140                             break;
1141                     }
1142                     weapons[Person::players[closest]->weaponids[0]].setType(weapontype);
1143                 } else {
1144                     Person::players[closest]->weaponids[0] = weapons.size();
1145                     weapons.push_back(Weapon(knife, closest));
1146                     Person::players[closest]->num_weapons = 1;
1147                 }
1148             }
1149         }
1150
1151         /* Change yaw (rotate around Z axis) */
1152         if (Input::isKeyDown(SDL_SCANCODE_U)) {
1153             int closest = 0;
1154             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1155                 closest = findClosestPlayer();
1156             }
1157
1158             if (closest >= 0) {
1159                 Person::players[closest]->yaw += multiplier * 50;
1160                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1161             }
1162         }
1163
1164         /* Toggle fire */
1165         if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1166             int closest = 0;
1167             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1168                 closest = findClosestPlayer();
1169             }
1170
1171             if (closest >= 0) {
1172                 Person::players[closest]->onfire = !Person::players[closest]->onfire;
1173                 if (Person::players[closest]->onfire) {
1174                     Person::players[closest]->CatchFire();
1175                 } else {
1176                     emit_sound_at(fireendsound, Person::players[closest]->coords);
1177                     pause_sound(stream_firesound);
1178                 }
1179             }
1180         }
1181
1182         /* Change skin */
1183         if (Input::isKeyPressed(SDL_SCANCODE_T) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1184             int closest = 0;
1185             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1186                 closest = findClosestPlayer();
1187             }
1188
1189             if (closest >= 0) {
1190                 Person::players[closest]->whichskin++;
1191                 if (Person::players[closest]->whichskin > 9) {
1192                     Person::players[closest]->whichskin = 0;
1193                 }
1194                 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
1195                     Person::players[closest]->whichskin = 0;
1196                 }
1197
1198                 Person::players[closest]->skeleton.drawmodel.textureptr.load(
1199                     PersonType::types[Person::players[closest]->creature].skins[Person::players[closest]->whichskin], 1,
1200                     &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1201             }
1202
1203             Person::players[closest]->addClothes();
1204         }
1205
1206         /* Change creature type */
1207         if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1208             int closest = 0;
1209             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1210                 closest = findClosestPlayer();
1211             }
1212
1213             if (closest >= 0) {
1214                 person_type nextType = static_cast<person_type>((Person::players[closest]->creature + 1) % PersonType::types.size());
1215                 Person::players[closest]->changeCreatureType(nextType);
1216             }
1217         }
1218
1219         /* Explose nearby player's head */
1220         if (Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1221             int closest = findClosestPlayer();
1222             if (closest > 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1223                 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1224                 XYZ headspurtdirection;
1225                 Joint& headjoint = Person::players[closest]->joint(head);
1226
1227                 if (!Person::players[closest]->skeleton.free) {
1228                     flatvelocity2_orig = Person::players[closest]->velocity;
1229                     flatfacing2 = DoRotation(
1230                                       DoRotation(
1231                                           DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt),
1232                                           Person::players[closest]->tilt2, 0, 0),
1233                                       0, Person::players[closest]->yaw, 0) *
1234                                       Person::players[closest]->scale +
1235                                   Person::players[closest]->coords;
1236                 } else {
1237                     flatvelocity2_orig = headjoint.velocity;
1238                     flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1239                 }
1240
1241                 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1242                 Normalise(&headspurtdirection);
1243
1244                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1245                     flatvelocity2 = flatvelocity2_orig;
1246                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1247                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1248                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1249                     printf("Test: %f\n", flatvelocity2.x);
1250                     printf("Test orig: %f\n", flatvelocity2_orig.x);
1251                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1252                     flatvelocity2 += headspurtdirection * 8;
1253                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1254                 }
1255                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1256
1257                 emit_sound_at(splattersound, Person::players[closest]->coords);
1258                 emit_sound_at(breaksound2, Person::players[closest]->coords, 100.);
1259
1260                 if (Person::players[closest]->skeleton.free == 2) {
1261                     Person::players[closest]->skeleton.free = 0;
1262                 }
1263                 Person::players[closest]->RagDoll(0);
1264                 Person::players[closest]->dead = 2;
1265                 Person::players[closest]->headless = 1;
1266                 Person::players[closest]->DoBloodBig(3, 165);
1267
1268                 camerashake += .3;
1269             }
1270         }
1271
1272         /* Explode nearby player */
1273         if (Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1274             int closest = findClosestPlayer();
1275             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1276                 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1277
1278                 emit_sound_at(splattersound, Person::players[closest]->coords);
1279                 emit_sound_at(breaksound2, Person::players[closest]->coords);
1280
1281                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1282                     if (!Person::players[closest]->skeleton.free) {
1283                         flatvelocity2_orig = Person::players[closest]->velocity;
1284                         flatfacing2 = DoRotation(
1285                                           DoRotation(
1286                                               DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt),
1287                                               Person::players[closest]->tilt2, 0, 0),
1288                                           0, Person::players[closest]->yaw, 0) *
1289                                           Person::players[closest]->scale +
1290                                       Person::players[closest]->coords;
1291                     } else {
1292                         flatvelocity2_orig = Person::players[closest]->skeleton.joints[i].velocity;
1293                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position *
1294                                           Person::players[closest]->scale +
1295                                       Person::players[closest]->coords;
1296                     }
1297
1298                     // Animation part 1
1299                     flatvelocity2 = flatvelocity2_orig;
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, 1, 1, 1, 3, 1);
1304                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1305                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1306
1307                     // Animation part 2
1308                     flatvelocity2 = flatvelocity2_orig;
1309                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1310                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1311                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1312                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1313                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1314
1315                     // Animation part 3
1316                     flatvelocity2 = flatvelocity2_orig;
1317                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1318                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1319                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1320                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1321                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1322
1323                     // Animation part 4
1324                     flatvelocity2 = flatvelocity2_orig;
1325                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1326                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1327                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1328                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1329                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1330                 }
1331
1332                 XYZ temppos;
1333                 for (unsigned j = 0; j < Person::players.size(); j++) {
1334                     if (int(j) == closest) {
1335                         continue;
1336                     }
1337                     if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1338                         Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1339                         if (Person::players[j]->skeleton.free == 2) {
1340                             Person::players[j]->skeleton.free = 1;
1341                         }
1342                         Person::players[j]->skeleton.longdead = 0;
1343                         Person::players[j]->RagDoll(0);
1344                         for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1345                             temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1346                             if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1347                                 flatvelocity2 = temppos - Person::players[closest]->coords;
1348                                 Normalise(&flatvelocity2);
1349                                 Person::players[j]->skeleton.joints[i].velocity +=
1350                                     flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1351                             }
1352                         }
1353                     }
1354                 }
1355
1356                 Person::players[closest]->DoDamage(10000);
1357                 Person::players[closest]->RagDoll(0);
1358                 Person::players[closest]->dead = 2;
1359                 Person::players[closest]->coords = 20;
1360                 Person::players[closest]->skeleton.free = 2;
1361
1362                 camerashake += .6;
1363             }
1364         }
1365     }
1366
1367     /* Skip level (only for challenges) */
1368     // FIXME: Allow skipping levels in campaigns too
1369     if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1370         targetlevel++;
1371         if (targetlevel > numchallengelevels - 1) {
1372             targetlevel = 0;
1373         }
1374         loading = 1;
1375         leveltime = 5;
1376     }
1377
1378     /* Editor mode keys */
1379     if (editorenabled) {
1380         /* Closest player deletion */
1381         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1382             int closest = findClosestPlayer();
1383             if (closest > 0) {
1384                 Person::players.erase(Person::players.begin() + closest);
1385             }
1386         }
1387
1388         /* Closest object deletion */
1389         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1390             int closest = findClosestObject();
1391             if (closest >= 0) {
1392                 Object::DeleteObject(closest);
1393             }
1394         }
1395
1396         /* Add object */
1397         if (Input::isKeyPressed(SDL_SCANCODE_O)) {
1398             if (Object::objects.size() < max_objects - 1) {
1399                 XYZ scenecoords = Person::players[0]->coords;
1400                 scenecoords.y -= 3;
1401                 if (editortype == bushtype || editortype == firetype) {
1402                     scenecoords.y -= 3.5;
1403                 } else {
1404                     scenecoords.y -= 3;
1405                 }
1406
1407                 float tmpyaw, tmppitch;
1408                 tmpyaw = editoryaw;
1409                 tmppitch = editorpitch;
1410                 if (tmpyaw < 0 || editortype == bushtype) {
1411                     tmpyaw = Random() % 360;
1412                 }
1413                 if (tmppitch < 0) {
1414                     tmppitch = Random() % 360;
1415                 }
1416
1417                 Object::MakeObject(editortype, scenecoords, (int)tmpyaw - ((int)tmpyaw) % 30, (int)tmppitch, editorsize);
1418                 if (editortype == treetrunktype) {
1419                     Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (tmppitch < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1420                 }
1421             }
1422         }
1423
1424         /* Add player */
1425         if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1426             Person::players.push_back(shared_ptr<Person>(new Person()));
1427
1428             Person::players.back()->id = Person::players.size() - 1;
1429
1430             Person::players.back()->scale = Person::players[0]->scale;
1431             Person::players.back()->creature = rabbittype;
1432             Person::players.back()->howactive = editoractive;
1433             Person::players.back()->whichskin = (int)(abs(Random() % 3));
1434
1435             Person::players.back()->skeletonLoad();
1436
1437             Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1438             Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1439
1440             Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1441             Person::players.back()->yaw = Person::players[0]->yaw;
1442
1443             Person::players.back()->coords = Person::players[0]->coords;
1444             Person::players.back()->oldcoords = Person::players.back()->coords;
1445             Person::players.back()->realoldcoords = Person::players.back()->coords;
1446
1447             Person::players.back()->setProportions(1, 1, 1, 1);
1448
1449             Person::players.back()->damagetolerance = 200;
1450
1451             Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1452             Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1453             Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1454             Person::players.back()->armorhead = Person::players[0]->armorhead;
1455             Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1456             Person::players.back()->armorlow = Person::players[0]->armorlow;
1457             Person::players.back()->metalhead = Person::players[0]->metalhead;
1458             Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1459             Person::players.back()->metallow = Person::players[0]->metallow;
1460
1461             Person::players.back()->immobile = Person::players[0]->immobile;
1462
1463             Person::players.back()->numclothes = Person::players[0]->numclothes;
1464             for (int i = 0; i < Person::players.back()->numclothes; i++) {
1465                 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1466                 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1467                 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1468                 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1469             }
1470             Person::players.back()->addClothes();
1471
1472             Person::players.back()->power = Person::players[0]->power;
1473             Person::players.back()->speedmult = Person::players[0]->speedmult;
1474
1475             if (Input::isKeyDown(SDL_SCANCODE_RSHIFT))
1476                 Person::players.back()->isplayerfriend = true;
1477
1478             Person::players.back()->loaded = true;
1479         }
1480
1481         /* Add waypoint */
1482         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1483             if (Person::players.back()->numwaypoints < 90) {
1484                 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1485                 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1486                 Person::players.back()->numwaypoints++;
1487             } else {
1488                 printf("Add waypoint: Reached max number of waypoints (90), aborting.");
1489             }
1490         }
1491
1492         /* Connect waypoint */
1493         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1494             if (numpathpoints < 30) {
1495                 bool connected = false;
1496                 if (numpathpoints > 1) {
1497                     for (int i = 0; i < numpathpoints; i++) {
1498                         if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1499                             bool alreadyconnected = false;
1500                             for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1501                                 if (pathpointconnect[pathpointselected][j] == i) {
1502                                     alreadyconnected = true;
1503                                 }
1504                             }
1505                             if (!alreadyconnected) {
1506                                 numpathpointconnect[pathpointselected]++;
1507                                 connected = true;
1508                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1509                             }
1510                         }
1511                     }
1512                 }
1513                 if (!connected) {
1514                     numpathpoints++;
1515                     pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1516                     numpathpointconnect[numpathpoints - 1] = 0;
1517                     if (numpathpoints > 1 && pathpointselected != -1) {
1518                         numpathpointconnect[pathpointselected]++;
1519                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1520                     }
1521                     pathpointselected = numpathpoints - 1;
1522                 }
1523             } else {
1524                 printf("Connect waypoint: Reached max number of path points (30), aborting.");
1525             }
1526         }
1527
1528         /* Select next path waypoint */
1529         if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1530             pathpointselected++;
1531             if (pathpointselected >= numpathpoints) {
1532                 pathpointselected = -1;
1533             }
1534         }
1535
1536         /* Select previous path waypoint */
1537         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1538             pathpointselected--;
1539             if (pathpointselected <= -2) {
1540                 pathpointselected = numpathpoints - 1;
1541             }
1542         }
1543
1544         /* Delete path waypoint */
1545         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1546             if (pathpointselected != -1) {
1547                 numpathpoints--;
1548                 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1549                 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1550                 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1551                     pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1552                 }
1553                 for (int i = 0; i < numpathpoints; i++) {
1554                     for (int j = 0; j < numpathpointconnect[i]; j++) {
1555                         if (pathpointconnect[i][j] == pathpointselected) {
1556                             pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1557                             numpathpointconnect[i]--;
1558                         }
1559                         if (pathpointconnect[i][j] == numpathpoints) {
1560                             pathpointconnect[i][j] = pathpointselected;
1561                         }
1562                     }
1563                 }
1564                 pathpointselected = numpathpoints - 1;
1565             }
1566         }
1567
1568         /* Select previous object type */
1569         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1570             editortype--;
1571             if (editortype == treeleavestype || editortype == 10) {
1572                 editortype--;
1573             }
1574             if (editortype < 0) {
1575                 editortype = firetype;
1576             }
1577         }
1578
1579         /* Select next object type */
1580         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1581             editortype++;
1582             if (editortype == treeleavestype || editortype == 10) {
1583                 editortype++;
1584             }
1585             if (editortype > firetype) {
1586                 editortype = 0;
1587             }
1588         }
1589
1590         /* Decrease size for next object */
1591         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1592             editorsize -= multiplier;
1593             if (editorsize < .1) {
1594                 editorsize = .1;
1595             }
1596         }
1597
1598         /* Increase size for next object */
1599         if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1600             editorsize += multiplier;
1601         }
1602
1603         /* Decrease yaw for next object */
1604         if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1605             editoryaw -= multiplier * 100;
1606             if (editoryaw < -.01) {
1607                 editoryaw = -.01;
1608             }
1609         }
1610
1611         /* Increase yaw for next object */
1612         if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1613             editoryaw += multiplier * 100;
1614         }
1615
1616         /* Decrease pitch for next object */
1617         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1618             editorpitch -= multiplier * 100;
1619             if (editorpitch < -.01) {
1620                 editorpitch = -.01;
1621             }
1622         }
1623
1624         /* Increase pitch for next object */
1625         if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1626             editorpitch += multiplier * 100;
1627         }
1628
1629         /* Decrease map radius */
1630         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1631             mapradius -= multiplier * 10;
1632         }
1633
1634         /* Increase map radius */
1635         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1636             mapradius += multiplier * 10;
1637         }
1638     }
1639 }
1640
1641 void doJumpReversals()
1642 {
1643     for (unsigned k = 0; k < Person::players.size(); k++) {
1644         for (unsigned i = k + 1; i < Person::players.size(); i++) {
1645             if (Person::players[k]->skeleton.free == 0 &&
1646                 Person::players[i]->skeleton.oldfree == 0 &&
1647                 (Person::players[i]->animTarget == jumpupanim ||
1648                  Person::players[k]->animTarget == jumpupanim) &&
1649                 (Person::players[i]->isPlayerControlled() ||
1650                  Person::players[k]->isPlayerControlled()) &&
1651                 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1652                  (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1653                 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1654                     distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1655                     //TODO: refactor two huge similar ifs
1656                     if (Person::players[i]->animTarget == jumpupanim &&
1657                         Person::players[k]->animTarget != getupfrombackanim &&
1658                         Person::players[k]->animTarget != getupfromfrontanim &&
1659                         Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1660                         normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1661                         ((Person::players[k]->isPlayerControlled() && Person::players[k]->attackkeydown) ||
1662                          !Person::players[k]->isPlayerControlled())) {
1663                         Person::players[i]->victim = Person::players[k];
1664                         Person::players[i]->velocity = 0;
1665                         Person::players[i]->animCurrent = jumpreversedanim;
1666                         Person::players[i]->animTarget = jumpreversedanim;
1667                         Person::players[i]->frameCurrent = 0;
1668                         Person::players[i]->frameTarget = 1;
1669                         Person::players[i]->targettilt2 = 0;
1670                         Person::players[k]->victim = Person::players[i];
1671                         Person::players[k]->velocity = 0;
1672                         Person::players[k]->animCurrent = jumpreversalanim;
1673                         Person::players[k]->animTarget = jumpreversalanim;
1674                         Person::players[k]->frameCurrent = 0;
1675                         Person::players[k]->frameTarget = 1;
1676                         Person::players[k]->targettilt2 = 0;
1677                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1678                             Person::players[i]->animCurrent = rabbitkickreversedanim;
1679                             Person::players[i]->animTarget = rabbitkickreversedanim;
1680                             Person::players[i]->frameCurrent = 1;
1681                             Person::players[i]->frameTarget = 2;
1682                             Person::players[k]->animCurrent = rabbitkickreversalanim;
1683                             Person::players[k]->animTarget = rabbitkickreversalanim;
1684                             Person::players[k]->frameCurrent = 1;
1685                             Person::players[k]->frameTarget = 2;
1686                         }
1687                         Person::players[i]->target = 0;
1688                         Person::players[k]->oldcoords = Person::players[k]->coords;
1689                         Person::players[i]->coords = Person::players[k]->coords;
1690                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1691                         Person::players[k]->yaw = Person::players[i]->targetyaw;
1692                         if (Person::players[k]->aitype == attacktypecutoff) {
1693                             Person::players[k]->stunned = .5;
1694                         }
1695                     }
1696                     if (Person::players[k]->animTarget == jumpupanim &&
1697                         Person::players[i]->animTarget != getupfrombackanim &&
1698                         Person::players[i]->animTarget != getupfromfrontanim &&
1699                         Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1700                         normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1701                         ((Person::players[i]->isPlayerControlled() && Person::players[i]->attackkeydown) ||
1702                          !Person::players[i]->isPlayerControlled())) {
1703                         Person::players[k]->victim = Person::players[i];
1704                         Person::players[k]->velocity = 0;
1705                         Person::players[k]->animCurrent = jumpreversedanim;
1706                         Person::players[k]->animTarget = jumpreversedanim;
1707                         Person::players[k]->frameCurrent = 0;
1708                         Person::players[k]->frameTarget = 1;
1709                         Person::players[k]->targettilt2 = 0;
1710                         Person::players[i]->victim = Person::players[k];
1711                         Person::players[i]->velocity = 0;
1712                         Person::players[i]->animCurrent = jumpreversalanim;
1713                         Person::players[i]->animTarget = jumpreversalanim;
1714                         Person::players[i]->frameCurrent = 0;
1715                         Person::players[i]->frameTarget = 1;
1716                         Person::players[i]->targettilt2 = 0;
1717                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1718                             Person::players[k]->animTarget = rabbitkickreversedanim;
1719                             Person::players[k]->animCurrent = rabbitkickreversedanim;
1720                             Person::players[i]->animCurrent = rabbitkickreversalanim;
1721                             Person::players[i]->animTarget = rabbitkickreversalanim;
1722                             Person::players[k]->frameCurrent = 1;
1723                             Person::players[k]->frameTarget = 2;
1724                             Person::players[i]->frameCurrent = 1;
1725                             Person::players[i]->frameTarget = 2;
1726                         }
1727                         Person::players[k]->target = 0;
1728                         Person::players[i]->oldcoords = Person::players[i]->coords;
1729                         Person::players[k]->coords = Person::players[i]->coords;
1730                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1731                         Person::players[i]->yaw = Person::players[k]->targetyaw;
1732                         if (Person::players[i]->aitype == attacktypecutoff) {
1733                             Person::players[i]->stunned = .5;
1734                         }
1735                     }
1736                 }
1737             }
1738         }
1739     }
1740 }
1741
1742 void doAerialAcrobatics()
1743 {
1744     static XYZ facing, flatfacing;
1745     for (unsigned k = 0; k < Person::players.size(); k++) {
1746         Person::players[k]->turnspeed = 500;
1747
1748         if ((Person::players[k]->isRun() &&
1749              ((Person::players[k]->targetyaw != rabbitrunninganim &&
1750                Person::players[k]->targetyaw != wolfrunninganim) ||
1751               Person::players[k]->frameTarget == 4)) ||
1752             Person::players[k]->animTarget == removeknifeanim ||
1753             Person::players[k]->animTarget == crouchremoveknifeanim ||
1754             Person::players[k]->animTarget == flipanim ||
1755             Person::players[k]->animTarget == fightsidestep ||
1756             Person::players[k]->animTarget == walkanim) {
1757             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1758         }
1759
1760         if (Person::players[k]->isStop() ||
1761             Person::players[k]->isLanding() ||
1762             Person::players[k]->animTarget == staggerbackhighanim ||
1763             (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1764             Person::players[k]->animTarget == staggerbackhardanim ||
1765             Person::players[k]->animTarget == backhandspringanim ||
1766             Person::players[k]->animTarget == dodgebackanim ||
1767             Person::players[k]->animTarget == rollanim ||
1768             (Animation::animations[Person::players[k]->animTarget].attack &&
1769              Person::players[k]->animTarget != rabbitkickanim &&
1770              (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1771              (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1772             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1773         }
1774
1775         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1776             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1777         }
1778
1779         Person::players[k]->DoStuff();
1780         if (Person::players[k]->immobile && k != 0) {
1781             Person::players[k]->coords = Person::players[k]->realoldcoords;
1782         }
1783
1784         //if player's position has changed (?)
1785         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1786             !Person::players[k]->skeleton.free &&
1787             Person::players[k]->animTarget != climbanim &&
1788             Person::players[k]->animTarget != hanganim) {
1789             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1790             int whichhit;
1791             bool tempcollide = 0;
1792
1793             if (Person::players[k]->collide < -.3) {
1794                 Person::players[k]->collide = -.3;
1795             }
1796             if (Person::players[k]->collide > 1) {
1797                 Person::players[k]->collide = 1;
1798             }
1799             Person::players[k]->collide -= multiplier * 30;
1800
1801             //clip to terrain
1802             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1803
1804             for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1805                 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1806                 if (Object::objects[i]->type != rocktype ||
1807                     Object::objects[i]->scale > .5 && Person::players[k]->isPlayerControlled() ||
1808                     Object::objects[i]->position.y > Person::players[k]->coords.y) {
1809                     lowpoint = Person::players[k]->coords;
1810                     if (Person::players[k]->animTarget != jumpupanim &&
1811                         Person::players[k]->animTarget != jumpdownanim &&
1812                         !Person::players[k]->isFlip()) {
1813                         lowpoint.y += 1.25;
1814                     } else {
1815                         lowpoint.y += 1.3;
1816                     }
1817                     if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1818                         Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
1819                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1820                     }
1821                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1822                         flatfacing = lowpoint - Person::players[k]->coords;
1823                         Person::players[k]->coords = lowpoint;
1824                         Person::players[k]->coords.y -= 1.3;
1825                         Person::players[k]->collide = 1;
1826                         tempcollide = 1;
1827                         //wall jumps
1828                         //TODO: refactor four similar blocks
1829                         if (Person::players[k]->isPlayerControlled() &&
1830                             (Person::players[k]->animTarget == jumpupanim ||
1831                              Person::players[k]->animTarget == jumpdownanim ||
1832                              Person::players[k]->isFlip()) &&
1833                             !Person::players[k]->jumptogglekeydown &&
1834                             Person::players[k]->jumpkeydown) {
1835                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1836                             XYZ tempcoords1 = lowpoint;
1837                             whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1838                             if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1839                                 Person::players[k]->setTargetAnimation(walljumpleftanim);
1840                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1841                                 if (k == 0) {
1842                                     pause_sound(whooshsound);
1843                                 }
1844
1845                                 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1846                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1847                                 if (lowpointtarget.z < 0) {
1848                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1849                                 }
1850                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
1851                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
1852                                 if (k == 0) {
1853                                     numwallflipped++;
1854                                 }
1855                             } else {
1856                                 lowpoint = tempcoords1;
1857                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1858                                 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1859                                 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1860                                     Person::players[k]->setTargetAnimation(walljumprightanim);
1861                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
1862                                     if (k == 0) {
1863                                         pause_sound(whooshsound);
1864                                     }
1865
1866                                     lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1867                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1868                                     if (lowpointtarget.z < 0) {
1869                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1870                                     }
1871                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
1872                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
1873                                     if (k == 0) {
1874                                         numwallflipped++;
1875                                     }
1876                                 } else {
1877                                     lowpoint = tempcoords1;
1878                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1879                                     whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1880                                     if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1881                                         Person::players[k]->setTargetAnimation(walljumpbackanim);
1882                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
1883                                         if (k == 0) {
1884                                             pause_sound(whooshsound);
1885                                         }
1886
1887                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1888                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1889                                         if (lowpointtarget.z < 0) {
1890                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1891                                         }
1892                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
1893                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
1894                                         if (k == 0) {
1895                                             numwallflipped++;
1896                                         }
1897                                     } else {
1898                                         lowpoint = tempcoords1;
1899                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1900                                         whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1901                                         if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1902                                             Person::players[k]->setTargetAnimation(walljumpfrontanim);
1903                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
1904                                             if (k == 0) {
1905                                                 pause_sound(whooshsound);
1906                                             }
1907
1908                                             lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1909                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1910                                             if (lowpointtarget.z < 0) {
1911                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1912                                             }
1913                                             Person::players[k]->yaw += 180;
1914                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
1915                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
1916                                             if (k == 0) {
1917                                                 numwallflipped++;
1918                                             }
1919                                         }
1920                                     }
1921                                 }
1922                             }
1923                         }
1924                     }
1925                 } else if (Object::objects[i]->type == rocktype) {
1926                     lowpoint2 = Person::players[k]->coords;
1927                     lowpoint = Person::players[k]->coords;
1928                     lowpoint.y += 2;
1929                     if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1930                         Person::players[k]->coords = colpoint;
1931                         Person::players[k]->collide = 1;
1932                         tempcollide = 1;
1933
1934                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1935                             //flipped into a rock
1936                             if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
1937                                 Person::players[k]->RagDoll(0);
1938                             }
1939
1940                             if (Person::players[k]->animTarget == jumpupanim) {
1941                                 Person::players[k]->jumppower = -4;
1942                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
1943                             }
1944                             Person::players[k]->target = 0;
1945                             Person::players[k]->frameTarget = 0;
1946                             Person::players[k]->onterrain = 1;
1947
1948                             if (Person::players[k]->id == 0) {
1949                                 pause_sound(whooshsound);
1950                                 OPENAL_SetVolume(channels[whooshsound], 0);
1951                             }
1952
1953                             //landing
1954                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1955                                 if (Person::players[k]->isFlip()) {
1956                                     Person::players[k]->jumppower = -4;
1957                                 }
1958                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
1959                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1960                                 if (k == 0) {
1961                                     addEnvSound(Person::players[k]->coords);
1962                                 }
1963                             }
1964                         }
1965                     }
1966                 }
1967             }
1968
1969             if (tempcollide) {
1970                 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1971                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1972                     lowpoint = Person::players[k]->coords;
1973                     lowpoint.y += 1.35;
1974                     if (Object::objects[i]->type != rocktype) {
1975                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1976                             if (Person::players[k]->animTarget != jumpupanim &&
1977                                 Person::players[k]->animTarget != jumpdownanim &&
1978                                 Person::players[k]->onterrain) {
1979                                 Person::players[k]->avoidcollided = 1;
1980                             }
1981                             Person::players[k]->coords = lowpoint;
1982                             Person::players[k]->coords.y -= 1.35;
1983                             Person::players[k]->collide = 1;
1984
1985                             if ((Person::players[k]->grabdelay <= 0 || !Person::players[k]->isPlayerControlled()) &&
1986                                 (Person::players[k]->animCurrent != climbanim &&
1987                                      Person::players[k]->animCurrent != hanganim &&
1988                                      !Person::players[k]->isWallJump() ||
1989                                  Person::players[k]->animTarget == jumpupanim ||
1990                                  Person::players[k]->animTarget == jumpdownanim)) {
1991                                 lowpoint = Person::players[k]->coords;
1992                                 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
1993                                 lowpoint = Person::players[k]->coords;
1994                                 lowpoint.y += .05;
1995                                 facing = 0;
1996                                 facing.z = -1;
1997                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
1998                                 lowpointtarget = lowpoint + facing * 1.4;
1999                                 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2000                                 if (whichhit != -1) {
2001                                     lowpoint = Person::players[k]->coords;
2002                                     lowpoint.y += .1;
2003                                     lowpointtarget = lowpoint + facing * 1.4;
2004                                     lowpoint2 = lowpoint;
2005                                     lowpointtarget2 = lowpointtarget;
2006                                     lowpoint3 = lowpoint;
2007                                     lowpointtarget3 = lowpointtarget;
2008                                     lowpoint4 = lowpoint;
2009                                     lowpointtarget4 = lowpointtarget;
2010                                     lowpoint5 = lowpoint;
2011                                     lowpointtarget5 = lowpointtarget;
2012                                     lowpoint6 = lowpoint;
2013                                     lowpointtarget6 = lowpointtarget;
2014                                     lowpoint7 = lowpoint;
2015                                     lowpointtarget7 = lowpoint;
2016                                     lowpoint2.x += .1;
2017                                     lowpointtarget2.x += .1;
2018                                     lowpoint3.z += .1;
2019                                     lowpointtarget3.z += .1;
2020                                     lowpoint4.x -= .1;
2021                                     lowpointtarget4.x -= .1;
2022                                     lowpoint5.z -= .1;
2023                                     lowpointtarget5.z -= .1;
2024                                     lowpoint6.y += 45 / 13;
2025                                     lowpointtarget6.y += 45 / 13;
2026                                     lowpointtarget6 += facing * .6;
2027                                     lowpointtarget7.y += 90 / 13;
2028                                     whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2029                                     if (Object::objects[i]->friction > .5) {
2030                                         if (whichhit != -1) {
2031                                             if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
2032                                                 Person::players[k]->collided = 1;
2033                                             }
2034                                             if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
2035                                                 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
2036                                                     if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2037                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2038                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2039                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2040                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2041                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2042                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2043                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2044                                                         for (int j = 0; j < 45; j++) {
2045                                                             lowpoint = Person::players[k]->coords;
2046                                                             lowpoint.y += (float)j / 13;
2047                                                             lowpointtarget = lowpoint + facing * 1.4;
2048                                                             if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2049                                                                                                             &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2050                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
2051                                                                     break;
2052                                                                 }
2053                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2054                                                                     lowpoint = Person::players[k]->coords;
2055                                                                     lowpoint.y += (float)j / 13;
2056                                                                     lowpointtarget = lowpoint + facing * 1.3;
2057                                                                     flatfacing = Person::players[k]->coords;
2058                                                                     Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
2059                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
2060                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2061
2062                                                                     if (j > 10 || !Person::players[k]->isRun()) {
2063                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2064                                                                             if (k == 0) {
2065                                                                                 pause_sound(whooshsound);
2066                                                                             }
2067                                                                         }
2068                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2069
2070                                                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2071                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2072                                                                         if (lowpointtarget.z < 0) {
2073                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2074                                                                         }
2075                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2076                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2077
2078                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
2079                                                                         Person::players[k]->velocity = 0;
2080
2081                                                                         //climb ledge (?)
2082                                                                         if (Person::players[k]->animTarget == jumpupanim) {
2083                                                                             Person::players[k]->animTarget = climbanim;
2084                                                                             Person::players[k]->jumppower = 0;
2085                                                                             Person::players[k]->jumpclimb = 1;
2086                                                                         }
2087                                                                         Person::players[k]->transspeed = 6;
2088                                                                         Person::players[k]->target = 0;
2089                                                                         Person::players[k]->frameTarget = 1;
2090                                                                         //hang ledge (?)
2091                                                                         if (j > 25) {
2092                                                                             Person::players[k]->setTargetAnimation(hanganim);
2093                                                                             Person::players[k]->jumppower = 0;
2094                                                                         }
2095                                                                     }
2096                                                                     break;
2097                                                                 }
2098                                                             }
2099                                                         }
2100                                                     }
2101                                                 }
2102                                             }
2103                                         }
2104                                     }
2105                                 }
2106                             }
2107                         }
2108                     }
2109                 }
2110             }
2111             if (Person::players[k]->collide <= 0) {
2112                 //in the air
2113                 if (!Person::players[k]->onterrain &&
2114                     Person::players[k]->animTarget != jumpupanim &&
2115                     Person::players[k]->animTarget != jumpdownanim &&
2116                     Person::players[k]->animTarget != climbanim &&
2117                     Person::players[k]->animTarget != hanganim &&
2118                     !Person::players[k]->isWallJump() &&
2119                     !Person::players[k]->isFlip()) {
2120                     if (Person::players[k]->animCurrent != climbanim &&
2121                         Person::players[k]->animCurrent != tempanim &&
2122                         Person::players[k]->animTarget != backhandspringanim &&
2123                         (Person::players[k]->animTarget != rollanim ||
2124                          Person::players[k]->frameTarget < 2 ||
2125                          Person::players[k]->frameTarget > 6)) {
2126                         //stagger off ledge (?)
2127                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
2128                             Person::players[k]->RagDoll(0);
2129                         }
2130                         Person::players[k]->setTargetAnimation(jumpdownanim);
2131
2132                         if (!k) {
2133                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2134                         }
2135                     }
2136                     //gravity
2137                     Person::players[k]->velocity.y += gravity;
2138                 }
2139             }
2140         }
2141         Person::players[k]->realoldcoords = Person::players[k]->coords;
2142     }
2143 }
2144
2145 void doAttacks()
2146 {
2147     static int randattack;
2148     static bool playerrealattackkeydown = 0;
2149
2150     if (!Input::isKeyDown(attackkey)) {
2151         oldattackkey = 0;
2152     }
2153     if (oldattackkey) {
2154         Person::players[0]->attackkeydown = 0;
2155     }
2156     if (oldattackkey) {
2157         playerrealattackkeydown = 0;
2158     }
2159     if (!oldattackkey) {
2160         playerrealattackkeydown = Input::isKeyDown(attackkey);
2161     }
2162     if ((Person::players[0]->parriedrecently <= 0 ||
2163          !Person::players[0]->hasWeapon()) &&
2164         (!oldattackkey ||
2165          (realthreat &&
2166           Person::players[0]->lastattack != swordslashanim &&
2167           Person::players[0]->lastattack != knifeslashstartanim &&
2168           Person::players[0]->lastattack != staffhitanim &&
2169           Person::players[0]->lastattack != staffspinhitanim))) {
2170         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2171     }
2172     if (Input::isKeyDown(attackkey) &&
2173         !oldattackkey &&
2174         !Person::players[0]->backkeydown) {
2175         for (unsigned k = 0; k < Person::players.size(); k++) {
2176             if ((Person::players[k]->animTarget == swordslashanim ||
2177                  Person::players[k]->animTarget == staffhitanim ||
2178                  Person::players[k]->animTarget == staffspinhitanim) &&
2179                 Person::players[0]->animCurrent != dodgebackanim &&
2180                 !Person::players[k]->skeleton.free) {
2181                 Person::players[k]->Reverse();
2182             }
2183         }
2184     }
2185
2186     if (!hostile || Dialog::inDialog()) {
2187         Person::players[0]->attackkeydown = 0;
2188     }
2189
2190     for (unsigned k = 0; k < Person::players.size(); k++) {
2191         if (Dialog::inDialog()) {
2192             Person::players[k]->attackkeydown = 0;
2193         }
2194         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2195             if (!Person::players[k]->isPlayerControlled()) {
2196                 if (Person::players[k]->isPlayerFriend()) {
2197                     bool found = false;
2198                     for (unsigned k2 = 1; k2 < Person::players.size(); k2++) {
2199                         if (k != k2 &&
2200                             !Person::players[k2]->dead &&
2201                             Person::players[k2]->aitype == attacktypecutoff) {
2202                             Person::players[k]->victim = Person::players[k2];
2203                             Person::players[k]->hasvictim = true;
2204                             found = true;
2205                             break;
2206                         }
2207                     }
2208                     if (!found) {
2209                         Person::players[k]->hasvictim = false;
2210                         Person::players[k]->attackkeydown = 0;
2211                     }
2212                 } else {
2213                     Person::players[k]->victim = Person::players[0];
2214                 }
2215             }
2216             //attack key pressed
2217             if (Person::players[k]->attackkeydown) {
2218                 //dodge backward
2219                 if (Person::players[k]->backkeydown &&
2220                     Person::players[k]->animTarget != backhandspringanim &&
2221                     (Person::players[k]->isIdle() ||
2222                      Person::players[k]->isStop() ||
2223                      Person::players[k]->isRun() ||
2224                      Person::players[k]->animTarget == walkanim)) {
2225                     if (Person::players[k]->jumppower <= 1) {
2226                         Person::players[k]->jumppower -= 2;
2227                     } else {
2228                         for (unsigned i = 0; i < Person::players.size(); i++) {
2229                             if (i == k) {
2230                                 continue;
2231                             }
2232                             if (Person::players[i]->animTarget == swordslashanim ||
2233                                 Person::players[i]->animTarget == knifeslashstartanim ||
2234                                 Person::players[i]->animTarget == staffhitanim ||
2235                                 Person::players[i]->animTarget == staffspinhitanim) {
2236                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2237                                     Person::players[k]->setTargetAnimation(dodgebackanim);
2238                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2239                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2240                                 }
2241                             }
2242                         }
2243                         if (Person::players[k]->animTarget != dodgebackanim) {
2244                             if (k == 0) {
2245                                 numflipped++;
2246                             }
2247                             Person::players[k]->setTargetAnimation(backhandspringanim);
2248                             Person::players[k]->targetyaw = -yaw + 180;
2249                             if (Person::players[k]->leftkeydown) {
2250                                 Person::players[k]->targetyaw -= 45;
2251                             }
2252                             if (Person::players[k]->rightkeydown) {
2253                                 Person::players[k]->targetyaw += 45;
2254                             }
2255                             Person::players[k]->yaw = Person::players[k]->targetyaw;
2256                             Person::players[k]->jumppower -= 2;
2257                         }
2258                     }
2259                 }
2260                 //attack
2261                 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2262                     !Person::players[k]->backkeydown &&
2263                     (Person::players[k]->isIdle() ||
2264                      Person::players[k]->isRun() ||
2265                      Person::players[k]->animTarget == walkanim ||
2266                      Person::players[k]->animTarget == sneakanim ||
2267                      Person::players[k]->isCrouch())) {
2268                     const int attackweapon = (Person::players[k]->hasWeapon() ? weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType() : 0);
2269                     //normal attacks (?)
2270                     Person::players[k]->hasvictim = 0;
2271                     if (Person::players.size() > 1) {
2272                         for (unsigned i = 0; i < Person::players.size(); i++) {
2273                             if (i == k ||
2274                                 (Person::players[k]->isPlayerTeam() && Person::players[i]->isPlayerTeam()) ||
2275                                 !(Person::players[k]->isPlayerTeam() || Person::players[i]->isPlayerTeam())) {
2276                                 continue;
2277                             }
2278                             if (!Person::players[k]->hasvictim) {
2279                                 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2280                                     //choose an attack
2281                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2282                                     if (distance < 4.5 &&
2283                                         !Person::players[i]->skeleton.free &&
2284                                         Person::players[i]->howactive < typedead1 &&
2285                                         Person::players[i]->animTarget != jumpreversedanim &&
2286                                         Person::players[i]->animTarget != rabbitkickreversedanim &&
2287                                         Person::players[i]->animTarget != rabbitkickanim &&
2288                                         Person::players[k]->animTarget != rabbitkickanim &&
2289                                         Person::players[i]->animTarget != getupfrombackanim &&
2290                                         (Person::players[i]->animTarget != staggerbackhighanim &&
2291                                          (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2292                                         Person::players[i]->animTarget != jumpdownanim &&
2293                                         Person::players[i]->animTarget != jumpupanim &&
2294                                         Person::players[i]->animTarget != getupfromfrontanim) {
2295                                         Person::players[k]->victim = Person::players[i];
2296                                         Person::players[k]->hasvictim = 1;
2297                                         if (Person::players[k]->isPlayerControlled()) { //human player
2298                                             //sweep
2299                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2300                                                 Person::players[k]->crouchkeydown &&
2301                                                 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2302                                                 Person::players[k]->animTarget = sweepanim;
2303                                                 //winduppunch
2304                                             } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2305                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2306                                                        !Person::players[k]->forwardkeydown &&
2307                                                        !Person::players[k]->leftkeydown &&
2308                                                        !Person::players[k]->rightkeydown &&
2309                                                        !Person::players[k]->crouchkeydown &&
2310                                                        !attackweapon &&
2311                                                        !reversaltrain) {
2312                                                 Person::players[k]->animTarget = winduppunchanim;
2313                                                 //upunch
2314                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2315                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2316                                                        !Person::players[k]->forwardkeydown &&
2317                                                        !Person::players[k]->leftkeydown &&
2318                                                        !Person::players[k]->rightkeydown &&
2319                                                        !Person::players[k]->crouchkeydown &&
2320                                                        !attackweapon) {
2321                                                 Person::players[k]->animTarget = upunchanim;
2322                                                 //knifefollow
2323                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2324                                                        Person::players[i]->staggerdelay > 0 &&
2325                                                        attackweapon == knife &&
2326                                                        Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
2327                                                 Person::players[k]->animTarget = knifefollowanim;
2328                                                 //knifeslashstart
2329                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2330                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2331                                                        !Person::players[k]->forwardkeydown &&
2332                                                        !Person::players[k]->leftkeydown &&
2333                                                        !Person::players[k]->rightkeydown &&
2334                                                        !Person::players[k]->crouchkeydown &&
2335                                                        attackweapon == knife &&
2336                                                        Person::players[k]->weaponmissdelay <= 0) {
2337                                                 Person::players[k]->animTarget = knifeslashstartanim;
2338                                                 //swordslash
2339                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2340                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2341                                                        !Person::players[k]->crouchkeydown &&
2342                                                        attackweapon == sword &&
2343                                                        Person::players[k]->weaponmissdelay <= 0) {
2344                                                 Person::players[k]->animTarget = swordslashanim;
2345                                                 //staffhit
2346                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2347                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2348                                                        !Person::players[k]->crouchkeydown &&
2349                                                        attackweapon == staff &&
2350                                                        Person::players[k]->weaponmissdelay <= 0 &&
2351                                                        !Person::players[k]->leftkeydown &&
2352                                                        !Person::players[k]->rightkeydown &&
2353                                                        !Person::players[k]->forwardkeydown) {
2354                                                 Person::players[k]->animTarget = staffhitanim;
2355                                                 //staffspinhit
2356                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2357                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2358                                                        !Person::players[k]->crouchkeydown &&
2359                                                        attackweapon == staff &&
2360                                                        Person::players[k]->weaponmissdelay <= 0) {
2361                                                 Person::players[k]->animTarget = staffspinhitanim;
2362                                                 //spinkick
2363                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2364                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2365                                                 Person::players[k]->animTarget = spinkickanim;
2366                                                 //lowkick
2367                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2368                                                        Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2369                                                        Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2370                                                 Person::players[k]->animTarget = lowkickanim;
2371                                             }
2372                                         } else { //AI player
2373                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2374                                                 randattack = abs(Random() % 5);
2375                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2376                                                     //sweep
2377                                                     if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2378                                                         Person::players[k]->animTarget = sweepanim;
2379                                                         //upunch
2380                                                     } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2381                                                                !attackweapon) {
2382                                                         Person::players[k]->animTarget = upunchanim;
2383                                                         //spinkick
2384                                                     } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2385                                                         Person::players[k]->animTarget = spinkickanim;
2386                                                         //lowkick
2387                                                     } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
2388                                                         Person::players[k]->animTarget = lowkickanim;
2389                                                     }
2390                                                 }
2391                                                 if (attackweapon) {
2392                                                     //sweep
2393                                                     if ((!Tutorial::active || !attackweapon) &&
2394                                                         distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2395                                                         randattack == 0 &&
2396                                                         Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2397                                                         Person::players[k]->animTarget = sweepanim;
2398                                                         //knifeslashstart
2399                                                     } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2400                                                                attackweapon == knife &&
2401                                                                Person::players[k]->weaponmissdelay <= 0) {
2402                                                         Person::players[k]->animTarget = knifeslashstartanim;
2403                                                         //swordslash
2404                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2405                                                                  Person::players[0]->hasvictim &&
2406                                                                  Person::players[0]->animTarget == swordslashanim) &&
2407                                                                attackweapon == sword &&
2408                                                                Person::players[k]->weaponmissdelay <= 0) {
2409                                                         Person::players[k]->animTarget = swordslashanim;
2410                                                         //staffhit
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 = staffhitanim;
2418                                                         //staffspinhit
2419                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2420                                                                  Person::players[0]->hasvictim &&
2421                                                                  Person::players[0]->animTarget == swordslashanim) &&
2422                                                                attackweapon == staff &&
2423                                                                Person::players[k]->weaponmissdelay <= 0 &&
2424                                                                randattack >= 3) {
2425                                                         Person::players[k]->animTarget = staffspinhitanim;
2426                                                         //spinkick
2427                                                     } else if ((!Tutorial::active || !attackweapon) &&
2428                                                                distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2429                                                                randattack == 1 &&
2430                                                                Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2431                                                         Person::players[k]->animTarget = spinkickanim;
2432                                                         //lowkick
2433                                                     } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2434                                                                Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2435                                                                Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2436                                                         Person::players[k]->animTarget = lowkickanim;
2437                                                     }
2438                                                 }
2439                                             }
2440                                         }
2441                                         //upunch becomes wolfslap
2442                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
2443                                             Person::players[k]->animTarget = wolfslapanim;
2444                                         }
2445                                     }
2446                                     //sneak attacks
2447                                     if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2448                                         Person::players[i]->howactive < typedead1 &&
2449                                         distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2450                                         !Person::players[i]->skeleton.free &&
2451                                         Person::players[i]->animTarget != getupfrombackanim &&
2452                                         Person::players[i]->animTarget != getupfromfrontanim &&
2453                                         (Person::players[i]->surprised > 0 ||
2454                                          Person::players[i]->aitype == passivetype ||
2455                                          attackweapon && Person::players[i]->stunned > 0) &&
2456                                         normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2457                                         //sneakattack
2458                                         if (!attackweapon) {
2459                                             Person::players[k]->animCurrent = sneakattackanim;
2460                                             Person::players[k]->animTarget = sneakattackanim;
2461                                             Person::players[i]->animCurrent = sneakattackedanim;
2462                                             Person::players[i]->animTarget = sneakattackedanim;
2463                                             Person::players[k]->oldcoords = Person::players[k]->coords;
2464                                             Person::players[k]->coords = Person::players[i]->coords;
2465                                         }
2466                                         //knifesneakattack
2467                                         if (attackweapon == knife) {
2468                                             Person::players[k]->animCurrent = knifesneakattackanim;
2469                                             Person::players[k]->animTarget = knifesneakattackanim;
2470                                             Person::players[i]->animCurrent = knifesneakattackedanim;
2471                                             Person::players[i]->animTarget = knifesneakattackedanim;
2472                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2473                                             Person::players[i]->coords = Person::players[k]->coords;
2474                                         }
2475                                         //swordsneakattack
2476                                         if (attackweapon == sword) {
2477                                             Person::players[k]->animCurrent = swordsneakattackanim;
2478                                             Person::players[k]->animTarget = swordsneakattackanim;
2479                                             Person::players[i]->animCurrent = swordsneakattackedanim;
2480                                             Person::players[i]->animTarget = swordsneakattackedanim;
2481                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2482                                             Person::players[i]->coords = Person::players[k]->coords;
2483                                         }
2484                                         if (attackweapon != staff) {
2485                                             Person::players[k]->victim = Person::players[i];
2486                                             Person::players[k]->hasvictim = 1;
2487                                             Person::players[i]->targettilt2 = 0;
2488                                             Person::players[i]->frameTarget = 1;
2489                                             Person::players[i]->frameCurrent = 0;
2490                                             Person::players[i]->target = 0;
2491                                             Person::players[i]->velocity = 0;
2492                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2493                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2494                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2495                                             Person::players[k]->target = Person::players[i]->target;
2496                                             Person::players[k]->velocity = 0;
2497                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
2498                                             Person::players[k]->yaw = Person::players[i]->yaw;
2499                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
2500                                         }
2501                                     }
2502                                     if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2503                                         Person::players[k]->victim == Person::players[i] &&
2504                                         (!Person::players[i]->skeleton.free)) {
2505                                         oldattackkey = 1;
2506                                         Person::players[k]->frameTarget = 0;
2507                                         Person::players[k]->target = 0;
2508
2509                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2510                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2511                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2512                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2513                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
2514                                     }
2515                                     if (Person::players[k]->animTarget == knifefollowanim &&
2516                                         Person::players[k]->victim == Person::players[i]) {
2517                                         oldattackkey = 1;
2518                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2519                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2520                                         Person::players[k]->victim = Person::players[i];
2521                                         Person::players[k]->hasvictim = 1;
2522                                         Person::players[i]->animTarget = knifefollowedanim;
2523                                         Person::players[i]->animCurrent = knifefollowedanim;
2524                                         Person::players[i]->targettilt2 = 0;
2525                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2526                                         Person::players[i]->frameTarget = 1;
2527                                         Person::players[i]->frameCurrent = 0;
2528                                         Person::players[i]->target = 0;
2529                                         Person::players[i]->velocity = 0;
2530                                         Person::players[k]->animCurrent = knifefollowanim;
2531                                         Person::players[k]->animTarget = knifefollowanim;
2532                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2533                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2534                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2535                                         Person::players[k]->target = Person::players[i]->target;
2536                                         Person::players[k]->velocity = 0;
2537                                         Person::players[k]->oldcoords = Person::players[k]->coords;
2538                                         Person::players[i]->coords = Person::players[k]->coords;
2539                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2540                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2541                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
2542                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2543                                     }
2544                                 }
2545                             }
2546                         }
2547                     }
2548                     const bool hasstaff = attackweapon == staff;
2549                     if (k == 0 && Person::players.size() > 1) {
2550                         for (unsigned i = 0; i < Person::players.size(); i++) {
2551                             if (i == k) {
2552                                 continue;
2553                             }
2554                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2555                                 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2556                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2557                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
2558                                     if (Person::players[i]->skeleton.free) {
2559                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2560                                             (Person::players[i]->dead ||
2561                                              Person::players[i]->skeleton.longdead > 1000 ||
2562                                              Person::players[k]->isRun() ||
2563                                              hasstaff ||
2564                                              (attackweapon &&
2565                                               (Person::players[i]->skeleton.longdead > 2000 ||
2566                                                Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2567                                                Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2568                                               distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2569                                             Person::players[k]->victim = Person::players[i];
2570                                             Person::players[k]->hasvictim = 1;
2571                                             if (attackweapon && !Tutorial::active) {
2572                                                 //crouchstab
2573                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
2574                                                     Person::players[k]->animTarget = crouchstabanim;
2575                                                 }
2576                                                 //swordgroundstab
2577                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
2578                                                     Person::players[k]->animTarget = swordgroundstabanim;
2579                                                 }
2580                                                 //staffgroundsmash
2581                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
2582                                                     Person::players[k]->animTarget = staffgroundsmashanim;
2583                                                 }
2584                                             }
2585                                             if (distance < 2.5 &&
2586                                                 Person::players[k]->crouchkeydown &&
2587                                                 Person::players[k]->animTarget != crouchstabanim &&
2588                                                 !attackweapon &&
2589                                                 Person::players[i]->dead &&
2590                                                 Person::players[i]->skeleton.free &&
2591                                                 Person::players[i]->skeleton.longdead > 1000) {
2592                                                 Person::players[k]->animTarget = killanim;
2593                                                 terrain.deleteDeadDecals();
2594                                                 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2595                                                     if (Object::objects[l]->model.type == decalstype) {
2596                                                         Object::objects[l]->model.deleteDeadDecals();
2597                                                     }
2598                                                 }
2599                                             }
2600                                             if (!Person::players[i]->dead || musictype != 2) {
2601                                                 if (distance < 3.5 &&
2602                                                     (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2603                                                     Person::players[k]->staggerdelay <= 0 &&
2604                                                     (Person::players[i]->dead ||
2605                                                      Person::players[i]->skeleton.longdead < 300 &&
2606                                                          Person::players[k]->lastattack != spinkickanim &&
2607                                                          Person::players[i]->skeleton.free) &&
2608                                                     (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2609                                                     Person::players[k]->animTarget = dropkickanim;
2610                                                     terrain.deleteDeadDecals();
2611                                                     for (unsigned int l = 0; l < Object::objects.size(); l++) {
2612                                                         if (Object::objects[l]->model.type == decalstype) {
2613                                                             Object::objects[l]->model.deleteDeadDecals();
2614                                                         }
2615                                                     }
2616                                                 }
2617                                             }
2618                                         }
2619                                     }
2620                                 }
2621                                 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2622                                     Person::players[k]->victim == Person::players[i] &&
2623                                     (!Person::players[i]->skeleton.free ||
2624                                      Person::players[k]->animTarget == killanim ||
2625                                      Person::players[k]->animTarget == crouchstabanim ||
2626                                      Person::players[k]->animTarget == swordgroundstabanim ||
2627                                      Person::players[k]->animTarget == staffgroundsmashanim ||
2628                                      Person::players[k]->animTarget == dropkickanim)) {
2629                                     oldattackkey = 1;
2630                                     Person::players[k]->frameTarget = 0;
2631                                     Person::players[k]->target = 0;
2632
2633                                     XYZ targetpoint = Person::players[i]->coords;
2634                                     if (Person::players[k]->animTarget == crouchstabanim ||
2635                                         Person::players[k]->animTarget == swordgroundstabanim ||
2636                                         Person::players[k]->animTarget == staffgroundsmashanim) {
2637                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
2638                                                         Person::players[i]->jointPos(neck)) /
2639                                                        2 *
2640                                                        Person::players[i]->scale;
2641                                     }
2642                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2643                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2644
2645                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2646                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2647                                     }
2648
2649                                     if (Person::players[k]->animTarget == staffgroundsmashanim) {
2650                                         Person::players[k]->targettilt2 += 10;
2651                                     }
2652
2653                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2654                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2655                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
2656
2657                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
2658                                         Person::players[k]->targetyaw += 30;
2659                                     }
2660                                 }
2661                             }
2662                         }
2663                     }
2664                     if (!Person::players[k]->hasvictim) {
2665                         //find victim
2666                         for (unsigned i = 0; i < Person::players.size(); i++) {
2667                             if (i == k || !(i == 0 || k == 0)) {
2668                                 continue;
2669                             }
2670                             if (!Person::players[i]->skeleton.free) {
2671                                 if (Person::players[k]->hasvictim) {
2672                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2673                                         distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
2674                                         Person::players[k]->victim = Person::players[i];
2675                                     }
2676                                 } else {
2677                                     Person::players[k]->victim = Person::players[i];
2678                                     Person::players[k]->hasvictim = 1;
2679                                 }
2680                             }
2681                         }
2682                     }
2683                     if (Person::players[k]->isPlayerControlled()) {
2684                         //rabbit kick
2685                         if (Person::players[k]->attackkeydown &&
2686                             Person::players[k]->isRun() &&
2687                             Person::players[k]->wasRun() &&
2688                             ((Person::players[k]->hasvictim &&
2689                               distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2690                               distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2691                               !Person::players[k]->victim->skeleton.free &&
2692                               Person::players[k]->victim->animTarget != getupfrombackanim &&
2693                               Person::players[k]->victim->animTarget != getupfromfrontanim &&
2694                               Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2695                               !Person::players[k]->isPlayerControlled() && //wat???
2696                               normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2697                               Person::players[k]->rabbitkickenabled) ||
2698                              Person::players[k]->jumpkeydown)) {
2699                             oldattackkey = 1;
2700                             Person::players[k]->setTargetAnimation(rabbitkickanim);
2701                         }
2702                     }
2703                     //update counts
2704                     if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2705                         numattacks++;
2706                         switch (attackweapon) {
2707                             case 0:
2708                                 numunarmedattack++;
2709                                 break;
2710                             case knife:
2711                                 numknifeattack++;
2712                                 break;
2713                             case sword:
2714                                 numswordattack++;
2715                                 break;
2716                             case staff:
2717                                 numstaffattack++;
2718                                 break;
2719                         }
2720                     }
2721                 }
2722             }
2723         }
2724     }
2725 }
2726
2727 void doPlayerCollisions()
2728 {
2729     static XYZ rotatetarget;
2730     static float collisionradius;
2731     if (Person::players.size() > 1) {
2732         for (unsigned k = 0; k < Person::players.size(); k++) {
2733             for (unsigned i = k + 1; i < Person::players.size(); i++) {
2734                 //neither player is part of a reversal
2735                 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2736                      Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2737                      Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2738                      Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2739                     (i != 0 && k != 0)) {
2740                     if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2741                          Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2742                          Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2743                          Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2744                         (i != 0 && k != 0)) {
2745                         //neither is sleeping
2746                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
2747                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
2748                                 //in same patch, neither is climbing
2749                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2750                                     Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2751                                     Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2752                                     Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2753                                     Person::players[i]->animTarget != climbanim &&
2754                                     Person::players[i]->animTarget != hanganim &&
2755                                     Person::players[k]->animTarget != climbanim &&
2756                                     Person::players[k]->animTarget != hanganim) {
2757                                     //players are close (bounding box test)
2758                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
2759                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
2760                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
2761                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
2762                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
2763                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2764                                                             //spread fire from player to player
2765                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2766                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2767                                                                     if (!Person::players[i]->onfire) {
2768                                                                         Person::players[i]->CatchFire();
2769                                                                     }
2770                                                                     if (!Person::players[k]->onfire) {
2771                                                                         Person::players[k]->CatchFire();
2772                                                                     }
2773                                                                 }
2774                                                             }
2775
2776                                                             XYZ tempcoords1 = Person::players[i]->coords;
2777                                                             XYZ tempcoords2 = Person::players[k]->coords;
2778                                                             if (!Person::players[i]->skeleton.oldfree) {
2779                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2780                                                             }
2781                                                             if (!Person::players[k]->skeleton.oldfree) {
2782                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2783                                                             }
2784                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2785                                                             if (Person::players[0]->hasvictim) {
2786                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
2787                                                                     collisionradius = 3;
2788                                                                 }
2789                                                             }
2790                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2791                                                                 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2792                                                                  distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2793                                                                 //jump down on a dead body
2794                                                                 if (k == 0 || i == 0) {
2795                                                                     int l = i ? i : k;
2796                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
2797                                                                         !Person::players[0]->skeleton.oldfree &&
2798                                                                         !Person::players[0]->skeleton.free &&
2799                                                                         Person::players[l]->skeleton.oldfree &&
2800                                                                         Person::players[l]->skeleton.free &&
2801                                                                         Person::players[l]->dead &&
2802                                                                         Person::players[0]->lastcollide <= 0 &&
2803                                                                         fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2804                                                                         distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2805                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
2806                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
2807                                                                         Person::players[l]->skeleton.free = 0;
2808                                                                         Person::players[l]->yaw = 0;
2809                                                                         Person::players[l]->RagDoll(0);
2810                                                                         Person::players[l]->DoDamage(20);
2811                                                                         camerashake += .3;
2812                                                                         Person::players[l]->skeleton.longdead = 0;
2813                                                                         Person::players[0]->lastcollide = 1;
2814                                                                     }
2815                                                                 }
2816
2817                                                                 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2818                                                                     (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2819                                                                     (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2820                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2821                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2822                                                                          Person::players[i]->skeleton.free) &&
2823                                                                         (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2824                                                                          Person::players[k]->skeleton.free)) {
2825                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2826                                                                                k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2827                                                                               normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2828                                                                              (k == 0 ||
2829                                                                               k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2830                                                                               /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2831                                                                             (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2832                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2833                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2834                                                                             //If hit by body
2835                                                                             if ((i != 0 || Person::players[i]->skeleton.free) &&
2836                                                                                     (k != 0 || Person::players[k]->skeleton.free) ||
2837                                                                                 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2838                                                                                  Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2839                                                                                 if (!Tutorial::active) {
2840                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2841                                                                                 }
2842
2843                                                                                 Person::players[i]->RagDoll(0);
2844                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2845                                                                                     award_bonus(0, aimbonus);
2846                                                                                 }
2847                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2848                                                                                 Person::players[k]->RagDoll(0);
2849                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2850                                                                                     award_bonus(0, aimbonus); // Huh, again?
2851                                                                                 }
2852                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2853
2854                                                                                 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2855                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2856                                                                                 }
2857                                                                                 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2858                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2859                                                                                 }
2860                                                                             }
2861                                                                         }
2862                                                                     }
2863                                                                     if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2864                                                                          Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2865                                                                         (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2866                                                                          Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2867                                                                         //If bumped
2868                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2869                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2870                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2871                                                                                 Normalise(&rotatetarget);
2872                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2873                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2874                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2875                                                                                 if (Person::players[k]->howactive == typeactive || hostile) {
2876                                                                                     if (Person::players[k]->isIdle()) {
2877                                                                                         if (Person::players[k]->howactive < typesleeping) {
2878                                                                                             Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2879                                                                                         } else if (Person::players[k]->howactive == typesleeping) {
2880                                                                                             Person::players[k]->setTargetAnimation(getupfromfrontanim);
2881                                                                                         }
2882                                                                                         if (!editorenabled) {
2883                                                                                             Person::players[k]->howactive = typeactive;
2884                                                                                         }
2885                                                                                     }
2886                                                                                 }
2887                                                                                 if (Person::players[i]->howactive == typeactive || hostile) {
2888                                                                                     if (Person::players[i]->isIdle()) {
2889                                                                                         if (Person::players[i]->howactive < typesleeping) {
2890                                                                                             Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2891                                                                                         } else {
2892                                                                                             Person::players[i]->setTargetAnimation(getupfromfrontanim);
2893                                                                                         }
2894                                                                                         if (!editorenabled) {
2895                                                                                             Person::players[i]->howactive = typeactive;
2896                                                                                         }
2897                                                                                     }
2898                                                                                 }
2899                                                                             }
2900                                                                             //jump down on player
2901                                                                             if (hostile) {
2902                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2903                                                                                     !Person::players[i]->isCrouch() &&
2904                                                                                     Person::players[i]->animTarget != rollanim &&
2905                                                                                     !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
2906                                                                                     Person::players[k]->lastcollide <= 0 &&
2907                                                                                     Person::players[k]->velocity.y < -10) {
2908                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
2909                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2910                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2911                                                                                     Person::players[i]->DoDamage(20);
2912                                                                                     Person::players[i]->RagDoll(0);
2913                                                                                     Person::players[k]->lastcollide = 1;
2914                                                                                     award_bonus(k, AboveBonus);
2915                                                                                 }
2916                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2917                                                                                     !Person::players[k]->isCrouch() &&
2918                                                                                     Person::players[k]->animTarget != rollanim &&
2919                                                                                     !Person::players[i]->skeleton.oldfree &&
2920                                                                                     !Person::players[i]->skeleton.free &&
2921                                                                                     Person::players[i]->lastcollide <= 0 &&
2922                                                                                     Person::players[i]->velocity.y < -10) {
2923                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
2924                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2925                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2926                                                                                     Person::players[k]->DoDamage(20);
2927                                                                                     Person::players[k]->RagDoll(0);
2928                                                                                     Person::players[i]->lastcollide = 1;
2929                                                                                     award_bonus(i, AboveBonus);
2930                                                                                 }
2931                                                                             }
2932                                                                         }
2933                                                                     }
2934                                                                 }
2935                                                                 Person::players[i]->CheckKick();
2936                                                                 Person::players[k]->CheckKick();
2937                                                             }
2938                                                         }
2939                                                     }
2940                                                 }
2941                                             }
2942                                         }
2943                                     }
2944                                 }
2945                             }
2946                         }
2947                     }
2948                 }
2949             }
2950         }
2951     }
2952 }
2953
2954 void Game::Tick()
2955 {
2956     static XYZ facing, flatfacing;
2957     static int target;
2958
2959     /* Pump SDL input events and process non-gameplay related ones */
2960     ProcessInput();
2961
2962     /*
2963     Values of mainmenu :
2964     1 Main menu
2965     2 Menu pause (resume/end game)
2966     3 Option menu
2967     4 Controls configuration menu
2968     5 Main game menu (choose level or challenge)
2969     6 Deleting user menu
2970     7 User managment menu (select/add)
2971     8 Choose difficulty menu
2972     9 Challenge level selection menu
2973     10 End of the campaign congratulation (is that really a menu?)
2974     11 Same that 9 ??? => unused
2975     18 stereo configuration
2976     */
2977
2978     if (!console) {
2979         //campaign over?
2980         if (mainmenu && endgame == 1) {
2981             mainmenu = 10;
2982         }
2983         //go to level select after completing a campaign level
2984         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
2985             mainmenu = 5;
2986             gameon = 0;
2987             winfreeze = 0;
2988             fireSound();
2989             flash();
2990             if (musictoggle) {
2991                 OPENAL_SetFrequency(OPENAL_ALL);
2992                 emit_stream_np(stream_menutheme);
2993                 pause_sound(leveltheme);
2994             }
2995             Menu::Load();
2996         }
2997     }
2998
2999     if (mainmenu) {
3000         Menu::Tick();
3001     }
3002
3003     if (!mainmenu) {
3004         if (hostile == 1) {
3005             hostiletime += multiplier;
3006         } else {
3007             hostiletime = 0;
3008         }
3009         if (!winfreeze) {
3010             leveltime += multiplier;
3011         }
3012
3013         if (console) {
3014             freeze = 1;
3015
3016             inputText(consoletext[0], &consoleselected);
3017             if (!waiting) {
3018                 if (!consoletext[0].empty()) {
3019                     cmd_dispatch(consoletext[0]);
3020                     for (int k = 14; k >= 1; k--) {
3021                         consoletext[k] = consoletext[k - 1];
3022                     }
3023                     consoletext[0].clear();
3024                     consoleselected = 0;
3025                 }
3026             }
3027
3028             consoleblinkdelay -= multiplier;
3029             if (consoleblinkdelay <= 0) {
3030                 consoleblinkdelay = .3;
3031                 consoleblink = !consoleblink;
3032             }
3033         }
3034
3035         static int oldwinfreeze;
3036         if (winfreeze && !oldwinfreeze) {
3037             OPENAL_SetFrequency(OPENAL_ALL);
3038             emit_sound_np(consolesuccesssound);
3039         }
3040         if (winfreeze == 0) {
3041             oldwinfreeze = winfreeze;
3042         } else {
3043             oldwinfreeze++;
3044         }
3045
3046         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
3047
3048             //dialogues
3049             static float talkdelay = 0;
3050
3051             if (Dialog::inDialog()) {
3052                 talkdelay = 1;
3053             }
3054             talkdelay -= multiplier;
3055
3056             if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3057                 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3058                     Dialog::dialogs[i].tick(i);
3059                 }
3060             }
3061
3062             windvar += multiplier;
3063             smoketex += multiplier;
3064             Tutorial::stagetime += multiplier;
3065
3066             //hotspots
3067             static float hotspotvisual[40];
3068             if (Hotspot::hotspots.size()) {
3069                 XYZ hotspotsprite;
3070                 if (editorenabled) {
3071                     for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3072                         hotspotvisual[i] -= multiplier / 320;
3073                     }
3074                 }
3075
3076                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3077                     while (hotspotvisual[i] < 0) {
3078                         hotspotsprite = 0;
3079                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3080                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3081                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3082                         hotspotsprite += Hotspot::hotspots[i].position;
3083                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3084                         hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3085                     }
3086                 }
3087
3088                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3089                     if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3090                         Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3091                     }
3092                 }
3093             }
3094
3095             //Tutorial
3096             if (Tutorial::active) {
3097                 Tutorial::Do(multiplier);
3098             }
3099
3100             //bonuses
3101             if (!Tutorial::active) {
3102                 if (bonustime == 0 &&
3103                     bonus != solidhit &&
3104                     bonus != spinecrusher &&
3105                     bonus != tracheotomy &&
3106                     bonus != backstab &&
3107                     bonusvalue > 10) {
3108                     emit_sound_np(consolesuccesssound);
3109                 }
3110             } else if (bonustime == 0) {
3111                 emit_sound_np(fireendsound);
3112             }
3113             if (bonustime == 0) {
3114                 if (bonus != solidhit &&
3115                     bonus != twoxcombo &&
3116                     bonus != threexcombo &&
3117                     bonus != fourxcombo &&
3118                     bonus != megacombo) {
3119                     bonusnum[bonus]++;
3120                 } else {
3121                     bonusnum[bonus] += 0.15;
3122                 }
3123                 if (Tutorial::active) {
3124                     bonusvalue = 0;
3125                 }
3126                 if (bonusvalue > 0) {
3127                     bonusvalue /= bonusnum[bonus];
3128                     if (bonusvalue <= 0) {
3129                         bonusvalue = 0;
3130                     }
3131                 }
3132                 bonustotal += bonusvalue;
3133             }
3134             bonustime += multiplier;
3135
3136             //snow effects
3137             if (environment == snowyenvironment) {
3138                 precipdelay -= multiplier;
3139                 while (precipdelay < 0) {
3140                     precipdelay += .04;
3141                     if (!detail) {
3142                         precipdelay += .04;
3143                     }
3144                     XYZ footvel, footpoint;
3145
3146                     footvel = 0;
3147                     footpoint = viewer + viewerfacing * 6;
3148                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3149                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3150                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3151                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3152                 }
3153             }
3154
3155             doAerialAcrobatics();
3156
3157             static XYZ oldviewer;
3158
3159             //control keys
3160             if (!Dialog::inDialog()) {
3161                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3162                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3163                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3164                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3165                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3166                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3167                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3168                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3169             } else {
3170                 Person::players[0]->forwardkeydown = 0;
3171                 Person::players[0]->leftkeydown = 0;
3172                 Person::players[0]->backkeydown = 0;
3173                 Person::players[0]->rightkeydown = 0;
3174                 Person::players[0]->jumpkeydown = 0;
3175                 Person::players[0]->crouchkeydown = 0;
3176                 Person::players[0]->drawkeydown = 0;
3177                 Person::players[0]->throwkeydown = 0;
3178             }
3179
3180             if (!Person::players[0]->jumpkeydown) {
3181                 Person::players[0]->jumpclimb = 0;
3182             }
3183
3184             if (Dialog::inDialog()) {
3185                 cameramode = 1;
3186                 if (Dialog::directing) {
3187                     facing = 0;
3188                     facing.z = -1;
3189
3190                     facing = DoRotation(facing, -pitch, 0, 0);
3191                     facing = DoRotation(facing, 0, 0 - yaw, 0);
3192
3193                     flatfacing = 0;
3194                     flatfacing.z = -1;
3195
3196                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3197
3198                     if (Input::isKeyDown(forwardkey)) {
3199                         viewer += facing * multiplier * 4;
3200                     }
3201                     if (Input::isKeyDown(backkey)) {
3202                         viewer -= facing * multiplier * 4;
3203                     }
3204                     if (Input::isKeyDown(leftkey)) {
3205                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3206                     }
3207                     if (Input::isKeyDown(rightkey)) {
3208                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3209                     }
3210                     if (Input::isKeyDown(jumpkey)) {
3211                         viewer.y += multiplier * 4;
3212                     }
3213                     if (Input::isKeyDown(crouchkey)) {
3214                         viewer.y -= multiplier * 4;
3215                     }
3216                     if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3217                         Input::isKeyPressed(SDL_SCANCODE_2) ||
3218                         Input::isKeyPressed(SDL_SCANCODE_3) ||
3219                         Input::isKeyPressed(SDL_SCANCODE_4) ||
3220                         Input::isKeyPressed(SDL_SCANCODE_5) ||
3221                         Input::isKeyPressed(SDL_SCANCODE_6) ||
3222                         Input::isKeyPressed(SDL_SCANCODE_7) ||
3223                         Input::isKeyPressed(SDL_SCANCODE_8) ||
3224                         Input::isKeyPressed(SDL_SCANCODE_9) ||
3225                         Input::isKeyPressed(SDL_SCANCODE_0) ||
3226                         Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3227                         int whichend;
3228                         if (Input::isKeyPressed(SDL_SCANCODE_1)) {
3229                             whichend = 1;
3230                         }
3231                         if (Input::isKeyPressed(SDL_SCANCODE_2)) {
3232                             whichend = 2;
3233                         }
3234                         if (Input::isKeyPressed(SDL_SCANCODE_3)) {
3235                             whichend = 3;
3236                         }
3237                         if (Input::isKeyPressed(SDL_SCANCODE_4)) {
3238                             whichend = 4;
3239                         }
3240                         if (Input::isKeyPressed(SDL_SCANCODE_5)) {
3241                             whichend = 5;
3242                         }
3243                         if (Input::isKeyPressed(SDL_SCANCODE_6)) {
3244                             whichend = 6;
3245                         }
3246                         if (Input::isKeyPressed(SDL_SCANCODE_7)) {
3247                             whichend = 7;
3248                         }
3249                         if (Input::isKeyPressed(SDL_SCANCODE_8)) {
3250                             whichend = 8;
3251                         }
3252                         if (Input::isKeyPressed(SDL_SCANCODE_9)) {
3253                             whichend = 9;
3254                         }
3255                         if (Input::isKeyPressed(SDL_SCANCODE_0)) {
3256                             whichend = 0;
3257                         }
3258                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3259                             whichend = -1;
3260                         }
3261                         if (whichend != -1) {
3262                             Dialog::currentScene().participantfocus = whichend;
3263                             Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3264                             Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3265                         }
3266                         if (whichend == -1) {
3267                             Dialog::currentScene().participantfocus = -1;
3268                         }
3269                         /* FIXME: potentially accessing -1 in Person::players! */
3270                         if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3271                             Dialog::indialogue = -1;
3272                             Dialog::directing = false;
3273                             cameramode = 0;
3274                         }
3275                         Dialog::currentScene().camera = viewer;
3276                         Dialog::currentScene().camerayaw = yaw;
3277                         Dialog::currentScene().camerapitch = pitch;
3278                         Dialog::indialogue++;
3279                         if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3280                             if (Dialog::currentScene().sound != 0) {
3281                                 playdialoguescenesound();
3282                             }
3283                         }
3284
3285                         for (unsigned j = 0; j < Person::players.size(); j++) {
3286                             Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3287                         }
3288                     }
3289                     //TODO: should these be KeyDown or KeyPressed?
3290                     if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3291                         Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3292                         Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3293                         Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3294                         Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3295                         Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3296                         Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3297                         Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3298                         Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3299                         Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3300                         int whichend;
3301                         if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
3302                             whichend = 1;
3303                         }
3304                         if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
3305                             whichend = 2;
3306                         }
3307                         if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
3308                             whichend = 3;
3309                         }
3310                         if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
3311                             whichend = 4;
3312                         }
3313                         if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
3314                             whichend = 5;
3315                         }
3316                         if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
3317                             whichend = 6;
3318                         }
3319                         if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
3320                             whichend = 7;
3321                         }
3322                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
3323                             whichend = 8;
3324                         }
3325                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
3326                             whichend = 9;
3327                         }
3328                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3329                             whichend = 0;
3330                         }
3331                         Dialog::currentScene().participantfacing[whichend] = facing;
3332                     }
3333                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3334                         Dialog::indialogue = -1;
3335                         Dialog::directing = false;
3336                         cameramode = 0;
3337                     }
3338                 }
3339                 if (!Dialog::directing) {
3340                     pause_sound(whooshsound);
3341                     viewer = Dialog::currentScene().camera;
3342                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3343                     yaw = Dialog::currentScene().camerayaw;
3344                     pitch = Dialog::currentScene().camerapitch;
3345                     if (Dialog::dialoguetime > 0.5) {
3346                         if (Input::isKeyPressed(attackkey)) {
3347                             Dialog::indialogue++;
3348                             if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3349                                 if (Dialog::currentScene().sound != 0) {
3350                                     playdialoguescenesound();
3351                                     if (Dialog::currentScene().sound == -5) {
3352                                         Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3353                                     }
3354                                     if (Dialog::currentScene().sound == -6) {
3355                                         hostile = 1;
3356                                     }
3357
3358                                     if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3359                                         Dialog::indialogue = -1;
3360                                         Dialog::directing = false;
3361                                         cameramode = 0;
3362                                     }
3363                                 }
3364                             }
3365                         }
3366                     }
3367                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3368                         Dialog::indialogue = -1;
3369                         Dialog::directing = false;
3370                         cameramode = 0;
3371                         if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3372                             hostile = 1;
3373                         }
3374                         if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3375                             windialogue = true;
3376                         }
3377                         if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3378                             hostile = 1;
3379                             for (unsigned i = 1; i < Person::players.size(); i++) {
3380                                 Person::players[i]->aitype = attacktypecutoff;
3381                             }
3382                         }
3383                     }
3384                 }
3385             }
3386
3387             if (!Person::players[0]->jumpkeydown) {
3388                 Person::players[0]->jumptogglekeydown = 0;
3389             }
3390             if (Person::players[0]->jumpkeydown &&
3391                 Person::players[0]->animTarget != jumpupanim &&
3392                 Person::players[0]->animTarget != jumpdownanim &&
3393                 !Person::players[0]->isFlip()) {
3394                 Person::players[0]->jumptogglekeydown = 1;
3395             }
3396
3397             Dialog::dialoguetime += multiplier;
3398             hawkyaw += multiplier * 25;
3399             realhawkcoords = 0;
3400             realhawkcoords.x = 25;
3401             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3402             hawkcalldelay -= multiplier / 2;
3403
3404             if (hawkcalldelay <= 0) {
3405                 emit_sound_at(hawksound, realhawkcoords);
3406
3407                 hawkcalldelay = 16 + abs(Random() % 8);
3408             }
3409
3410             doAttacks();
3411
3412             doPlayerCollisions();
3413
3414             doJumpReversals();
3415
3416             for (unsigned k = 0; k < Person::players.size(); k++) {
3417                 if (k != 0 && Person::players[k]->immobile) {
3418                     Person::players[k]->coords = Person::players[k]->realoldcoords;
3419                 }
3420             }
3421
3422             for (unsigned k = 0; k < Person::players.size(); k++) {
3423                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3424                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3425                         Person::players[k]->DoDamage(1000);
3426                     }
3427                 }
3428             }
3429
3430             //respawn
3431             static bool respawnkeydown;
3432             if (!editorenabled &&
3433                 (whichlevel != -2 &&
3434                      (Input::isKeyDown(SDL_SCANCODE_K) &&
3435                       Input::isKeyDown(SDL_SCANCODE_LALT) &&
3436                       devtools) ||
3437                  (Input::isKeyDown(jumpkey) &&
3438                   !respawnkeydown &&
3439                   !oldattackkey &&
3440                   Person::players[0]->dead))) {
3441                 targetlevel = whichlevel;
3442                 loading = 1;
3443                 leveltime = 5;
3444             }
3445             respawnkeydown = Input::isKeyDown(jumpkey);
3446
3447             static bool movekey;
3448
3449             //?
3450             for (unsigned i = 0; i < Person::players.size(); i++) {
3451                 static float oldtargetyaw;
3452                 if (!Person::players[i]->skeleton.free) {
3453                     oldtargetyaw = Person::players[i]->targetyaw;
3454                     if (i == 0 && !Dialog::inDialog()) {
3455                         //TODO: refactor repetitive code
3456                         if (!Animation::animations[Person::players[0]->animTarget].attack &&
3457                             Person::players[0]->animTarget != staggerbackhighanim &&
3458                             Person::players[0]->animTarget != staggerbackhardanim &&
3459                             Person::players[0]->animTarget != crouchremoveknifeanim &&
3460                             Person::players[0]->animTarget != removeknifeanim &&
3461                             Person::players[0]->animTarget != backhandspringanim &&
3462                             Person::players[0]->animTarget != dodgebackanim &&
3463                             Person::players[0]->animTarget != walljumprightkickanim &&
3464                             Person::players[0]->animTarget != walljumpleftkickanim) {
3465                             if (cameramode) {
3466                                 Person::players[0]->targetyaw = 0;
3467                             } else {
3468                                 Person::players[0]->targetyaw = -yaw + 180;
3469                             }
3470                         }
3471
3472                         facing = 0;
3473                         facing.z = -1;
3474
3475                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3476                         if (cameramode) {
3477                             facing = flatfacing;
3478                         } else {
3479                             facing = DoRotation(facing, -pitch, 0, 0);
3480                             facing = DoRotation(facing, 0, 0 - yaw, 0);
3481                         }
3482
3483                         Person::players[0]->lookyaw = -yaw;
3484
3485                         Person::players[i]->targetheadyaw = yaw;
3486                         Person::players[i]->targetheadpitch = pitch;
3487                     }
3488                     if (i != 0 && Person::players[i]->isPlayerControlled() && !Dialog::inDialog()) {
3489                         if (!Animation::animations[Person::players[i]->animTarget].attack &&
3490                             Person::players[i]->animTarget != staggerbackhighanim &&
3491                             Person::players[i]->animTarget != staggerbackhardanim &&
3492                             Person::players[i]->animTarget != crouchremoveknifeanim &&
3493                             Person::players[i]->animTarget != removeknifeanim &&
3494                             Person::players[i]->animTarget != backhandspringanim &&
3495                             Person::players[i]->animTarget != dodgebackanim &&
3496                             Person::players[i]->animTarget != walljumprightkickanim &&
3497                             Person::players[i]->animTarget != walljumpleftkickanim) {
3498                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3499                         }
3500
3501                         facing = 0;
3502                         facing.z = -1;
3503
3504                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3505
3506                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3507                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3508
3509                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3510                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3511                     }
3512                     if (Dialog::inDialog()) {
3513                         Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3514                         Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3515                     }
3516
3517                     if (leveltime < .5) {
3518                         numenvsounds = 0;
3519                     }
3520
3521                     Person::players[i]->avoidsomething = 0;
3522
3523                     //avoid flaming things
3524                     for (unsigned int j = 0; j < Object::objects.size(); j++) {
3525                         if (Object::objects[j]->onfire) {
3526                             if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
3527                                 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3528                                     distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3529                                     Person::players[i]->collided = 0;
3530                                     Person::players[i]->avoidcollided = 1;
3531                                     if (Person::players[i]->avoidsomething == 0 ||
3532                                         distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3533                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3534                                         Person::players[i]->avoidwhere = Object::objects[j]->position;
3535                                         Person::players[i]->avoidsomething = 1;
3536                                     }
3537                                 }
3538                             }
3539                         }
3540                     }
3541
3542                     //avoid flaming players
3543                     for (unsigned j = 0; j < Person::players.size(); j++) {
3544                         if (Person::players[j]->onfire) {
3545                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
3546                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3547                                     distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3548                                     Person::players[i]->collided = 0;
3549                                     Person::players[i]->avoidcollided = 1;
3550                                     if (Person::players[i]->avoidsomething == 0 ||
3551                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3552                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3553                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
3554                                         Person::players[i]->avoidsomething = 1;
3555                                     }
3556                                 }
3557                             }
3558                         }
3559                     }
3560
3561                     if (Person::players[i]->collided > .8) {
3562                         Person::players[i]->avoidcollided = 0;
3563                     }
3564
3565                     Person::players[i]->doAI();
3566
3567                     if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3568                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
3569                         Person::players[i]->forwardkeydown = 0;
3570                         Person::players[i]->leftkeydown = 0;
3571                         Person::players[i]->backkeydown = 0;
3572                         Person::players[i]->rightkeydown = 0;
3573                         Person::players[i]->jumpkeydown = 0;
3574                         Person::players[i]->attackkeydown = 0;
3575                         //Person::players[i]->crouchkeydown=0;
3576                         Person::players[i]->throwkeydown = 0;
3577                     }
3578
3579                     if (Dialog::inDialog()) {
3580                         Person::players[i]->forwardkeydown = 0;
3581                         Person::players[i]->leftkeydown = 0;
3582                         Person::players[i]->backkeydown = 0;
3583                         Person::players[i]->rightkeydown = 0;
3584                         Person::players[i]->jumpkeydown = 0;
3585                         Person::players[i]->crouchkeydown = 0;
3586                         Person::players[i]->drawkeydown = 0;
3587                         Person::players[i]->throwkeydown = 0;
3588                     }
3589
3590                     if (Person::players[i]->collided < -.3) {
3591                         Person::players[i]->collided = -.3;
3592                     }
3593                     if (Person::players[i]->collided > 1) {
3594                         Person::players[i]->collided = 1;
3595                     }
3596                     Person::players[i]->collided -= multiplier * 4;
3597                     Person::players[i]->whichdirectiondelay -= multiplier;
3598                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3599                         Person::players[i]->avoidcollided = -.3;
3600                         Person::players[i]->whichdirection = abs(Random() % 2);
3601                         Person::players[i]->whichdirectiondelay = .4;
3602                     }
3603                     if (Person::players[i]->avoidcollided > 1) {
3604                         Person::players[i]->avoidcollided = 1;
3605                     }
3606                     Person::players[i]->avoidcollided -= multiplier / 4;
3607                     if (!Person::players[i]->skeleton.free) {
3608                         Person::players[i]->stunned -= multiplier;
3609                         Person::players[i]->surprised -= multiplier;
3610                     }
3611                     if (i != 0 && Person::players[i]->surprised <= 0 &&
3612                         Person::players[i]->aitype == attacktypecutoff &&
3613                         !Person::players[i]->dead &&
3614                         !Person::players[i]->skeleton.free &&
3615                         Animation::animations[Person::players[i]->animTarget].attack == neutral) {
3616                         numresponded = 1;
3617                     }
3618
3619                     if (!Person::players[i]->throwkeydown) {
3620                         Person::players[i]->throwtogglekeydown = 0;
3621                     }
3622
3623                     //pick up weapon
3624                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3625                         if (!Person::players[i]->hasWeapon() &&
3626                             Person::players[i]->num_weapons < 2 &&
3627                             (Person::players[i]->isIdle() ||
3628                              Person::players[i]->isCrouch() ||
3629                              Person::players[i]->animTarget == sneakanim ||
3630                              Person::players[i]->animTarget == rollanim ||
3631                              Person::players[i]->animTarget == backhandspringanim ||
3632                              Person::players[i]->isFlip() ||
3633                              !Person::players[i]->isPlayerControlled())) {
3634                             for (unsigned j = 0; j < weapons.size(); j++) {
3635                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3636                                      Person::players[i]->isPlayerControlled()) &&
3637                                     weapons[j].owner == -1 &&
3638                                     !Person::players[i]->hasWeapon()) {
3639                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3640                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3641                                             if (Person::players[i]->isCrouch() ||
3642                                                 Person::players[i]->animTarget == sneakanim ||
3643                                                 Person::players[i]->isRun() ||
3644                                                 Person::players[i]->isIdle() ||
3645                                                 !Person::players[i]->isPlayerControlled()) {
3646                                                 Person::players[i]->throwtogglekeydown = 1;
3647                                                 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3648                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3649                                                 Person::players[i]->hasvictim = 0;
3650                                             }
3651                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3652                                                 Person::players[i]->throwtogglekeydown = 1;
3653                                                 Person::players[i]->hasvictim = 0;
3654
3655                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3656                                                      Person::players[i]->isPlayerControlled()) &&
3657                                                         weapons[j].owner == -1 ||
3658                                                     Person::players[i]->victim &&
3659                                                         weapons[j].owner == int(Person::players[i]->victim->id)) {
3660                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && !Person::players[i]->hasWeapon()) {
3661                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3662                                                             if (weapons[j].getType() != staff) {
3663                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3664                                                             }
3665
3666                                                             Person::players[i]->takeWeapon(j);
3667                                                         }
3668                                                     }
3669                                                 }
3670                                             }
3671                                         } else if ((Person::players[i]->isIdle() ||
3672                                                     Person::players[i]->isFlip() ||
3673                                                     !Person::players[i]->isPlayerControlled()) &&
3674                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3675                                                    Person::players[i]->coords.y < weapons[j].position.y) {
3676                                             if (!Person::players[i]->isFlip()) {
3677                                                 Person::players[i]->throwtogglekeydown = 1;
3678                                                 Person::players[i]->setTargetAnimation(removeknifeanim);
3679                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3680                                             }
3681                                             if (Person::players[i]->isFlip()) {
3682                                                 Person::players[i]->throwtogglekeydown = 1;
3683                                                 Person::players[i]->hasvictim = 0;
3684
3685                                                 for (unsigned k = 0; k < weapons.size(); k++) {
3686                                                     if (!Person::players[i]->hasWeapon()) {
3687                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3688                                                              Person::players[i]->isPlayerControlled()) &&
3689                                                                 weapons[k].owner == -1 ||
3690                                                             Person::players[i]->victim &&
3691                                                                 weapons[k].owner == int(Person::players[i]->victim->id)) {
3692                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3693                                                                 !Person::players[i]->hasWeapon()) {
3694                                                                 if (weapons[k].getType() != staff) {
3695                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3696                                                                 }
3697
3698                                                                 Person::players[i]->takeWeapon(k);
3699                                                             }
3700                                                         }
3701                                                     }
3702                                                 }
3703                                             }
3704                                         }
3705                                     }
3706                                 }
3707                             }
3708                             if (Person::players[i]->isCrouch() ||
3709                                 Person::players[i]->animTarget == sneakanim ||
3710                                 Person::players[i]->isRun() ||
3711                                 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3712                                 Person::players[i]->animTarget == backhandspringanim) {
3713                                 if (Person::players.size() > 1) {
3714                                     for (unsigned j = 0; j < Person::players.size(); j++) {
3715                                         if (!Person::players[i]->hasWeapon()) {
3716                                             if (j != i) {
3717                                                 if (Person::players[j]->num_weapons &&
3718                                                     Person::players[j]->skeleton.free &&
3719                                                     distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3720                                                     (((Person::players[j]->skeleton.forward.y < 0 &&
3721                                                        Person::players[j]->weaponstuckwhere == 0) ||
3722                                                       (Person::players[j]->skeleton.forward.y > 0 &&
3723                                                        Person::players[j]->weaponstuckwhere == 1)) ||
3724                                                      Person::players[j]->weaponstuck == -1 ||
3725                                                      Person::players[j]->num_weapons > 1)) {
3726                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3727                                                         Person::players[i]->throwtogglekeydown = 1;
3728                                                         Person::players[i]->victim = Person::players[j];
3729                                                         Person::players[i]->hasvictim = 1;
3730                                                         Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3731                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3732                                                     }
3733                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3734                                                         Person::players[i]->throwtogglekeydown = 1;
3735                                                         Person::players[i]->victim = Person::players[j];
3736                                                         Person::players[i]->hasvictim = 1;
3737                                                         int k = Person::players[j]->weaponids[0];
3738                                                         if (Person::players[i]->hasvictim) {
3739                                                             bool fleshstuck;
3740                                                             fleshstuck = 0;
3741                                                             if (Person::players[i]->victim->weaponstuck != -1) {
3742                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3743                                                                     fleshstuck = 1;
3744                                                                 }
3745                                                             }
3746                                                             if (!fleshstuck) {
3747                                                                 if (weapons[k].getType() != staff) {
3748                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3749                                                                 }
3750                                                             }
3751                                                             if (fleshstuck) {
3752                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3753                                                             }
3754
3755                                                             if (weapons[k].owner != -1) {
3756                                                                 if (Person::players[i]->victim->num_weapons == 1) {
3757                                                                     Person::players[i]->victim->num_weapons = 0;
3758                                                                 } else {
3759                                                                     Person::players[i]->victim->num_weapons = 1;
3760                                                                 }
3761
3762                                                                 Person::players[i]->victim->skeleton.longdead = 0;
3763                                                                 Person::players[i]->victim->skeleton.free = 1;
3764                                                                 Person::players[i]->victim->skeleton.broken = 0;
3765
3766                                                                 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3767                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3768                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
3769                                                                 }
3770
3771                                                                 XYZ relative;
3772                                                                 relative = 0;
3773                                                                 relative.y = 10;
3774                                                                 Normalise(&relative);
3775                                                                 XYZ footvel, footpoint;
3776                                                                 footvel = 0;
3777                                                                 footpoint = weapons[k].position;
3778                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
3779                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3780                                                                         if (bloodtoggle) {
3781                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3782                                                                         }
3783                                                                         weapons[k].bloody = 2;
3784                                                                         weapons[k].blooddrip = 5;
3785                                                                         Person::players[i]->victim->weaponstuck = -1;
3786                                                                         Person::players[i]->victim->bloodloss += 2000;
3787                                                                         Person::players[i]->victim->DoDamage(2000);
3788                                                                     }
3789                                                                 }
3790                                                                 if (Person::players[i]->victim->num_weapons > 0) {
3791                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
3792                                                                         Person::players[i]->victim->weaponstuck = 0;
3793                                                                     }
3794                                                                     if (Person::players[i]->victim->weaponids[0] == k) {
3795                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3796                                                                     }
3797                                                                 }
3798
3799                                                                 Person::players[i]->victim->weaponactive = -1;
3800
3801                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3802                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
3803                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3804                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3805                                                             }
3806                                                             Person::players[i]->takeWeapon(k);
3807                                                         }
3808                                                     }
3809                                                 }
3810                                             }
3811                                         }
3812                                     }
3813                                 }
3814                             }
3815                         }
3816                         if (Person::players[i]->hasWeapon() && Person::players[i]->isPlayerControlled()) {
3817                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3818                                 if (Person::players[i]->isIdle() ||
3819                                     Person::players[i]->isRun() ||
3820                                     Person::players[i]->isCrouch() ||
3821                                     Person::players[i]->animTarget == sneakanim ||
3822                                     Person::players[i]->isFlip()) {
3823                                     if (Person::players.size() > 1) {
3824                                         for (unsigned j = 0; j < Person::players.size(); j++) {
3825                                             if (i != j) {
3826                                                 if (!Tutorial::active || Tutorial::stage == 49) {
3827                                                     if (hostile) {
3828                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3829                                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3830                                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3831                                                             !Person::players[j]->skeleton.free &&
3832                                                             -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)) {
3833                                                             if (!Person::players[i]->isFlip()) {
3834                                                                 Person::players[i]->throwtogglekeydown = 1;
3835                                                                 Person::players[i]->victim = Person::players[j];
3836                                                                 Person::players[i]->setTargetAnimation(knifethrowanim);
3837                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3838                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3839                                                             }
3840                                                             if (Person::players[i]->isFlip()) {
3841                                                                 if (Person::players[i]->hasWeapon()) {
3842                                                                     Person::players[i]->throwtogglekeydown = 1;
3843                                                                     Person::players[i]->victim = Person::players[j];
3844                                                                     XYZ aim;
3845                                                                     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);
3846                                                                     Normalise(&aim);
3847
3848                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3849
3850                                                                     weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3851                                                                     Person::players[i]->num_weapons--;
3852                                                                     if (Person::players[i]->num_weapons) {
3853                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3854                                                                     }
3855                                                                     Person::players[i]->weaponactive = -1;
3856                                                                 }
3857                                                             }
3858                                                         }
3859                                                     }
3860                                                 }
3861                                             }
3862                                         }
3863                                     }
3864                                 }
3865                             }
3866                         }
3867                         if (Person::players[i]->hasWeapon() && Person::players[i]->isPlayerControlled()) {
3868                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3869                                 Person::players[i]->throwtogglekeydown = 1;
3870                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
3871                                 if (tempVelocity.x == 0) {
3872                                     tempVelocity.x = .1;
3873                                 }
3874                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3875                                 Person::players[i]->num_weapons--;
3876                                 if (Person::players[i]->num_weapons) {
3877                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3878                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
3879                                         Person::players[i]->weaponstuck = 0;
3880                                     }
3881                                 }
3882
3883                                 Person::players[i]->weaponactive = -1;
3884                                 for (unsigned j = 0; j < Person::players.size(); j++) {
3885                                     Person::players[j]->wentforweapon = 0;
3886                                 }
3887                             }
3888                         }
3889                     }
3890
3891                     //draw weapon
3892                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->hasWeapon())) {
3893                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3894                             (Person::players[i]->num_weapons == 2) &&
3895                                 (!Person::players[i]->hasWeapon()) &&
3896                                 Person::players[i]->isIdle() ||
3897                             Person::players[0]->dead &&
3898                                 (Person::players[i]->hasWeapon()) &&
3899                                 i != 0) {
3900                             bool isgood = true;
3901                             if (Person::players[i]->hasWeapon()) {
3902                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
3903                                     isgood = false;
3904                                 }
3905                             }
3906                             if (isgood && Person::players[i]->creature != wolftype) {
3907                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3908                                     Person::players[i]->setTargetAnimation(drawrightanim);
3909                                     Person::players[i]->drawtogglekeydown = 1;
3910                                 }
3911                                 if ((Person::players[i]->isIdle() ||
3912                                      (!Person::players[i]->isPlayerControlled() &&
3913                                       Person::players[0]->hasWeapon() &&
3914                                       Person::players[i]->isRun())) &&
3915                                     Person::players[i]->num_weapons &&
3916                                     weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3917                                     Person::players[i]->setTargetAnimation(drawleftanim);
3918                                     Person::players[i]->drawtogglekeydown = 1;
3919                                 }
3920                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3921                                     Person::players[i]->setTargetAnimation(crouchdrawrightanim);
3922                                     Person::players[i]->drawtogglekeydown = 1;
3923                                 }
3924                             }
3925                         }
3926                     }
3927
3928                     //clean weapon
3929                     if (Person::players[i]->hasWeapon()) {
3930                         if (Person::players[i]->isCrouch() &&
3931                             weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3932                             bloodtoggle &&
3933                             Person::players[i]->onterrain &&
3934                             Person::players[i]->num_weapons &&
3935                             Person::players[i]->attackkeydown &&
3936                             musictype != stream_fighttheme) {
3937                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
3938                                 Person::players[i]->setTargetAnimation(crouchstabanim);
3939                             }
3940                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
3941                                 Person::players[i]->setTargetAnimation(swordgroundstabanim);
3942                             }
3943                             Person::players[i]->hasvictim = 0;
3944                         }
3945                     }
3946
3947                     if (!Person::players[i]->drawkeydown) {
3948                         Person::players[i]->drawtogglekeydown = 0;
3949                     }
3950
3951                     XYZ absflatfacing;
3952                     if (i == 0) {
3953                         absflatfacing = 0;
3954                         absflatfacing.z = -1;
3955
3956                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
3957                     } else {
3958                         absflatfacing = flatfacing;
3959                     }
3960
3961                     if (Dialog::inDialog()) {
3962                         Person::players[i]->forwardkeydown = 0;
3963                         Person::players[i]->leftkeydown = 0;
3964                         Person::players[i]->backkeydown = 0;
3965                         Person::players[i]->rightkeydown = 0;
3966                         Person::players[i]->jumpkeydown = 0;
3967                         Person::players[i]->crouchkeydown = 0;
3968                         Person::players[i]->drawkeydown = 0;
3969                         Person::players[i]->throwkeydown = 0;
3970                     }
3971                     movekey = 0;
3972                     //Do controls
3973                     if (!Animation::animations[Person::players[i]->animTarget].attack &&
3974                         Person::players[i]->animTarget != staggerbackhighanim &&
3975                         Person::players[i]->animTarget != staggerbackhardanim &&
3976                         Person::players[i]->animTarget != backhandspringanim &&
3977                         Person::players[i]->animTarget != dodgebackanim) {
3978                         if (!Person::players[i]->forwardkeydown) {
3979                             Person::players[i]->forwardstogglekeydown = 0;
3980                         }
3981                         if (Person::players[i]->crouchkeydown) {
3982                             //Crouch
3983                             target = -2;
3984                             if (i == 0) {
3985                                 Person::players[i]->superruntoggle = 1;
3986                                 if (Person::players.size() > 1) {
3987                                     for (unsigned j = 0; j < Person::players.size(); j++) {
3988                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
3989                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
3990                                                 Person::players[i]->superruntoggle = 0;
3991                                             }
3992                                         }
3993                                     }
3994                                 }
3995                             }
3996
3997                             if (Person::players.size() > 1) {
3998                                 for (unsigned j = 0; j < Person::players.size(); j++) {
3999                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
4000                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4001                                             Person::players[j]->victim == Person::players[i] &&
4002                                             (Person::players[j]->animTarget == sweepanim ||
4003                                              Person::players[j]->animTarget == upunchanim ||
4004                                              Person::players[j]->animTarget == wolfslapanim ||
4005                                              ((Person::players[j]->animTarget == swordslashanim ||
4006                                                Person::players[j]->animTarget == knifeslashstartanim ||
4007                                                Person::players[j]->animTarget == staffhitanim ||
4008                                                Person::players[j]->animTarget == staffspinhitanim) &&
4009                                               distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4010                                             if (target >= 0) {
4011                                                 target = -1;
4012                                             } else {
4013                                                 target = j;
4014                                             }
4015                                         }
4016                                     }
4017                                 }
4018                             }
4019                             if (target >= 0) {
4020                                 Person::players[target]->Reverse();
4021                             }
4022                             Person::players[i]->lowreversaldelay = .5;
4023
4024                             if (Person::players[i]->isIdle()) {
4025                                 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
4026                                 Person::players[i]->transspeed = 10;
4027                             }
4028                             if (Person::players[i]->isRun() ||
4029                                 (Person::players[i]->isStop() &&
4030                                  (Person::players[i]->leftkeydown ||
4031                                   Person::players[i]->rightkeydown ||
4032                                   Person::players[i]->forwardkeydown ||
4033                                   Person::players[i]->backkeydown))) {
4034                                 Person::players[i]->setTargetAnimation(rollanim);
4035                                 Person::players[i]->transspeed = 20;
4036                             }
4037                         }
4038                         if (!Person::players[i]->crouchkeydown) {
4039                             //Uncrouch
4040                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
4041                                 Person::players[i]->superruntoggle = 0;
4042                             }
4043                             target = -2;
4044                             if (Person::players[i]->isCrouch()) {
4045                                 if (Person::players.size() > 1) {
4046                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4047                                         if (j != i &&
4048                                             !Person::players[j]->skeleton.free &&
4049                                             Person::players[j]->victim &&
4050                                             Person::players[i]->highreversaldelay <= 0) {
4051                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4052                                                 Person::players[j]->victim == Person::players[i] &&
4053                                                 (Person::players[j]->animTarget == spinkickanim) &&
4054                                                 Person::players[i]->isCrouch()) {
4055                                                 if (target >= 0) {
4056                                                     target = -1;
4057                                                 } else {
4058                                                     target = j;
4059                                                 }
4060                                             }
4061                                         }
4062                                     }
4063                                 }
4064                                 if (target >= 0) {
4065                                     Person::players[target]->Reverse();
4066                                 }
4067                                 Person::players[i]->highreversaldelay = .5;
4068
4069                                 if (Person::players[i]->isCrouch()) {
4070                                     if (!Person::players[i]->wasCrouch()) {
4071                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4072                                         Person::players[i]->frameCurrent = 0;
4073                                     }
4074                                     Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4075                                     Person::players[i]->transspeed = 10;
4076                                 }
4077                             }
4078                             if (Person::players[i]->animTarget == sneakanim) {
4079                                 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4080                                 Person::players[i]->transspeed = 10;
4081                             }
4082                         }
4083                         if (Person::players[i]->forwardkeydown) {
4084                             if (Person::players[i]->isIdle() ||
4085                                 (Person::players[i]->isStop() &&
4086                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4087                                 (Person::players[i]->isLanding() &&
4088                                  Person::players[i]->frameTarget > 0 &&
4089                                  !Person::players[i]->jumpkeydown) ||
4090                                 (Person::players[i]->isLandhard() &&
4091                                  Person::players[i]->frameTarget > 0 &&
4092                                  !Person::players[i]->jumpkeydown &&
4093                                  Person::players[i]->crouchkeydown)) {
4094                                 if (Person::players[i]->aitype == passivetype) {
4095                                     Person::players[i]->setTargetAnimation(walkanim);
4096                                 } else {
4097                                     Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4098                                 }
4099                             }
4100                             if (Person::players[i]->isCrouch()) {
4101                                 Person::players[i]->animTarget = sneakanim;
4102                                 if (Person::players[i]->wasCrouch()) {
4103                                     Person::players[i]->target = 0;
4104                                 }
4105                                 Person::players[i]->frameTarget = 0;
4106                             }
4107                             if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||!Person::players[i]->isPlayerControlled())*/) {
4108                                 Person::players[i]->setTargetAnimation(climbanim);
4109                                 Person::players[i]->frameTarget = 1;
4110                                 Person::players[i]->jumpclimb = 1;
4111                             }
4112                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4113                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4114                             }
4115                             Person::players[i]->forwardstogglekeydown = 1;
4116                             movekey = 1;
4117                         }
4118                         if (Person::players[i]->rightkeydown) {
4119                             if (Person::players[i]->isIdle() ||
4120                                 (Person::players[i]->isStop() &&
4121                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4122                                 (Person::players[i]->isLanding() &&
4123                                  Person::players[i]->frameTarget > 0 &&
4124                                  !Person::players[i]->jumpkeydown) ||
4125                                 (Person::players[i]->isLandhard() &&
4126                                  Person::players[i]->frameTarget > 0 &&
4127                                  !Person::players[i]->jumpkeydown &&
4128                                  Person::players[i]->crouchkeydown)) {
4129                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4130                             }
4131                             if (Person::players[i]->isCrouch()) {
4132                                 Person::players[i]->animTarget = sneakanim;
4133                                 if (Person::players[i]->wasCrouch()) {
4134                                     Person::players[i]->target = 0;
4135                                 }
4136                                 Person::players[i]->frameTarget = 0;
4137                             }
4138                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4139                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4140                             }
4141                             Person::players[i]->targetyaw -= 90;
4142                             if (Person::players[i]->forwardkeydown) {
4143                                 Person::players[i]->targetyaw += 45;
4144                             }
4145                             if (Person::players[i]->backkeydown) {
4146                                 Person::players[i]->targetyaw -= 45;
4147                             }
4148                             movekey = 1;
4149                         }
4150                         if (Person::players[i]->leftkeydown) {
4151                             if (Person::players[i]->isIdle() ||
4152                                 (Person::players[i]->isStop() &&
4153                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4154                                 (Person::players[i]->isLanding() &&
4155                                  Person::players[i]->frameTarget > 0 &&
4156                                  !Person::players[i]->jumpkeydown) ||
4157                                 (Person::players[i]->isLandhard() &&
4158                                  Person::players[i]->frameTarget > 0 &&
4159                                  !Person::players[i]->jumpkeydown &&
4160                                  Person::players[i]->crouchkeydown)) {
4161                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4162                             }
4163                             if (Person::players[i]->isCrouch()) {
4164                                 Person::players[i]->animTarget = sneakanim;
4165                                 if (Person::players[i]->wasCrouch()) {
4166                                     Person::players[i]->target = 0;
4167                                 }
4168                                 Person::players[i]->frameTarget = 0;
4169                             }
4170                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4171                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4172                             }
4173                             Person::players[i]->targetyaw += 90;
4174                             if (Person::players[i]->forwardkeydown) {
4175                                 Person::players[i]->targetyaw -= 45;
4176                             }
4177                             if (Person::players[i]->backkeydown) {
4178                                 Person::players[i]->targetyaw += 45;
4179                             }
4180                             movekey = 1;
4181                         }
4182                         if (Person::players[i]->backkeydown) {
4183                             if (Person::players[i]->isIdle() ||
4184                                 (Person::players[i]->isStop() &&
4185                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4186                                 (Person::players[i]->isLanding() &&
4187                                  Person::players[i]->frameTarget > 0 &&
4188                                  !Person::players[i]->jumpkeydown) ||
4189                                 (Person::players[i]->isLandhard() &&
4190                                  Person::players[i]->frameTarget > 0 &&
4191                                  !Person::players[i]->jumpkeydown &&
4192                                  Person::players[i]->crouchkeydown)) {
4193                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4194                             }
4195                             if (Person::players[i]->isCrouch()) {
4196                                 Person::players[i]->animTarget = sneakanim;
4197                                 if (Person::players[i]->wasCrouch()) {
4198                                     Person::players[i]->target = 0;
4199                                 }
4200                                 Person::players[i]->frameTarget = 0;
4201                             }
4202                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4203                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4204                             }
4205                             if (Person::players[i]->animTarget == hanganim) {
4206                                 Person::players[i]->animCurrent = jumpdownanim;
4207                                 Person::players[i]->animTarget = jumpdownanim;
4208                                 Person::players[i]->target = 0;
4209                                 Person::players[i]->frameCurrent = 0;
4210                                 Person::players[i]->frameTarget = 1;
4211                                 Person::players[i]->velocity = 0;
4212                                 Person::players[i]->velocity.y += gravity;
4213                                 Person::players[i]->coords.y -= 1.4;
4214                                 Person::players[i]->grabdelay = 1;
4215                             }
4216                             if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
4217                                 Person::players[i]->targetyaw += 180;
4218                             }
4219                             movekey = 1;
4220                         }
4221                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4222                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4223                                   Person::players[i]->isRun() ||
4224                                   Person::players[i]->animTarget == walkanim ||
4225                                   Person::players[i]->isCrouch() ||
4226                                   Person::players[i]->animTarget == sneakanim) &&
4227                                  Person::players[i]->jumppower > 1) &&
4228                                 ((Person::players[i]->animTarget != rabbitrunninganim &&
4229                                   Person::players[i]->animTarget != wolfrunninganim) ||
4230                                  i != 0)) {
4231                                 Person::players[i]->jumpstart = 0;
4232                                 Person::players[i]->setTargetAnimation(jumpupanim);
4233                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
4234                                 Person::players[i]->transspeed = 20;
4235                                 Person::players[i]->FootLand(leftfoot, 1);
4236                                 Person::players[i]->FootLand(rightfoot, 1);
4237
4238                                 facing = 0;
4239                                 facing.z = -1;
4240                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4241
4242                                 if (movekey) {
4243                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4244                                 }
4245                                 if (!movekey) {
4246                                     Person::players[i]->velocity = 0;
4247                                 }
4248
4249                                 //Dodge sweep?
4250                                 target = -2;
4251                                 if (Person::players.size() > 1) {
4252                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4253                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4254                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4255                                                 (Person::players[j]->victim == Person::players[i]) &&
4256                                                 (Person::players[j]->animTarget == sweepanim)) {
4257                                                 if (target >= 0) {
4258                                                     target = -1;
4259                                                 } else {
4260                                                     target = j;
4261                                                 }
4262                                             }
4263                                         }
4264                                     }
4265                                 }
4266                                 if (target >= 0) {
4267                                     Person::players[i]->velocity.y = 1;
4268                                 } else if (Person::players[i]->crouchkeydown || !Person::players[i]->isPlayerControlled()) {
4269                                     Person::players[i]->velocity.y = 7;
4270                                     Person::players[i]->crouchtogglekeydown = 1;
4271                                 } else {
4272                                     Person::players[i]->velocity.y = 5;
4273                                 }
4274
4275                                 if (mousejump && i == 0 && devtools) {
4276                                     if (!Person::players[i]->isLanding()) {
4277                                         Person::players[i]->tempdeltav = deltav;
4278                                     }
4279                                     if (Person::players[i]->tempdeltav < 0) {
4280                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4281                                     }
4282                                 }
4283
4284                                 Person::players[i]->coords.y += .2;
4285                                 Person::players[i]->jumppower -= 1;
4286
4287                                 if (!i) {
4288                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4289                                 }
4290
4291                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4292                             }
4293                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4294                                 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4295                                 Person::players[i]->frameTarget = 2;
4296                                 Person::players[i]->landhard = 0;
4297                                 Person::players[i]->jumpstart = 1;
4298                                 Person::players[i]->tempdeltav = deltav;
4299                             }
4300                             if (Person::players[i]->animTarget == jumpupanim &&
4301                                 (((!floatjump &&
4302                                    !editorenabled) ||
4303                                   !devtools) ||
4304                                  !Person::players[i]->isPlayerControlled())) {
4305                                 if (Person::players[i]->jumppower > multiplier * 6) {
4306                                     Person::players[i]->velocity.y += multiplier * 6;
4307                                     Person::players[i]->jumppower -= multiplier * 6;
4308                                 }
4309                                 if (Person::players[i]->jumppower <= multiplier * 6) {
4310                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
4311                                     Person::players[i]->jumppower = 0;
4312                                 }
4313                             }
4314                             if (((floatjump || editorenabled) && devtools) && i == 0) {
4315                                 Person::players[i]->velocity.y += multiplier * 30;
4316                             }
4317                         }
4318
4319                         if (!movekey) {
4320                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4321                                 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4322                             }
4323                             if (Person::players[i]->animTarget == sneakanim) {
4324                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4325                                 if (Person::players[i]->animCurrent == sneakanim) {
4326                                     Person::players[i]->target = 0;
4327                                 }
4328                                 Person::players[i]->frameTarget = 0;
4329                             }
4330                         }
4331                         if (Person::players[i]->animTarget == walkanim &&
4332                             (Person::players[i]->aitype == attacktypecutoff ||
4333                              Person::players[i]->aitype == searchtype ||
4334                              (Person::players[i]->aitype == passivetype &&
4335                               Person::players[i]->numwaypoints <= 1))) {
4336                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4337                         }
4338                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
4339                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4340                         }
4341                     }
4342                 }
4343                 if (Person::players[i]->animTarget == rollanim) {
4344                     Person::players[i]->targetyaw = oldtargetyaw;
4345                 }
4346             }
4347
4348             //Rotation
4349             for (unsigned k = 0; k < Person::players.size(); k++) {
4350                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4351                     if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
4352                         Person::players[k]->yaw -= 360;
4353                     } else {
4354                         Person::players[k]->yaw += 360;
4355                     }
4356                 }
4357
4358                 //stop to turn in right direction
4359                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
4360                     Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4361                 }
4362
4363                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
4364                     Person::players[k]->targettilt = 0;
4365                 }
4366
4367                 if (Person::players[k]->animTarget != jumpupanim &&
4368                     Person::players[k]->animTarget != backhandspringanim &&
4369                     Person::players[k]->animTarget != jumpdownanim &&
4370                     !Person::players[k]->isFlip()) {
4371                     Person::players[k]->targettilt = 0;
4372                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
4373                         Person::players[k]->jumppower = 0;
4374                     }
4375                     Person::players[k]->jumppower += multiplier * 7;
4376                     if (Person::players[k]->isCrouch()) {
4377                         Person::players[k]->jumppower += multiplier * 7;
4378                     }
4379                     if (Person::players[k]->jumppower > 5) {
4380                         Person::players[k]->jumppower = 5;
4381                     }
4382                 }
4383
4384                 if (Person::players[k]->isRun()) {
4385                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4386                 }
4387
4388                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4389                 Person::players[k]->grabdelay -= multiplier;
4390             }
4391
4392             //do animations
4393             for (unsigned k = 0; k < Person::players.size(); k++) {
4394                 Person::players[k]->DoAnimations();
4395                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4396                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4397             }
4398
4399             //do stuff
4400             Object::DoStuff();
4401
4402             for (int j = numenvsounds - 1; j >= 0; j--) {
4403                 envsoundlife[j] -= multiplier;
4404                 if (envsoundlife[j] < 0) {
4405                     numenvsounds--;
4406                     envsoundlife[j] = envsoundlife[numenvsounds];
4407                     envsound[j] = envsound[numenvsounds];
4408                 }
4409             }
4410             OPENAL_SetFrequency(OPENAL_ALL, slomo);
4411
4412             if (Tutorial::active) {
4413                 Tutorial::DoStuff(multiplier);
4414             }
4415
4416             //3d sound
4417             static float gLoc[3];
4418             gLoc[0] = viewer.x;
4419             gLoc[1] = viewer.y;
4420             gLoc[2] = viewer.z;
4421             static float vel[3];
4422             vel[0] = (viewer.x - oldviewer.x) / multiplier;
4423             vel[1] = (viewer.y - oldviewer.y) / multiplier;
4424             vel[2] = (viewer.z - oldviewer.z) / multiplier;
4425
4426             //Set orientation with forward and up vectors
4427             static XYZ upvector;
4428             upvector = 0;
4429             upvector.z = -1;
4430
4431             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4432             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4433
4434             facing = 0;
4435             facing.z = -1;
4436
4437             facing = DoRotation(facing, -pitch, 0, 0);
4438             facing = DoRotation(facing, 0, 0 - yaw, 0);
4439
4440             static float ori[6];
4441             ori[0] = -facing.x;
4442             ori[1] = facing.y;
4443             ori[2] = -facing.z;
4444             ori[3] = -upvector.x;
4445             ori[4] = upvector.y;
4446             ori[5] = -upvector.z;
4447
4448             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4449             OPENAL_Update();
4450
4451             oldviewer = viewer;
4452         }
4453     }
4454 }
4455
4456 void Game::TickOnce()
4457 {
4458     if (mainmenu) {
4459         yaw += multiplier * 5;
4460     } else if (Dialog::directing || !Dialog::inDialog()) {
4461         yaw += deltah * .7;
4462         if (invertmouse) {
4463             pitch -= deltav * .7;
4464         } else {
4465             pitch += deltav * .7;
4466         }
4467         if (pitch > 90) {
4468             pitch = 90;
4469         }
4470         if (pitch < -70) {
4471             pitch = -70;
4472         }
4473     }
4474 }
4475
4476 void Game::TickOnceAfter()
4477 {
4478     static XYZ colviewer;
4479     static XYZ coltarget;
4480     static XYZ target;
4481     static XYZ col;
4482     static XYZ facing;
4483     static float changedelay;
4484     static bool alldead;
4485     static float unseendelay;
4486     static float cameraspeed;
4487
4488     if (!mainmenu) {
4489         static int oldmusictype = musictype;
4490
4491         if (environment == snowyenvironment) {
4492             leveltheme = stream_snowtheme;
4493         }
4494         if (environment == grassyenvironment) {
4495             leveltheme = stream_grasstheme;
4496         }
4497         if (environment == desertenvironment) {
4498             leveltheme = stream_deserttheme;
4499         }
4500
4501         realthreat = 0;
4502
4503         musictype = leveltheme;
4504         for (unsigned i = 0; i < Person::players.size(); i++) {
4505             if ((Person::players[i]->aitype == attacktypecutoff ||
4506                  Person::players[i]->aitype == getweapontype ||
4507                  Person::players[i]->aitype == gethelptype ||
4508                  Person::players[i]->aitype == searchtype) &&
4509                 !Person::players[i]->dead &&
4510                 !Person::players[i]->isPlayerFriend() &&
4511                 (Person::players[i]->animTarget != sneakattackedanim &&
4512                  Person::players[i]->animTarget != knifesneakattackedanim &&
4513                  Person::players[i]->animTarget != swordsneakattackedanim)) {
4514                 musictype = stream_fighttheme;
4515                 realthreat = 1;
4516             }
4517         }
4518         if (Person::players[0]->dead) {
4519             musictype = stream_menutheme;
4520         }
4521
4522         if (musictype == stream_fighttheme) {
4523             unseendelay = 1;
4524         }
4525
4526         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4527             unseendelay -= multiplier;
4528             if (unseendelay > 0) {
4529                 musictype = stream_fighttheme;
4530             }
4531         }
4532
4533         if (loading == 2) {
4534             musictype = stream_menutheme;
4535             musicvolume[2] = 512;
4536             musicvolume[0] = 0;
4537             musicvolume[1] = 0;
4538             musicvolume[3] = 0;
4539         }
4540
4541         if (musictoggle) {
4542             if (musictype != oldmusictype && musictype == stream_fighttheme) {
4543                 emit_sound_np(alarmsound);
4544             }
4545         }
4546         musicselected = musictype;
4547
4548         if (musicselected == leveltheme) {
4549             musicvolume[0] += multiplier * 450;
4550         } else {
4551             musicvolume[0] -= multiplier * 450;
4552         }
4553         if (musicselected == stream_fighttheme) {
4554             musicvolume[1] += multiplier * 450;
4555         } else {
4556             musicvolume[1] -= multiplier * 450;
4557         }
4558         if (musicselected == stream_menutheme) {
4559             musicvolume[2] += multiplier * 450;
4560         } else {
4561             musicvolume[2] -= multiplier * 450;
4562         }
4563
4564         for (int i = 0; i < 3; i++) {
4565             if (musicvolume[i] < 0) {
4566                 musicvolume[i] = 0;
4567             }
4568             if (musicvolume[i] > 512) {
4569                 musicvolume[i] = 512;
4570             }
4571         }
4572
4573         if (musicvolume[2] > 128 && !loading && !mainmenu) {
4574             musicvolume[2] = 128;
4575         }
4576
4577         if (musictoggle) {
4578             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
4579                 emit_stream_np(leveltheme, musicvolume[0]);
4580             }
4581             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
4582                 emit_stream_np(stream_fighttheme, musicvolume[1]);
4583             }
4584             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
4585                 emit_stream_np(stream_menutheme, musicvolume[2]);
4586             }
4587             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
4588                 pause_sound(leveltheme);
4589             }
4590             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
4591                 pause_sound(stream_fighttheme);
4592             }
4593             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
4594                 pause_sound(stream_menutheme);
4595             }
4596
4597             if (musicvolume[0] != oldmusicvolume[0]) {
4598                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4599             }
4600             if (musicvolume[1] != oldmusicvolume[1]) {
4601                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4602             }
4603             if (musicvolume[2] != oldmusicvolume[2]) {
4604                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4605             }
4606
4607             for (int i = 0; i < 3; i++) {
4608                 oldmusicvolume[i] = musicvolume[i];
4609             }
4610         } else {
4611             pause_sound(leveltheme);
4612             pause_sound(stream_fighttheme);
4613             pause_sound(stream_menutheme);
4614
4615             for (int i = 0; i < 4; i++) {
4616                 oldmusicvolume[i] = 0;
4617                 musicvolume[i] = 0;
4618             }
4619         }
4620
4621         Hotspot::killhotspot = 2;
4622         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4623             if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4624                 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
4625                     Hotspot::killhotspot = 0;
4626                 } else if (Hotspot::killhotspot == 2) {
4627                     Hotspot::killhotspot = 1;
4628                 }
4629             }
4630         }
4631         if (Hotspot::killhotspot == 2) {
4632             Hotspot::killhotspot = 0;
4633         }
4634
4635         winhotspot = false;
4636         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4637             if (Hotspot::hotspots[i].type == -1) {
4638                 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4639                     winhotspot = true;
4640                 }
4641             }
4642         }
4643
4644         int numalarmed = 0;
4645         for (unsigned i = 1; i < Person::players.size(); i++) {
4646             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4647                 numalarmed++;
4648             }
4649         }
4650         if (numalarmed > maxalarmed) {
4651             maxalarmed = numalarmed;
4652         }
4653
4654         if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4655             if (Person::players[0]->dead) {
4656                 changedelay = 1;
4657                 targetlevel = whichlevel;
4658             }
4659             alldead = true;
4660             for (unsigned i = 1; i < Person::players.size(); i++) {
4661               if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1 && !Person::players[i]->isPlayerFriend()) {
4662                     alldead = false;
4663                     break;
4664                 }
4665             }
4666
4667             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4668                 changedelay = 1;
4669                 targetlevel = whichlevel + 1;
4670                 if (targetlevel > numchallengelevels - 1) {
4671                     targetlevel = 0;
4672                 }
4673             }
4674             if (winhotspot || windialogue) {
4675                 changedelay = 0.1;
4676                 targetlevel = whichlevel + 1;
4677                 if (targetlevel > numchallengelevels - 1) {
4678                     targetlevel = 0;
4679                 }
4680             }
4681
4682             if (Hotspot::killhotspot) {
4683                 changedelay = 1;
4684                 targetlevel = whichlevel + 1;
4685                 if (targetlevel > numchallengelevels - 1) {
4686                     targetlevel = 0;
4687                 }
4688             }
4689
4690             if (changedelay > 0 && !Person::players[0]->dead && !won) {
4691                 //high scores, awards, win
4692                 if (campaign) {
4693                     Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4694                     scoreadded = 1;
4695                 } else {
4696                     wonleveltime = leveltime;
4697                     Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4698                 }
4699                 won = 1;
4700                 Account::saveFile(Folders::getUserSavePath());
4701             }
4702         }
4703
4704         if (!winfreeze) {
4705
4706             if (leveltime < 1) {
4707                 loading = 0;
4708                 changedelay = .1;
4709                 alldead = false;
4710                 winhotspot = false;
4711                 Hotspot::killhotspot = 0;
4712             }
4713
4714             if (!editorenabled && gameon && !mainmenu) {
4715                 if (changedelay != -999) {
4716                     changedelay -= multiplier / 7;
4717                 }
4718                 if (Person::players[0]->dead) {
4719                     targetlevel = whichlevel;
4720                 }
4721                 if (loading == 2 && !campaign) {
4722                     flash();
4723
4724                     fireSound(firestartsound);
4725
4726                     if (!Person::players[0]->dead && targetlevel != whichlevel) {
4727                         startbonustotal = bonustotal;
4728                     }
4729
4730                     LoadLevel(targetlevel);
4731                     fireSound();
4732
4733                     loading = 3;
4734                 }
4735                 if (loading == 2 && targetlevel == whichlevel) {
4736                     flash();
4737                     loadtime = 0;
4738
4739                     fireSound(firestartsound);
4740
4741                     LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4742
4743                     fireSound();
4744
4745                     loading = 3;
4746                 }
4747                 if (changedelay <= -999 &&
4748                     whichlevel != -2 &&
4749                     !loading &&
4750                     (Person::players[0]->dead ||
4751                      (alldead && maptype == mapkilleveryone) ||
4752                      (winhotspot) ||
4753                      (Hotspot::killhotspot))) {
4754                     loading = 1;
4755                 }
4756                 if ((Person::players[0]->dead ||
4757                      (alldead && maptype == mapkilleveryone) ||
4758                      (winhotspot) ||
4759                      (windialogue) ||
4760                      (Hotspot::killhotspot)) &&
4761                     changedelay <= 0) {
4762                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4763                         winfreeze = true;
4764                         changedelay = -999;
4765                     }
4766                     if (Person::players[0]->dead) {
4767                         loading = 1;
4768                     }
4769                 }
4770             }
4771
4772             if (campaign) {
4773                 // campaignchoosenext determines what to do when the level is complete:
4774                 // 0 = load next level
4775                 // 1 = go back to level select screen
4776                 // 2 = stealthload next level
4777                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4778                     if (campaignlevels[actuallevel].nextlevel.empty()) {
4779                         endgame = 1;
4780                     }
4781                 } else if (mainmenu == 0 && winfreeze) {
4782                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4783
4784                     if (!stealthloading) {
4785                         fireSound(firestartsound);
4786
4787                         flash();
4788                     }
4789
4790                     startbonustotal = 0;
4791
4792                     LoadCampaign();
4793
4794                     loading = 2;
4795                     loadtime = 0;
4796                     targetlevel = 7;
4797                     if (!firstLoadDone) {
4798                         LoadStuff();
4799                     }
4800                     whichchoice = 0;
4801                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
4802                     visibleloading = true;
4803                     stillloading = 1;
4804                     LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4805                     campaign = 1;
4806                     mainmenu = 0;
4807                     gameon = 1;
4808                     pause_sound(stream_menutheme);
4809
4810                     stealthloading = 0;
4811                 }
4812             }
4813
4814             if (loading == 3) {
4815                 loading = 0;
4816             }
4817         }
4818
4819         oldmusictype = musictype;
4820     }
4821
4822     facing = 0;
4823     facing.z = -1;
4824
4825     facing = DoRotation(facing, -pitch, 0, 0);
4826     facing = DoRotation(facing, 0, 0 - yaw, 0);
4827     viewerfacing = facing;
4828
4829     if (!cameramode) {
4830         if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
4831             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;
4832         } else {
4833             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;
4834         }
4835         target.y += .1;
4836         if (Person::players[0]->skeleton.free) {
4837             for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4838                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
4839                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4840                 }
4841             }
4842             target.y += .1;
4843         }
4844         if (Person::players[0]->skeleton.free != 2) {
4845             cameraspeed = 20;
4846             if (findLengthfast(&Person::players[0]->velocity) > 400) {
4847                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4848             }
4849             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
4850                 target.y += 1.4;
4851             }
4852             coltarget = target - cameraloc;
4853             if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
4854                 cameraloc = target;
4855             } else {
4856                 Normalise(&coltarget);
4857                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
4858                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4859                 } else {
4860                     cameraloc = cameraloc + coltarget * multiplier * 8;
4861                 }
4862             }
4863             if (editorenabled) {
4864                 cameraloc = target;
4865             }
4866             cameradist += multiplier * 5;
4867             if (cameradist > 2.3) {
4868                 cameradist = 2.3;
4869             }
4870             viewer = cameraloc - facing * cameradist;
4871             colviewer = viewer;
4872             coltarget = cameraloc;
4873             Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4874             for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4875                 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4876                 colviewer = viewer;
4877                 coltarget = cameraloc;
4878                 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4879                     viewer = col;
4880                 }
4881             }
4882             for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4883                 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4884                 colviewer = viewer;
4885                 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4886                     viewer = colviewer;
4887                 }
4888             }
4889             cameradist = findDistance(&viewer, &target);
4890             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4891             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4892                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4893             }
4894         }
4895         if (camerashake > .8) {
4896             camerashake = .8;
4897         }
4898         woozy += multiplier;
4899         if (Person::players[0]->dead) {
4900             camerashake = 0;
4901         }
4902         if (Person::players[0]->dead) {
4903             woozy = 0;
4904         }
4905         camerashake -= multiplier * 2;
4906         blackout -= multiplier * 2;
4907         if (camerashake < 0) {
4908             camerashake = 0;
4909         }
4910         if (blackout < 0) {
4911             blackout = 0;
4912         }
4913         if (camerashake) {
4914             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4915             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4916             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
4917         }
4918     }
4919 }