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Enhancements to devtools input processing code
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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 const char* rabbitskin[] = {
152     "Textures/Fur3.jpg",
153     "Textures/Fur.jpg",
154     "Textures/Fur2.jpg",
155     "Textures/Lynx.jpg",
156     "Textures/Otter.jpg",
157     "Textures/Opal.jpg",
158     "Textures/Sable.jpg",
159     "Textures/Chocolate.jpg",
160     "Textures/BW2.jpg",
161     "Textures/WB2.jpg"
162 };
163
164 const char* wolfskin[] = {
165     "Textures/Wolf.jpg",
166     "Textures/DarkWolf.jpg",
167     "Textures/SnowWolf.jpg"
168 };
169
170 const char** creatureskin[] = { rabbitskin, wolfskin };
171
172 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
173 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
174
175 // utility functions
176
177 // TODO: this is slightly incorrect
178 float roughDirection(XYZ vec)
179 {
180     Normalise(&vec);
181     float angle = -asin(-vec.x) * 180 / M_PI;
182     if (vec.z < 0) {
183         angle = 180 - angle;
184     }
185     return angle;
186 }
187 float roughDirectionTo(XYZ start, XYZ end)
188 {
189     return roughDirection(end - start);
190 }
191 inline float pitchOf(XYZ vec)
192 {
193     Normalise(&vec);
194     return -asin(vec.y) * 180 / M_PI;
195 }
196 float pitchTo(XYZ start, XYZ end)
197 {
198     return pitchOf(end - start);
199 }
200 float sq(float n)
201 {
202     return n * n;
203 }
204 inline float stepTowardf(float from, float to, float by)
205 {
206     if (fabs(from - to) < by) {
207         return to;
208     } else if (from > to) {
209         return from - by;
210     } else {
211         return from + by;
212     }
213 }
214
215 void Game::playdialoguescenesound()
216 {
217     XYZ temppos;
218     temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
219     temppos = temppos - viewer;
220     Normalise(&temppos);
221     temppos += viewer;
222
223     int sound = -1;
224     switch (Dialog::currentScene().sound) {
225         case -6:
226             sound = alarmsound;
227             break;
228         case -4:
229             sound = consolefailsound;
230             break;
231         case -3:
232             sound = consolesuccesssound;
233             break;
234         case -2:
235             sound = firestartsound;
236             break;
237         case -1:
238             sound = fireendsound;
239             break;
240         case 1:
241             sound = rabbitchitter;
242             break;
243         case 2:
244             sound = rabbitchitter2;
245             break;
246         case 3:
247             sound = rabbitpainsound;
248             break;
249         case 4:
250             sound = rabbitpain1sound;
251             break;
252         case 5:
253             sound = rabbitattacksound;
254             break;
255         case 6:
256             sound = rabbitattack2sound;
257             break;
258         case 7:
259             sound = rabbitattack3sound;
260             break;
261         case 8:
262             sound = rabbitattack4sound;
263             break;
264         case 9:
265             sound = growlsound;
266             break;
267         case 10:
268             sound = growl2sound;
269             break;
270         case 11:
271             sound = snarlsound;
272             break;
273         case 12:
274             sound = snarl2sound;
275             break;
276         case 13:
277             sound = barksound;
278             break;
279         case 14:
280             sound = bark2sound;
281             break;
282         case 15:
283             sound = bark3sound;
284             break;
285         case 16:
286             sound = barkgrowlsound;
287             break;
288         default:
289             break;
290     }
291     if (sound != -1) {
292         emit_sound_at(sound, temppos);
293     }
294 }
295
296 // ================================================================
297
298 int Game::findClosestPlayer()
299 {
300     int closest = -1;
301     float closestdist = std::numeric_limits<float>::max();
302
303     for (unsigned int i = 1; i < Person::players.size(); i++) {
304         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
305         if (distance < closestdist) {
306             closestdist = distance;
307             closest = (int)i;
308         }
309     }
310     return closest;
311 }
312
313 static int findClosestObject()
314 {
315     int closest = -1;
316     float closestdist = std::numeric_limits<float>::max();
317
318     for (unsigned int i = 0; i < Object::objects.size(); i++) {
319         float distance = distsq(&Object::objects[i]->position,
320                                 &Person::players[0]->coords);
321         if (distance < closestdist) {
322             closestdist = distance;
323             closest = (int)i;
324         }
325     }
326     return closest;
327 }
328
329 static void cmd_dispatch(const string cmd)
330 {
331     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
332
333     for (i = 0; i < n_cmds; i++) {
334         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
335             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
336             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
337             break;
338         }
339     }
340     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
341 }
342
343 /********************> Tick() <*****/
344 extern bool save_screenshot(const char* fname);
345 void Screenshot(void)
346 {
347     char filename[1024];
348     time_t t = time(NULL);
349     struct tm* tme = localtime(&t);
350     sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
351             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
352
353     save_screenshot(filename);
354 }
355
356 void Game::SetUpLighting()
357 {
358     if (environment == snowyenvironment) {
359         light.setColors(.65, .65, .7, .4, .4, .44);
360     }
361     if (environment == desertenvironment) {
362         light.setColors(.95, .95, .95, .4, .35, .3);
363     }
364     if (environment == grassyenvironment) {
365         light.setColors(.95, .95, 1, .4, .4, .44);
366     }
367     if (!skyboxtexture) {
368         light.setColors(1, 1, 1, .4, .4, .4);
369     }
370     float average;
371     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
372     light.color[0] *= (skyboxlightr + average) / 2;
373     light.color[1] *= (skyboxlightg + average) / 2;
374     light.color[2] *= (skyboxlightb + average) / 2;
375     light.ambient[0] *= (skyboxlightr + average) / 2;
376     light.ambient[1] *= (skyboxlightg + average) / 2;
377     light.ambient[2] *= (skyboxlightb + average) / 2;
378 }
379
380 void Setenvironment(int which)
381 {
382     LOGFUNC;
383
384     LOG(" Setting environment...");
385
386     float temptexdetail;
387     environment = which;
388
389     pause_sound(stream_snowtheme);
390     pause_sound(stream_grasstheme);
391     pause_sound(stream_deserttheme);
392     pause_sound(stream_wind);
393     pause_sound(stream_desertambient);
394
395     if (environment == snowyenvironment) {
396         windvector = 0;
397         windvector.z = 3;
398         if (ambientsound) {
399             emit_stream_np(stream_wind);
400         }
401
402         Object::treetextureptr.load("Textures/SnowTree.png", 0);
403         Object::bushtextureptr.load("Textures/BushSnow.png", 0);
404         Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
405         Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
406
407         footstepsound = footstepsn1;
408         footstepsound2 = footstepsn2;
409         footstepsound3 = footstepst1;
410         footstepsound4 = footstepst2;
411
412         terraintexture.load("Textures/Snow.jpg", 1);
413         terraintexture2.load("Textures/Rock.jpg", 1);
414
415         temptexdetail = texdetail;
416         if (texdetail > 1) {
417             texdetail = 4;
418         }
419         skybox->load("Textures/Skybox(snow)/Front.jpg",
420                      "Textures/Skybox(snow)/Left.jpg",
421                      "Textures/Skybox(snow)/Back.jpg",
422                      "Textures/Skybox(snow)/Right.jpg",
423                      "Textures/Skybox(snow)/Up.jpg",
424                      "Textures/Skybox(snow)/Down.jpg");
425
426         texdetail = temptexdetail;
427     } else if (environment == desertenvironment) {
428         windvector = 0;
429         windvector.z = 2;
430         Object::treetextureptr.load("Textures/DesertTree.png", 0);
431         Object::bushtextureptr.load("Textures/BushDesert.png", 0);
432         Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
433         Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
434
435         if (ambientsound) {
436             emit_stream_np(stream_desertambient);
437         }
438
439         footstepsound = footstepsn1;
440         footstepsound2 = footstepsn2;
441         footstepsound3 = footstepsn1;
442         footstepsound4 = footstepsn2;
443
444         terraintexture.load("Textures/Sand.jpg", 1);
445         terraintexture2.load("Textures/SandSlope.jpg", 1);
446
447         temptexdetail = texdetail;
448         if (texdetail > 1) {
449             texdetail = 4;
450         }
451         skybox->load("Textures/Skybox(sand)/Front.jpg",
452                      "Textures/Skybox(sand)/Left.jpg",
453                      "Textures/Skybox(sand)/Back.jpg",
454                      "Textures/Skybox(sand)/Right.jpg",
455                      "Textures/Skybox(sand)/Up.jpg",
456                      "Textures/Skybox(sand)/Down.jpg");
457
458         texdetail = temptexdetail;
459     } else if (environment == grassyenvironment) {
460         windvector = 0;
461         windvector.z = 2;
462         Object::treetextureptr.load("Textures/Tree.png", 0);
463         Object::bushtextureptr.load("Textures/Bush.png", 0);
464         Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
465         Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
466
467         if (ambientsound) {
468             emit_stream_np(stream_wind, 100.);
469         }
470
471         footstepsound = footstepgr1;
472         footstepsound2 = footstepgr2;
473         footstepsound3 = footstepst1;
474         footstepsound4 = footstepst2;
475
476         terraintexture.load("Textures/GrassDirt.jpg", 1);
477         terraintexture2.load("Textures/MossRock.jpg", 1);
478
479         temptexdetail = texdetail;
480         if (texdetail > 1) {
481             texdetail = 4;
482         }
483         skybox->load("Textures/Skybox(grass)/Front.jpg",
484                      "Textures/Skybox(grass)/Left.jpg",
485                      "Textures/Skybox(grass)/Back.jpg",
486                      "Textures/Skybox(grass)/Right.jpg",
487                      "Textures/Skybox(grass)/Up.jpg",
488                      "Textures/Skybox(grass)/Down.jpg");
489
490         texdetail = temptexdetail;
491     }
492     temptexdetail = texdetail;
493     texdetail = 1;
494     terrain.load("Textures/HeightMap.png");
495
496     texdetail = temptexdetail;
497 }
498
499 bool Game::LoadLevel(int which)
500 {
501     stealthloading = 0;
502     whichlevel = which;
503
504     if (which == -1) {
505         return LoadLevel("tutorial", true);
506     } else if (which >= 0 && which <= 15) {
507         char buf[32];
508         snprintf(buf, 32, "map%d", which + 1); // challenges
509         return LoadLevel(buf);
510     } else {
511         return LoadLevel("mapsave");
512     }
513 }
514
515 bool Game::LoadLevel(const std::string& name, bool tutorial)
516 {
517     const std::string level_path = Folders::getResourcePath("Maps/" + name);
518     if (!Folders::file_exists(level_path)) {
519         perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
520         return false;
521     }
522
523     int indemo; // FIXME this should be removed
524     int templength;
525     float lamefloat;
526
527     LOGFUNC;
528
529     LOG(std::string("Loading level...") + name);
530
531     if (!gameon) {
532         visibleloading = true;
533     }
534     if (stealthloading) {
535         visibleloading = false;
536     }
537     if (!stillloading) {
538         loadtime = 0;
539     }
540     gamestarted = 1;
541
542     numenvsounds = 0;
543
544     Tutorial::active = tutorial;
545
546     if (Tutorial::active) {
547         Tutorial::stage = 0;
548     }
549     if (Tutorial::stage == 0) {
550         Tutorial::stagetime = 0;
551         Tutorial::maxtime = 1;
552     }
553     pause_sound(whooshsound);
554     pause_sound(stream_firesound);
555
556     int mapvers;
557     FILE* tfile;
558     errno = 0;
559     tfile = Folders::openMandatoryFile(level_path, "rb");
560
561     pause_sound(stream_firesound);
562     scoreadded = 0;
563     windialogue = false;
564     hostiletime = 0;
565     won = 0;
566
567     //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
568
569     Dialog::dialogs.clear();
570
571     Dialog::indialogue = -1;
572     cameramode = 0;
573
574     damagedealt = 0;
575     damagetaken = 0;
576
577     if (Account::hasActive()) {
578         difficulty = Account::active().getDifficulty();
579     }
580
581     Hotspot::hotspots.clear();
582     Hotspot::current = -1;
583     bonustime = 1;
584
585     skyboxtexture = 1;
586     skyboxr = 1;
587     skyboxg = 1;
588     skyboxb = 1;
589
590     freeze = 0;
591     winfreeze = 0;
592
593     for (unsigned char i = 0; i < 100; i++) {
594         bonusnum[i] = 0;
595     }
596
597     numfalls = 0;
598     numflipfail = 0;
599     numseen = 0;
600     numstaffattack = 0;
601     numswordattack = 0;
602     numknifeattack = 0;
603     numunarmedattack = 0;
604     numescaped = 0;
605     numflipped = 0;
606     numwallflipped = 0;
607     numthrowkill = 0;
608     numafterkill = 0;
609     numreversals = 0;
610     numattacks = 0;
611     maxalarmed = 0;
612     numresponded = 0;
613
614     bonustotal = startbonustotal;
615     bonus = 0;
616     gameon = 1;
617     changedelay = 0;
618     if (console) {
619         emit_sound_np(consolesuccesssound);
620         freeze = 0;
621         console = false;
622     }
623
624     if (!stealthloading) {
625         terrain.decals.clear();
626         Sprite::deleteSprites();
627
628         for (int i = 0; i < subdivision; i++) {
629             for (int j = 0; j < subdivision; j++) {
630                 terrain.patchobjects[i][j].clear();
631             }
632         }
633         Game::LoadingScreen();
634     }
635
636     weapons.clear();
637     Person::players.resize(1);
638
639     funpackf(tfile, "Bi", &mapvers);
640     if (mapvers < 12) {
641         cerr << name << " has obsolete map version " << mapvers << endl;
642     }
643     if (mapvers >= 15) {
644         funpackf(tfile, "Bi", &indemo);
645     } else {
646         indemo = 0;
647     }
648     if (mapvers >= 5) {
649         funpackf(tfile, "Bi", &maptype);
650     } else {
651         maptype = mapkilleveryone;
652     }
653     if (mapvers >= 6) {
654         funpackf(tfile, "Bi", &hostile);
655     } else {
656         hostile = 1;
657     }
658     if (mapvers >= 4) {
659         funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
660     } else {
661         viewdistance = 100;
662         fadestart = .6;
663     }
664     if (mapvers >= 2) {
665         funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
666     } else {
667         skyboxtexture = 1;
668         skyboxr = 1;
669         skyboxg = 1;
670         skyboxb = 1;
671     }
672     if (mapvers >= 10) {
673         funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
674     } else {
675         skyboxlightr = skyboxr;
676         skyboxlightg = skyboxg;
677         skyboxlightb = skyboxb;
678     }
679     /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
680     if (stealthloading) {
681         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
682     } else {
683         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
684     }
685     if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
686         for (int j = 0; j < Person::players[0]->num_weapons; j++) {
687             Person::players[0]->weaponids[j] = weapons.size();
688             int type;
689             funpackf(tfile, "Bi", &type);
690             weapons.push_back(Weapon(type, 0));
691         }
692     }
693
694     Game::LoadingScreen();
695
696     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
697     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
698     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
699     funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
700
701     funpackf(tfile, "Bi", &Person::players[0]->numclothes);
702
703     if (mapvers >= 9) {
704         funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
705     } else {
706         Person::players[0]->whichskin = 0;
707         Person::players[0]->creature = rabbittype;
708     }
709
710     Person::players[0]->lastattack = -1;
711     Person::players[0]->lastattack2 = -1;
712     Person::players[0]->lastattack3 = -1;
713
714     //dialogues
715     if (mapvers >= 8) {
716         Dialog::loadDialogs(tfile);
717     }
718
719     for (int k = 0; k < Person::players[0]->numclothes; k++) {
720         funpackf(tfile, "Bi", &templength);
721         for (int l = 0; l < templength; l++) {
722             funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
723         }
724         Person::players[0]->clothes[k][templength] = '\0';
725         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
726     }
727
728     funpackf(tfile, "Bi", &environment);
729
730     if (environment != oldenvironment) {
731         Setenvironment(environment);
732     }
733     oldenvironment = environment;
734
735     Object::LoadObjectsFromFile(tfile, stealthloading);
736
737     if (mapvers >= 7) {
738         int numhotspots;
739         funpackf(tfile, "Bi", &numhotspots);
740         if (numhotspots < 0) {
741             cerr << "Map " << name << " have an invalid number of hotspots" << endl;
742             numhotspots = 0;
743         }
744         Hotspot::hotspots.resize(numhotspots);
745         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
746             funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
747             funpackf(tfile, "Bi", &templength);
748             if (templength) {
749                 for (int l = 0; l < templength; l++) {
750                     funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
751                 }
752             }
753             Hotspot::hotspots[i].text[templength] = '\0';
754             if (Hotspot::hotspots[i].type == -111) {
755                 indemo = 1;
756             }
757         }
758     } else {
759         Hotspot::hotspots.clear();
760     }
761
762     Game::LoadingScreen();
763
764     if (!stealthloading) {
765         Object::ComputeCenter();
766         Object::ComputeRadius();
767     }
768
769     Game::LoadingScreen();
770
771     int numplayers;
772     funpackf(tfile, "Bi", &numplayers);
773     if (numplayers > maxplayers) {
774         cout << "Warning: this level contains more players than allowed" << endl;
775     }
776     unsigned j = 1;
777     for (int i = 1; i < numplayers; i++) {
778         try {
779             Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
780             j++;
781         } catch (InvalidPersonException e) {
782             cerr << "Invalid Person found in " << name << endl;
783         }
784     }
785     Game::LoadingScreen();
786
787     funpackf(tfile, "Bi", &numpathpoints);
788     if (numpathpoints > 30 || numpathpoints < 0) {
789         numpathpoints = 0;
790     }
791     for (int j = 0; j < numpathpoints; j++) {
792         funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
793         for (int k = 0; k < numpathpointconnect[j]; k++) {
794             funpackf(tfile, "Bi", &pathpointconnect[j][k]);
795         }
796     }
797     Game::LoadingScreen();
798
799     funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
800
801     SetUpLighting();
802
803     if (!stealthloading) {
804         Object::AddObjectsToTerrain();
805         terrain.DoShadows();
806         Game::LoadingScreen();
807         Object::DoShadows();
808         Game::LoadingScreen();
809     }
810
811     fclose(tfile);
812
813     for (unsigned i = 0; i < Person::players.size(); i++) {
814         Game::LoadingScreen();
815         if (i == 0) {
816             Person::players[i]->burnt = 0;
817             Person::players[i]->bled = 0;
818             Person::players[i]->onfire = 0;
819             Person::players[i]->scale = .2;
820             if (mapvers < 9) {
821                 Person::players[i]->creature = rabbittype;
822             }
823         }
824         Person::players[i]->skeleton.free = 0;
825
826         Person::players[i]->skeletonLoad();
827
828         Person::players[i]->addClothes();
829
830         if (i == 0) {
831             Person::players[i]->animCurrent = bounceidleanim;
832             Person::players[i]->animTarget = bounceidleanim;
833             Person::players[i]->frameCurrent = 0;
834             Person::players[i]->frameTarget = 1;
835             Person::players[i]->target = 0;
836         }
837         Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
838         if (difficulty == 0) {
839             Person::players[i]->speed -= .2;
840         }
841         if (difficulty == 1) {
842             Person::players[i]->speed -= .1;
843         }
844
845         if (i == 0) {
846             Person::players[i]->velocity = 0;
847             Person::players[i]->oldcoords = Person::players[i]->coords;
848             Person::players[i]->realoldcoords = Person::players[i]->coords;
849
850             Person::players[i]->id = i;
851             Person::players[i]->updatedelay = 0;
852             Person::players[i]->normalsupdatedelay = 0;
853
854             Person::players[i]->proportionhead = 1.2;
855             Person::players[i]->proportionbody = 1.05;
856             Person::players[i]->proportionarms = 1.00;
857             Person::players[i]->proportionlegs = 1.1;
858             Person::players[i]->proportionlegs.y = 1.05;
859             Person::players[i]->headless = 0;
860             Person::players[i]->currentoffset = 0;
861             Person::players[i]->targetoffset = 0;
862             if (Person::players[i]->creature == wolftype) {
863                 Person::players[i]->scale = .23;
864                 Person::players[i]->damagetolerance = 300;
865             } else {
866                 Person::players[i]->damagetolerance = 200;
867             }
868         }
869
870         Game::LoadingScreen();
871
872         if (cellophane) {
873             Person::players[i]->proportionhead.z = 0;
874             Person::players[i]->proportionbody.z = 0;
875             Person::players[i]->proportionarms.z = 0;
876             Person::players[i]->proportionlegs.z = 0;
877         }
878
879         Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
880
881         if (i == 0) {
882             Person::players[i]->headmorphness = 0;
883             Person::players[i]->targetheadmorphness = 1;
884             Person::players[i]->headmorphstart = 0;
885             Person::players[i]->headmorphend = 0;
886
887             Person::players[i]->pausetime = 0;
888
889             Person::players[i]->dead = 0;
890             Person::players[i]->jumppower = 5;
891             Person::players[i]->damage = 0;
892             Person::players[i]->permanentdamage = 0;
893             Person::players[i]->superpermanentdamage = 0;
894
895             Person::players[i]->forwardkeydown = 0;
896             Person::players[i]->leftkeydown = 0;
897             Person::players[i]->backkeydown = 0;
898             Person::players[i]->rightkeydown = 0;
899             Person::players[i]->jumpkeydown = 0;
900             Person::players[i]->crouchkeydown = 0;
901             Person::players[i]->throwkeydown = 0;
902
903             Person::players[i]->collided = -10;
904             Person::players[i]->loaded = 1;
905             Person::players[i]->bloodloss = 0;
906             Person::players[i]->weaponactive = -1;
907             Person::players[i]->weaponstuck = -1;
908             Person::players[i]->bleeding = 0;
909             Person::players[i]->deathbleeding = 0;
910             Person::players[i]->stunned = 0;
911             Person::players[i]->hasvictim = 0;
912             Person::players[i]->wentforweapon = 0;
913         }
914     }
915
916     Person::players[0]->aitype = playercontrolled;
917
918     if (difficulty == 1) {
919         Person::players[0]->power = 1 / .9;
920         Person::players[0]->damagetolerance = 250;
921     } else if (difficulty == 0) {
922         Person::players[0]->power = 1 / .8;
923         Person::players[0]->damagetolerance = 300;
924         Person::players[0]->armorhead *= 1.5;
925         Person::players[0]->armorhigh *= 1.5;
926         Person::players[0]->armorlow *= 1.5;
927     }
928
929     cameraloc = Person::players[0]->coords;
930     cameraloc.y += 5;
931     yaw = Person::players[0]->yaw;
932
933     hawkcoords = Person::players[0]->coords;
934     hawkcoords.y += 30;
935
936     Game::LoadingScreen();
937
938     LOG("Starting background music...");
939
940     OPENAL_StopSound(OPENAL_ALL);
941     if (ambientsound) {
942         if (environment == snowyenvironment) {
943             emit_stream_np(stream_wind);
944         } else if (environment == desertenvironment) {
945             emit_stream_np(stream_desertambient);
946         } else if (environment == grassyenvironment) {
947             emit_stream_np(stream_wind, 100.);
948         }
949     }
950     oldmusicvolume[0] = 0;
951     oldmusicvolume[1] = 0;
952     oldmusicvolume[2] = 0;
953     oldmusicvolume[3] = 0;
954
955     leveltime = 0;
956     wonleveltime = 0;
957     visibleloading = false;
958
959     return true;
960 }
961
962 /* Process input events that impact settings, console, devtools, etc.
963  * Gameplay-related input processing is still done in Game::Tick() for now
964  * as it is tightly coupled to the game logic.
965  */
966 void Game::ProcessInput()
967 {
968     /* Pump SDL input events */
969     Input::Tick();
970
971     /* Menu handling (main menu, leave game) */
972     if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
973         (gameon || mainmenu == 0)) {
974         selected = -1;
975         if (mainmenu == 0 && !winfreeze) {
976             mainmenu = 2; // Pause
977         } else if (mainmenu == 1 || mainmenu == 2) {
978             mainmenu = 0; // Unpause
979         }
980         // Play menu theme
981         if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
982             OPENAL_SetFrequency(OPENAL_ALL);
983             emit_stream_np(stream_menutheme);
984             pause_sound(leveltheme);
985         }
986         // On resume, play level music
987         if (!mainmenu) {
988             pause_sound(stream_menutheme);
989             resume_stream(leveltheme);
990         }
991     }
992
993     /* Challenge mode */
994     if (!campaign && !mainmenu) {
995         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
996             if (winfreeze) {
997                 winfreeze = 0;
998             }
999         }
1000
1001         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
1002             if (console) {
1003                 console = false;
1004                 freeze = 0;
1005             } else if (winfreeze) {
1006                 mainmenu = 9;
1007                 gameon = 0;
1008             }
1009         }
1010     }
1011
1012     /* Tutorial mode hotkeys */
1013     if (Tutorial::active) {
1014         // Skip current tutorial stage
1015         if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
1016             if (Tutorial::stage != 51) {
1017                 Tutorial::stagetime = Tutorial::maxtime;
1018             }
1019             emit_sound_np(consolefailsound, 128.);
1020         }
1021     }
1022
1023     /* Screenshot */
1024     if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
1025         Screenshot();
1026     }
1027
1028     /* Stereo video mode hotkeys */
1029     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
1030         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1031             stereoreverse = true;
1032             printf("Stereo reversed\n");
1033         } else {
1034             stereoreverse = false;
1035             printf("Stereo unreversed\n");
1036         }
1037     }
1038
1039     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
1040         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1041             stereoseparation -= 0.001;
1042         } else {
1043             stereoseparation -= 0.010;
1044         }
1045         printf("Stereo separation decreased to %f\n", stereoseparation);
1046     }
1047
1048     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
1049         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1050             stereoseparation += 0.001;
1051         } else {
1052             stereoseparation += 0.010;
1053         }
1054         printf("Stereo separation increased to %f\n", stereoseparation);
1055     }
1056
1057     /* Devtools */
1058     if (devtools && !mainmenu) {
1059         ProcessDevInput();
1060     }
1061 }
1062
1063 void Game::ProcessDevInput()
1064 {
1065     if (!devtools || mainmenu) {
1066         return;
1067     }
1068
1069     float headprop, bodyprop, armprop, legprop;
1070
1071     /* Console */
1072     if (Input::isKeyPressed(consolekey)) {
1073         console = !console;
1074         if (console) {
1075             OPENAL_SetFrequency(OPENAL_ALL);
1076         } else {
1077             freeze = 0;
1078             waiting = false;
1079         }
1080     }
1081
1082     if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1083         /* Enable editor */
1084         if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1085             editorenabled = !editorenabled;
1086             if (editorenabled) {
1087                 Person::players[0]->damagetolerance = 100000;
1088             } else {
1089                 Person::players[0]->damagetolerance = 200;
1090             }
1091             Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1092             Person::players[0]->permanentdamage = 0;
1093             Person::players[0]->superpermanentdamage = 0;
1094             Person::players[0]->bloodloss = 0;
1095             Person::players[0]->deathbleeding = 0;
1096         }
1097
1098         /* Nullify damage and give 200000 health */
1099         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1100             Person::players[0]->damagetolerance = 200000;
1101             Person::players[0]->damage = 0;
1102             Person::players[0]->burnt = 0;
1103             Person::players[0]->permanentdamage = 0;
1104             Person::players[0]->superpermanentdamage = 0;
1105         }
1106
1107         /* Change environment */
1108         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1109             environment++;
1110             if (environment > 2) {
1111                 environment = 0;
1112             }
1113             Setenvironment(environment);
1114         }
1115
1116         /* Camera mode */
1117         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1118             cameramode = !cameramode;
1119         }
1120
1121         /* Freeze */
1122         if (Input::isKeyPressed(SDL_SCANCODE_V)) {
1123             freeze = !freeze;
1124             if (freeze) {
1125                 OPENAL_SetFrequency(OPENAL_ALL);
1126             }
1127         }
1128
1129         /* Toggle slow motion */
1130         if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1131             slomo = 1 - slomo;
1132             slomodelay = 1000;
1133         }
1134
1135         /* Ragdoll */
1136         if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1137             Person::players[0]->RagDoll(0);
1138             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1139         }
1140
1141         /* Shrink tree leaves?? */
1142         // FIXME: Can't see what this does in game.
1143         if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1144             for (auto& an_object : Object::objects) {
1145                 if (an_object->type == treeleavestype) {
1146                     an_object->scale *= .9;
1147                 }
1148             }
1149         }
1150
1151         /* Change (or add) weapon */
1152         if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1153             int closest = 0;
1154             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1155                 closest = findClosestPlayer();
1156             }
1157
1158             if (closest >= 0) {
1159                 if (Person::players[closest]->num_weapons > 0) {
1160                     int weapontype = 0;
1161                     switch (weapons[Person::players[closest]->weaponids[0]].getType()) {
1162                         case knife:
1163                             weapontype = sword;
1164                             break;
1165                         case sword:
1166                             weapontype = staff;
1167                             break;
1168                         case staff:
1169                             weapontype = knife;
1170                             break;
1171                     }
1172                     weapons[Person::players[closest]->weaponids[0]].setType(weapontype);
1173                 } else {
1174                     Person::players[closest]->weaponids[0] = weapons.size();
1175                     weapons.push_back(Weapon(knife, closest));
1176                     Person::players[closest]->num_weapons = 1;
1177                 }
1178             }
1179         }
1180
1181         /* Change yaw (rotate around Z axis) */
1182         if (Input::isKeyDown(SDL_SCANCODE_U)) {
1183             int closest = 0;
1184             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1185                 closest = findClosestPlayer();
1186             }
1187
1188             if (closest >= 0) {
1189                 Person::players[closest]->yaw += multiplier * 50;
1190                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1191             }
1192         }
1193
1194         /* Toggle fire */
1195         if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1196             int closest = 0;
1197             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1198                 closest = findClosestPlayer();
1199             }
1200
1201             if (closest >= 0) {
1202                 Person::players[closest]->onfire = !Person::players[closest]->onfire;
1203                 if (Person::players[closest]->onfire) {
1204                     Person::players[closest]->CatchFire();
1205                 } else {
1206                     emit_sound_at(fireendsound, Person::players[closest]->coords);
1207                     pause_sound(stream_firesound);
1208                 }
1209             }
1210         }
1211
1212         /* Change skin */
1213         if (Input::isKeyPressed(SDL_SCANCODE_T) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1214             int closest = 0;
1215             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1216                 closest = findClosestPlayer();
1217             }
1218
1219             if (closest >= 0) {
1220                 Person::players[closest]->whichskin++;
1221                 if (Person::players[closest]->whichskin > 9) {
1222                     Person::players[closest]->whichskin = 0;
1223                 }
1224                 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
1225                     Person::players[closest]->whichskin = 0;
1226                 }
1227
1228                 Person::players[closest]->skeleton.drawmodel.textureptr.load(
1229                     creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1230                     &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1231             }
1232
1233             Person::players[closest]->addClothes();
1234         }
1235
1236         /* Change creature type */
1237         if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1238             int closest = 0;
1239             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1240                 closest = findClosestPlayer();
1241             }
1242
1243             // FIXME: Those proportions are buggy
1244             if (closest >= 0) {
1245                 if (Person::players[closest]->creature == wolftype) {
1246                     headprop = Person::players[closest]->proportionhead.x / 1.1;
1247                     bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1248                     armprop = Person::players[closest]->proportionarms.x / 1.1;
1249                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
1250                 } else { // rabbittype
1251                     headprop = Person::players[closest]->proportionhead.x / 1.2;
1252                     bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1253                     armprop = Person::players[closest]->proportionarms.x / 1.00;
1254                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
1255                 }
1256
1257                 if (Person::players[closest]->creature == rabbittype) {
1258                     Person::players[closest]->creature = wolftype;
1259                     Person::players[closest]->whichskin = 0;
1260                     Person::players[closest]->skeletonLoad();
1261
1262                     Person::players[closest]->proportionhead = 1.1;
1263                     Person::players[closest]->proportionbody = 1.1;
1264                     Person::players[closest]->proportionarms = 1.1;
1265                     Person::players[closest]->proportionlegs = 1.1;
1266                     Person::players[closest]->proportionlegs.y = 1.1;
1267                     Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1268
1269                     Person::players[closest]->damagetolerance = 300;
1270                 } else {
1271                     Person::players[closest]->creature = rabbittype;
1272                     Person::players[closest]->whichskin = 0;
1273                     Person::players[closest]->skeletonLoad(true);
1274
1275                     Person::players[closest]->proportionhead = 1.2;
1276                     Person::players[closest]->proportionbody = 1.05;
1277                     Person::players[closest]->proportionarms = 1.00;
1278                     Person::players[closest]->proportionlegs = 1.1;
1279                     Person::players[closest]->proportionlegs.y = 1.05;
1280                     Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1281
1282                     Person::players[closest]->damagetolerance = 200;
1283                 }
1284
1285                 if (Person::players[closest]->creature == wolftype) {
1286                     Person::players[closest]->proportionhead = 1.1 * headprop;
1287                     Person::players[closest]->proportionbody = 1.1 * bodyprop;
1288                     Person::players[closest]->proportionarms = 1.1 * armprop;
1289                     Person::players[closest]->proportionlegs = 1.1 * legprop;
1290                 }
1291
1292                 if (Person::players[closest]->creature == rabbittype) {
1293                     Person::players[closest]->proportionhead = 1.2 * headprop;
1294                     Person::players[closest]->proportionbody = 1.05 * bodyprop;
1295                     Person::players[closest]->proportionarms = 1.00 * armprop;
1296                     Person::players[closest]->proportionlegs = 1.1 * legprop;
1297                     Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1298                 }
1299             }
1300         }
1301
1302         /* Explose nearby player's head */
1303         if (Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1304             int closest = findClosestPlayer();
1305             if (closest > 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1306                 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1307                 XYZ headspurtdirection;
1308                 Joint& headjoint = Person::players[closest]->joint(head);
1309
1310                 if (!Person::players[closest]->skeleton.free) {
1311                     flatvelocity2_orig = Person::players[closest]->velocity;
1312                     flatfacing2 = DoRotation(
1313                                       DoRotation(
1314                                           DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt),
1315                                           Person::players[closest]->tilt2, 0, 0),
1316                                       0, Person::players[closest]->yaw, 0) *
1317                                       Person::players[closest]->scale +
1318                                   Person::players[closest]->coords;
1319                 } else {
1320                     flatvelocity2_orig = headjoint.velocity;
1321                     flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1322                 }
1323
1324                 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1325                 Normalise(&headspurtdirection);
1326
1327                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1328                     flatvelocity2 = flatvelocity2_orig;
1329                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1330                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1331                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1332                     printf("Test: %f\n", flatvelocity2.x);
1333                     printf("Test orig: %f\n", flatvelocity2_orig.x);
1334                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1335                     flatvelocity2 += headspurtdirection * 8;
1336                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1337                 }
1338                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1339
1340                 emit_sound_at(splattersound, Person::players[closest]->coords);
1341                 emit_sound_at(breaksound2, Person::players[closest]->coords, 100.);
1342
1343                 if (Person::players[closest]->skeleton.free == 2) {
1344                     Person::players[closest]->skeleton.free = 0;
1345                 }
1346                 Person::players[closest]->RagDoll(0);
1347                 Person::players[closest]->dead = 2;
1348                 Person::players[closest]->headless = 1;
1349                 Person::players[closest]->DoBloodBig(3, 165);
1350
1351                 camerashake += .3;
1352             }
1353         }
1354
1355         /* Explode nearby player */
1356         if (Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1357             int closest = findClosestPlayer();
1358             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1359                 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1360
1361                 emit_sound_at(splattersound, Person::players[closest]->coords);
1362                 emit_sound_at(breaksound2, Person::players[closest]->coords);
1363
1364                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1365                     if (!Person::players[closest]->skeleton.free) {
1366                         flatvelocity2_orig = Person::players[closest]->velocity;
1367                         flatfacing2 = DoRotation(
1368                                           DoRotation(
1369                                               DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt),
1370                                               Person::players[closest]->tilt2, 0, 0),
1371                                           0, Person::players[closest]->yaw, 0) *
1372                                           Person::players[closest]->scale +
1373                                       Person::players[closest]->coords;
1374                     } else {
1375                         flatvelocity2_orig = Person::players[closest]->skeleton.joints[i].velocity;
1376                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position *
1377                                           Person::players[closest]->scale +
1378                                       Person::players[closest]->coords;
1379                     }
1380
1381                     // Animation part 1
1382                     flatvelocity2 = flatvelocity2_orig;
1383                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1384                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1385                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1386                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1387                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1388                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1389
1390                     // Animation part 2
1391                     flatvelocity2 = flatvelocity2_orig;
1392                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1393                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1394                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1395                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1396                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1397
1398                     // Animation part 3
1399                     flatvelocity2 = flatvelocity2_orig;
1400                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1401                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1402                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1403                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1404                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1405
1406                     // Animation part 4
1407                     flatvelocity2 = flatvelocity2_orig;
1408                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1409                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1410                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1411                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1412                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1413                 }
1414
1415                 XYZ temppos;
1416                 for (unsigned j = 0; j < Person::players.size(); j++) {
1417                     if (int(j) == closest) {
1418                         continue;
1419                     }
1420                     if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1421                         Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1422                         if (Person::players[j]->skeleton.free == 2) {
1423                             Person::players[j]->skeleton.free = 1;
1424                         }
1425                         Person::players[j]->skeleton.longdead = 0;
1426                         Person::players[j]->RagDoll(0);
1427                         for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1428                             temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1429                             if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1430                                 flatvelocity2 = temppos - Person::players[closest]->coords;
1431                                 Normalise(&flatvelocity2);
1432                                 Person::players[j]->skeleton.joints[i].velocity +=
1433                                     flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1434                             }
1435                         }
1436                     }
1437                 }
1438
1439                 Person::players[closest]->DoDamage(10000);
1440                 Person::players[closest]->RagDoll(0);
1441                 Person::players[closest]->dead = 2;
1442                 Person::players[closest]->coords = 20;
1443                 Person::players[closest]->skeleton.free = 2;
1444
1445                 camerashake += .6;
1446             }
1447         }
1448     }
1449
1450     /* Skip level (only for challenges) */
1451     // FIXME: Allow skipping levels in campaigns too
1452     if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1453         targetlevel++;
1454         if (targetlevel > numchallengelevels - 1) {
1455             targetlevel = 0;
1456         }
1457         loading = 1;
1458         leveltime = 5;
1459     }
1460
1461     /* Editor mode keys */
1462     if (editorenabled) {
1463         /* Closest player deletion */
1464         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1465             int closest = findClosestPlayer();
1466             if (closest > 0) {
1467                 Person::players.erase(Person::players.begin() + closest);
1468             }
1469         }
1470
1471         /* Closest object deletion */
1472         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1473             int closest = findClosestObject();
1474             if (closest >= 0) {
1475                 Object::DeleteObject(closest);
1476             }
1477         }
1478
1479         /* Add object */
1480         if (Input::isKeyPressed(SDL_SCANCODE_O)) {
1481             if (Object::objects.size() < max_objects - 1) {
1482                 XYZ scenecoords = Person::players[0]->coords;
1483                 scenecoords.y -= 3;
1484                 if (editortype == bushtype || editortype == firetype) {
1485                     scenecoords.y -= 3.5;
1486                 } else {
1487                     scenecoords.y -= 3;
1488                 }
1489
1490                 float tmpyaw, tmppitch;
1491                 tmpyaw = editoryaw;
1492                 tmppitch = editorpitch;
1493                 if (tmpyaw < 0 || editortype == bushtype) {
1494                     tmpyaw = Random() % 360;
1495                 }
1496                 if (tmppitch < 0) {
1497                     tmppitch = Random() % 360;
1498                 }
1499
1500                 Object::MakeObject(editortype, scenecoords, (int)tmpyaw - ((int)tmpyaw) % 30, (int)tmppitch, editorsize);
1501                 if (editortype == treetrunktype) {
1502                     Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (tmppitch < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1503                 }
1504             }
1505         }
1506
1507         /* Add player */
1508         if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1509             Person::players.push_back(shared_ptr<Person>(new Person()));
1510
1511             Person::players.back()->id = Person::players.size() - 1;
1512
1513             Person::players.back()->scale = Person::players[0]->scale;
1514             Person::players.back()->creature = rabbittype;
1515             Person::players.back()->howactive = editoractive;
1516             Person::players.back()->whichskin = (int)(abs(Random() % 3));
1517
1518             Person::players.back()->skeletonLoad(true);
1519
1520             Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1521             Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1522
1523             Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1524             Person::players.back()->yaw = Person::players[0]->yaw;
1525
1526             Person::players.back()->coords = Person::players[0]->coords;
1527             Person::players.back()->oldcoords = Person::players.back()->coords;
1528             Person::players.back()->realoldcoords = Person::players.back()->coords;
1529
1530             if (Person::players[0]->creature == wolftype) {
1531                 headprop = Person::players[0]->proportionhead.x / 1.1;
1532                 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1533                 armprop = Person::players[0]->proportionarms.x / 1.1;
1534                 legprop = Person::players[0]->proportionlegs.x / 1.1;
1535             } else {
1536                 // rabbittype
1537                 headprop = Person::players[0]->proportionhead.x / 1.2;
1538                 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1539                 armprop = Person::players[0]->proportionarms.x / 1.00;
1540                 legprop = Person::players[0]->proportionlegs.x / 1.1;
1541             }
1542
1543             if (Person::players.back()->creature == wolftype) {
1544                 Person::players.back()->proportionhead = 1.1 * headprop;
1545                 Person::players.back()->proportionbody = 1.1 * bodyprop;
1546                 Person::players.back()->proportionarms = 1.1 * armprop;
1547                 Person::players.back()->proportionlegs = 1.1 * legprop;
1548             }
1549
1550             if (Person::players.back()->creature == rabbittype) {
1551                 Person::players.back()->proportionhead = 1.2 * headprop;
1552                 Person::players.back()->proportionbody = 1.05 * bodyprop;
1553                 Person::players.back()->proportionarms = 1.00 * armprop;
1554                 Person::players.back()->proportionlegs = 1.1 * legprop;
1555                 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1556             }
1557
1558             if (cellophane) {
1559                 Person::players.back()->proportionhead.z = 0;
1560                 Person::players.back()->proportionbody.z = 0;
1561                 Person::players.back()->proportionarms.z = 0;
1562                 Person::players.back()->proportionlegs.z = 0;
1563             }
1564
1565             Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1566
1567             Person::players.back()->damagetolerance = 200;
1568
1569             Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1570             Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1571             Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1572             Person::players.back()->armorhead = Person::players[0]->armorhead;
1573             Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1574             Person::players.back()->armorlow = Person::players[0]->armorlow;
1575             Person::players.back()->metalhead = Person::players[0]->metalhead;
1576             Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1577             Person::players.back()->metallow = Person::players[0]->metallow;
1578
1579             Person::players.back()->immobile = Person::players[0]->immobile;
1580
1581             Person::players.back()->numclothes = Person::players[0]->numclothes;
1582             for (int i = 0; i < Person::players.back()->numclothes; i++) {
1583                 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1584                 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1585                 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1586                 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1587             }
1588             Person::players.back()->addClothes();
1589
1590             Person::players.back()->power = Person::players[0]->power;
1591             Person::players.back()->speedmult = Person::players[0]->speedmult;
1592
1593             Person::players.back()->loaded = true;
1594         }
1595
1596         /* Add waypoint */
1597         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1598             if (Person::players.back()->numwaypoints < 90) {
1599                 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1600                 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1601                 Person::players.back()->numwaypoints++;
1602             } else {
1603                 printf("Add waypoint: Reached max number of waypoints (90), aborting.");
1604             }
1605         }
1606
1607         /* Connect waypoint */
1608         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1609             if (numpathpoints < 30) {
1610                 bool connected = false;
1611                 if (numpathpoints > 1) {
1612                     for (int i = 0; i < numpathpoints; i++) {
1613                         if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1614                             bool alreadyconnected = false;
1615                             for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1616                                 if (pathpointconnect[pathpointselected][j] == i) {
1617                                     alreadyconnected = true;
1618                                 }
1619                             }
1620                             if (!alreadyconnected) {
1621                                 numpathpointconnect[pathpointselected]++;
1622                                 connected = true;
1623                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1624                             }
1625                         }
1626                     }
1627                 }
1628                 if (!connected) {
1629                     numpathpoints++;
1630                     pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1631                     numpathpointconnect[numpathpoints - 1] = 0;
1632                     if (numpathpoints > 1 && pathpointselected != -1) {
1633                         numpathpointconnect[pathpointselected]++;
1634                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1635                     }
1636                     pathpointselected = numpathpoints - 1;
1637                 }
1638             } else {
1639                 printf("Connect waypoint: Reached max number of path points (30), aborting.");
1640             }
1641         }
1642
1643         /* Select next path waypoint */
1644         if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1645             pathpointselected++;
1646             if (pathpointselected >= numpathpoints) {
1647                 pathpointselected = -1;
1648             }
1649         }
1650
1651         /* Select previous path waypoint */
1652         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1653             pathpointselected--;
1654             if (pathpointselected <= -2) {
1655                 pathpointselected = numpathpoints - 1;
1656             }
1657         }
1658
1659         /* Delete path waypoint */
1660         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1661             if (pathpointselected != -1) {
1662                 numpathpoints--;
1663                 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1664                 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1665                 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1666                     pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1667                 }
1668                 for (int i = 0; i < numpathpoints; i++) {
1669                     for (int j = 0; j < numpathpointconnect[i]; j++) {
1670                         if (pathpointconnect[i][j] == pathpointselected) {
1671                             pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1672                             numpathpointconnect[i]--;
1673                         }
1674                         if (pathpointconnect[i][j] == numpathpoints) {
1675                             pathpointconnect[i][j] = pathpointselected;
1676                         }
1677                     }
1678                 }
1679                 pathpointselected = numpathpoints - 1;
1680             }
1681         }
1682
1683         /* Select previous object type */
1684         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1685             editortype--;
1686             if (editortype == treeleavestype || editortype == 10) {
1687                 editortype--;
1688             }
1689             if (editortype < 0) {
1690                 editortype = firetype;
1691             }
1692         }
1693
1694         /* Select next object type */
1695         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1696             editortype++;
1697             if (editortype == treeleavestype || editortype == 10) {
1698                 editortype++;
1699             }
1700             if (editortype > firetype) {
1701                 editortype = 0;
1702             }
1703         }
1704
1705         /* Decrease size for next object */
1706         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1707             editorsize -= multiplier;
1708             if (editorsize < .1) {
1709                 editorsize = .1;
1710             }
1711         }
1712
1713         /* Increase size for next object */
1714         if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1715             editorsize += multiplier;
1716         }
1717
1718         /* Decrease yaw for next object */
1719         if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1720             editoryaw -= multiplier * 100;
1721             if (editoryaw < -.01) {
1722                 editoryaw = -.01;
1723             }
1724         }
1725
1726         /* Increase yaw for next object */
1727         if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1728             editoryaw += multiplier * 100;
1729         }
1730
1731         /* Decrease pitch for next object */
1732         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1733             editorpitch -= multiplier * 100;
1734             if (editorpitch < -.01) {
1735                 editorpitch = -.01;
1736             }
1737         }
1738
1739         /* Increase pitch for next object */
1740         if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1741             editorpitch += multiplier * 100;
1742         }
1743
1744         /* Decrease map radius */
1745         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1746             mapradius -= multiplier * 10;
1747         }
1748
1749         /* Increase map radius */
1750         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1751             mapradius += multiplier * 10;
1752         }
1753     }
1754 }
1755
1756 void doJumpReversals()
1757 {
1758     for (unsigned k = 0; k < Person::players.size(); k++) {
1759         for (unsigned i = k + 1; i < Person::players.size(); i++) {
1760             if (Person::players[k]->skeleton.free == 0 &&
1761                 Person::players[i]->skeleton.oldfree == 0 &&
1762                 (Person::players[i]->animTarget == jumpupanim ||
1763                  Person::players[k]->animTarget == jumpupanim) &&
1764                 (Person::players[i]->aitype == playercontrolled ||
1765                  Person::players[k]->aitype == playercontrolled) &&
1766                 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1767                  (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1768                 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1769                     distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1770                     //TODO: refactor two huge similar ifs
1771                     if (Person::players[i]->animTarget == jumpupanim &&
1772                         Person::players[k]->animTarget != getupfrombackanim &&
1773                         Person::players[k]->animTarget != getupfromfrontanim &&
1774                         Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1775                         normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1776                         ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1777                          Person::players[k]->aitype != playercontrolled)) {
1778                         Person::players[i]->victim = Person::players[k];
1779                         Person::players[i]->velocity = 0;
1780                         Person::players[i]->animCurrent = jumpreversedanim;
1781                         Person::players[i]->animTarget = jumpreversedanim;
1782                         Person::players[i]->frameCurrent = 0;
1783                         Person::players[i]->frameTarget = 1;
1784                         Person::players[i]->targettilt2 = 0;
1785                         Person::players[k]->victim = Person::players[i];
1786                         Person::players[k]->velocity = 0;
1787                         Person::players[k]->animCurrent = jumpreversalanim;
1788                         Person::players[k]->animTarget = jumpreversalanim;
1789                         Person::players[k]->frameCurrent = 0;
1790                         Person::players[k]->frameTarget = 1;
1791                         Person::players[k]->targettilt2 = 0;
1792                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1793                             Person::players[i]->animCurrent = rabbitkickreversedanim;
1794                             Person::players[i]->animTarget = rabbitkickreversedanim;
1795                             Person::players[i]->frameCurrent = 1;
1796                             Person::players[i]->frameTarget = 2;
1797                             Person::players[k]->animCurrent = rabbitkickreversalanim;
1798                             Person::players[k]->animTarget = rabbitkickreversalanim;
1799                             Person::players[k]->frameCurrent = 1;
1800                             Person::players[k]->frameTarget = 2;
1801                         }
1802                         Person::players[i]->target = 0;
1803                         Person::players[k]->oldcoords = Person::players[k]->coords;
1804                         Person::players[i]->coords = Person::players[k]->coords;
1805                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1806                         Person::players[k]->yaw = Person::players[i]->targetyaw;
1807                         if (Person::players[k]->aitype == attacktypecutoff) {
1808                             Person::players[k]->stunned = .5;
1809                         }
1810                     }
1811                     if (Person::players[k]->animTarget == jumpupanim &&
1812                         Person::players[i]->animTarget != getupfrombackanim &&
1813                         Person::players[i]->animTarget != getupfromfrontanim &&
1814                         Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1815                         normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1816                         ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1817                          Person::players[i]->aitype != playercontrolled)) {
1818                         Person::players[k]->victim = Person::players[i];
1819                         Person::players[k]->velocity = 0;
1820                         Person::players[k]->animCurrent = jumpreversedanim;
1821                         Person::players[k]->animTarget = jumpreversedanim;
1822                         Person::players[k]->frameCurrent = 0;
1823                         Person::players[k]->frameTarget = 1;
1824                         Person::players[k]->targettilt2 = 0;
1825                         Person::players[i]->victim = Person::players[k];
1826                         Person::players[i]->velocity = 0;
1827                         Person::players[i]->animCurrent = jumpreversalanim;
1828                         Person::players[i]->animTarget = jumpreversalanim;
1829                         Person::players[i]->frameCurrent = 0;
1830                         Person::players[i]->frameTarget = 1;
1831                         Person::players[i]->targettilt2 = 0;
1832                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1833                             Person::players[k]->animTarget = rabbitkickreversedanim;
1834                             Person::players[k]->animCurrent = rabbitkickreversedanim;
1835                             Person::players[i]->animCurrent = rabbitkickreversalanim;
1836                             Person::players[i]->animTarget = rabbitkickreversalanim;
1837                             Person::players[k]->frameCurrent = 1;
1838                             Person::players[k]->frameTarget = 2;
1839                             Person::players[i]->frameCurrent = 1;
1840                             Person::players[i]->frameTarget = 2;
1841                         }
1842                         Person::players[k]->target = 0;
1843                         Person::players[i]->oldcoords = Person::players[i]->coords;
1844                         Person::players[k]->coords = Person::players[i]->coords;
1845                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1846                         Person::players[i]->yaw = Person::players[k]->targetyaw;
1847                         if (Person::players[i]->aitype == attacktypecutoff) {
1848                             Person::players[i]->stunned = .5;
1849                         }
1850                     }
1851                 }
1852             }
1853         }
1854     }
1855 }
1856
1857 void doAerialAcrobatics()
1858 {
1859     static XYZ facing, flatfacing;
1860     for (unsigned k = 0; k < Person::players.size(); k++) {
1861         Person::players[k]->turnspeed = 500;
1862
1863         if ((Person::players[k]->isRun() &&
1864              ((Person::players[k]->targetyaw != rabbitrunninganim &&
1865                Person::players[k]->targetyaw != wolfrunninganim) ||
1866               Person::players[k]->frameTarget == 4)) ||
1867             Person::players[k]->animTarget == removeknifeanim ||
1868             Person::players[k]->animTarget == crouchremoveknifeanim ||
1869             Person::players[k]->animTarget == flipanim ||
1870             Person::players[k]->animTarget == fightsidestep ||
1871             Person::players[k]->animTarget == walkanim) {
1872             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1873         }
1874
1875         if (Person::players[k]->isStop() ||
1876             Person::players[k]->isLanding() ||
1877             Person::players[k]->animTarget == staggerbackhighanim ||
1878             (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1879             Person::players[k]->animTarget == staggerbackhardanim ||
1880             Person::players[k]->animTarget == backhandspringanim ||
1881             Person::players[k]->animTarget == dodgebackanim ||
1882             Person::players[k]->animTarget == rollanim ||
1883             (Animation::animations[Person::players[k]->animTarget].attack &&
1884              Person::players[k]->animTarget != rabbitkickanim &&
1885              (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1886              (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1887             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1888         }
1889
1890         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1891             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1892         }
1893
1894         Person::players[k]->DoStuff();
1895         if (Person::players[k]->immobile && k != 0) {
1896             Person::players[k]->coords = Person::players[k]->realoldcoords;
1897         }
1898
1899         //if player's position has changed (?)
1900         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1901             !Person::players[k]->skeleton.free &&
1902             Person::players[k]->animTarget != climbanim &&
1903             Person::players[k]->animTarget != hanganim) {
1904             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1905             int whichhit;
1906             bool tempcollide = 0;
1907
1908             if (Person::players[k]->collide < -.3) {
1909                 Person::players[k]->collide = -.3;
1910             }
1911             if (Person::players[k]->collide > 1) {
1912                 Person::players[k]->collide = 1;
1913             }
1914             Person::players[k]->collide -= multiplier * 30;
1915
1916             //clip to terrain
1917             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1918
1919             for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1920                 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1921                 if (Object::objects[i]->type != rocktype ||
1922                     Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1923                     Object::objects[i]->position.y > Person::players[k]->coords.y) {
1924                     lowpoint = Person::players[k]->coords;
1925                     if (Person::players[k]->animTarget != jumpupanim &&
1926                         Person::players[k]->animTarget != jumpdownanim &&
1927                         !Person::players[k]->isFlip()) {
1928                         lowpoint.y += 1.25;
1929                     } else {
1930                         lowpoint.y += 1.3;
1931                     }
1932                     if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1933                         Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
1934                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1935                     }
1936                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1937                         flatfacing = lowpoint - Person::players[k]->coords;
1938                         Person::players[k]->coords = lowpoint;
1939                         Person::players[k]->coords.y -= 1.3;
1940                         Person::players[k]->collide = 1;
1941                         tempcollide = 1;
1942                         //wall jumps
1943                         //TODO: refactor four similar blocks
1944                         if (Person::players[k]->aitype == playercontrolled &&
1945                             (Person::players[k]->animTarget == jumpupanim ||
1946                              Person::players[k]->animTarget == jumpdownanim ||
1947                              Person::players[k]->isFlip()) &&
1948                             !Person::players[k]->jumptogglekeydown &&
1949                             Person::players[k]->jumpkeydown) {
1950                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1951                             XYZ tempcoords1 = lowpoint;
1952                             whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1953                             if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1954                                 Person::players[k]->setTargetAnimation(walljumpleftanim);
1955                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1956                                 if (k == 0) {
1957                                     pause_sound(whooshsound);
1958                                 }
1959
1960                                 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1961                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1962                                 if (lowpointtarget.z < 0) {
1963                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1964                                 }
1965                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
1966                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
1967                                 if (k == 0) {
1968                                     numwallflipped++;
1969                                 }
1970                             } else {
1971                                 lowpoint = tempcoords1;
1972                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1973                                 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1974                                 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1975                                     Person::players[k]->setTargetAnimation(walljumprightanim);
1976                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
1977                                     if (k == 0) {
1978                                         pause_sound(whooshsound);
1979                                     }
1980
1981                                     lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1982                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1983                                     if (lowpointtarget.z < 0) {
1984                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1985                                     }
1986                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
1987                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
1988                                     if (k == 0) {
1989                                         numwallflipped++;
1990                                     }
1991                                 } else {
1992                                     lowpoint = tempcoords1;
1993                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1994                                     whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1995                                     if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1996                                         Person::players[k]->setTargetAnimation(walljumpbackanim);
1997                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
1998                                         if (k == 0) {
1999                                             pause_sound(whooshsound);
2000                                         }
2001
2002                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2003                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2004                                         if (lowpointtarget.z < 0) {
2005                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2006                                         }
2007                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2008                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2009                                         if (k == 0) {
2010                                             numwallflipped++;
2011                                         }
2012                                     } else {
2013                                         lowpoint = tempcoords1;
2014                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2015                                         whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2016                                         if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
2017                                             Person::players[k]->setTargetAnimation(walljumpfrontanim);
2018                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
2019                                             if (k == 0) {
2020                                                 pause_sound(whooshsound);
2021                                             }
2022
2023                                             lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2024                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2025                                             if (lowpointtarget.z < 0) {
2026                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2027                                             }
2028                                             Person::players[k]->yaw += 180;
2029                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
2030                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
2031                                             if (k == 0) {
2032                                                 numwallflipped++;
2033                                             }
2034                                         }
2035                                     }
2036                                 }
2037                             }
2038                         }
2039                     }
2040                 } else if (Object::objects[i]->type == rocktype) {
2041                     lowpoint2 = Person::players[k]->coords;
2042                     lowpoint = Person::players[k]->coords;
2043                     lowpoint.y += 2;
2044                     if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2045                         Person::players[k]->coords = colpoint;
2046                         Person::players[k]->collide = 1;
2047                         tempcollide = 1;
2048
2049                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2050                             //flipped into a rock
2051                             if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
2052                                 Person::players[k]->RagDoll(0);
2053                             }
2054
2055                             if (Person::players[k]->animTarget == jumpupanim) {
2056                                 Person::players[k]->jumppower = -4;
2057                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
2058                             }
2059                             Person::players[k]->target = 0;
2060                             Person::players[k]->frameTarget = 0;
2061                             Person::players[k]->onterrain = 1;
2062
2063                             if (Person::players[k]->id == 0) {
2064                                 pause_sound(whooshsound);
2065                                 OPENAL_SetVolume(channels[whooshsound], 0);
2066                             }
2067
2068                             //landing
2069                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2070                                 if (Person::players[k]->isFlip()) {
2071                                     Person::players[k]->jumppower = -4;
2072                                 }
2073                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
2074                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2075                                 if (k == 0) {
2076                                     addEnvSound(Person::players[k]->coords);
2077                                 }
2078                             }
2079                         }
2080                     }
2081                 }
2082             }
2083
2084             if (tempcollide) {
2085                 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
2086                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2087                     lowpoint = Person::players[k]->coords;
2088                     lowpoint.y += 1.35;
2089                     if (Object::objects[i]->type != rocktype) {
2090                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
2091                             if (Person::players[k]->animTarget != jumpupanim &&
2092                                 Person::players[k]->animTarget != jumpdownanim &&
2093                                 Person::players[k]->onterrain) {
2094                                 Person::players[k]->avoidcollided = 1;
2095                             }
2096                             Person::players[k]->coords = lowpoint;
2097                             Person::players[k]->coords.y -= 1.35;
2098                             Person::players[k]->collide = 1;
2099
2100                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2101                                 (Person::players[k]->animCurrent != climbanim &&
2102                                      Person::players[k]->animCurrent != hanganim &&
2103                                      !Person::players[k]->isWallJump() ||
2104                                  Person::players[k]->animTarget == jumpupanim ||
2105                                  Person::players[k]->animTarget == jumpdownanim)) {
2106                                 lowpoint = Person::players[k]->coords;
2107                                 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
2108                                 lowpoint = Person::players[k]->coords;
2109                                 lowpoint.y += .05;
2110                                 facing = 0;
2111                                 facing.z = -1;
2112                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2113                                 lowpointtarget = lowpoint + facing * 1.4;
2114                                 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2115                                 if (whichhit != -1) {
2116                                     lowpoint = Person::players[k]->coords;
2117                                     lowpoint.y += .1;
2118                                     lowpointtarget = lowpoint + facing * 1.4;
2119                                     lowpoint2 = lowpoint;
2120                                     lowpointtarget2 = lowpointtarget;
2121                                     lowpoint3 = lowpoint;
2122                                     lowpointtarget3 = lowpointtarget;
2123                                     lowpoint4 = lowpoint;
2124                                     lowpointtarget4 = lowpointtarget;
2125                                     lowpoint5 = lowpoint;
2126                                     lowpointtarget5 = lowpointtarget;
2127                                     lowpoint6 = lowpoint;
2128                                     lowpointtarget6 = lowpointtarget;
2129                                     lowpoint7 = lowpoint;
2130                                     lowpointtarget7 = lowpoint;
2131                                     lowpoint2.x += .1;
2132                                     lowpointtarget2.x += .1;
2133                                     lowpoint3.z += .1;
2134                                     lowpointtarget3.z += .1;
2135                                     lowpoint4.x -= .1;
2136                                     lowpointtarget4.x -= .1;
2137                                     lowpoint5.z -= .1;
2138                                     lowpointtarget5.z -= .1;
2139                                     lowpoint6.y += 45 / 13;
2140                                     lowpointtarget6.y += 45 / 13;
2141                                     lowpointtarget6 += facing * .6;
2142                                     lowpointtarget7.y += 90 / 13;
2143                                     whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2144                                     if (Object::objects[i]->friction > .5) {
2145                                         if (whichhit != -1) {
2146                                             if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
2147                                                 Person::players[k]->collided = 1;
2148                                             }
2149                                             if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
2150                                                 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
2151                                                     if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2152                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2153                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2154                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2155                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2156                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2157                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2158                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2159                                                         for (int j = 0; j < 45; j++) {
2160                                                             lowpoint = Person::players[k]->coords;
2161                                                             lowpoint.y += (float)j / 13;
2162                                                             lowpointtarget = lowpoint + facing * 1.4;
2163                                                             if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2164                                                                                                             &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2165                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
2166                                                                     break;
2167                                                                 }
2168                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2169                                                                     lowpoint = Person::players[k]->coords;
2170                                                                     lowpoint.y += (float)j / 13;
2171                                                                     lowpointtarget = lowpoint + facing * 1.3;
2172                                                                     flatfacing = Person::players[k]->coords;
2173                                                                     Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
2174                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
2175                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2176
2177                                                                     if (j > 10 || !Person::players[k]->isRun()) {
2178                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2179                                                                             if (k == 0) {
2180                                                                                 pause_sound(whooshsound);
2181                                                                             }
2182                                                                         }
2183                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2184
2185                                                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2186                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2187                                                                         if (lowpointtarget.z < 0) {
2188                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2189                                                                         }
2190                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2191                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2192
2193                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
2194                                                                         Person::players[k]->velocity = 0;
2195
2196                                                                         //climb ledge (?)
2197                                                                         if (Person::players[k]->animTarget == jumpupanim) {
2198                                                                             Person::players[k]->animTarget = climbanim;
2199                                                                             Person::players[k]->jumppower = 0;
2200                                                                             Person::players[k]->jumpclimb = 1;
2201                                                                         }
2202                                                                         Person::players[k]->transspeed = 6;
2203                                                                         Person::players[k]->target = 0;
2204                                                                         Person::players[k]->frameTarget = 1;
2205                                                                         //hang ledge (?)
2206                                                                         if (j > 25) {
2207                                                                             Person::players[k]->setTargetAnimation(hanganim);
2208                                                                             Person::players[k]->jumppower = 0;
2209                                                                         }
2210                                                                     }
2211                                                                     break;
2212                                                                 }
2213                                                             }
2214                                                         }
2215                                                     }
2216                                                 }
2217                                             }
2218                                         }
2219                                     }
2220                                 }
2221                             }
2222                         }
2223                     }
2224                 }
2225             }
2226             if (Person::players[k]->collide <= 0) {
2227                 //in the air
2228                 if (!Person::players[k]->onterrain &&
2229                     Person::players[k]->animTarget != jumpupanim &&
2230                     Person::players[k]->animTarget != jumpdownanim &&
2231                     Person::players[k]->animTarget != climbanim &&
2232                     Person::players[k]->animTarget != hanganim &&
2233                     !Person::players[k]->isWallJump() &&
2234                     !Person::players[k]->isFlip()) {
2235                     if (Person::players[k]->animCurrent != climbanim &&
2236                         Person::players[k]->animCurrent != tempanim &&
2237                         Person::players[k]->animTarget != backhandspringanim &&
2238                         (Person::players[k]->animTarget != rollanim ||
2239                          Person::players[k]->frameTarget < 2 ||
2240                          Person::players[k]->frameTarget > 6)) {
2241                         //stagger off ledge (?)
2242                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
2243                             Person::players[k]->RagDoll(0);
2244                         }
2245                         Person::players[k]->setTargetAnimation(jumpdownanim);
2246
2247                         if (!k) {
2248                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2249                         }
2250                     }
2251                     //gravity
2252                     Person::players[k]->velocity.y += gravity;
2253                 }
2254             }
2255         }
2256         Person::players[k]->realoldcoords = Person::players[k]->coords;
2257     }
2258 }
2259
2260 void doAttacks()
2261 {
2262     static int randattack;
2263     static bool playerrealattackkeydown = 0;
2264
2265     if (!Input::isKeyDown(attackkey)) {
2266         oldattackkey = 0;
2267     }
2268     if (oldattackkey) {
2269         Person::players[0]->attackkeydown = 0;
2270     }
2271     if (oldattackkey) {
2272         playerrealattackkeydown = 0;
2273     }
2274     if (!oldattackkey) {
2275         playerrealattackkeydown = Input::isKeyDown(attackkey);
2276     }
2277     if ((Person::players[0]->parriedrecently <= 0 ||
2278          Person::players[0]->weaponactive == -1) &&
2279         (!oldattackkey ||
2280          (realthreat &&
2281           Person::players[0]->lastattack != swordslashanim &&
2282           Person::players[0]->lastattack != knifeslashstartanim &&
2283           Person::players[0]->lastattack != staffhitanim &&
2284           Person::players[0]->lastattack != staffspinhitanim))) {
2285         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2286     }
2287     if (Input::isKeyDown(attackkey) &&
2288         !oldattackkey &&
2289         !Person::players[0]->backkeydown) {
2290         for (unsigned k = 0; k < Person::players.size(); k++) {
2291             if ((Person::players[k]->animTarget == swordslashanim ||
2292                  Person::players[k]->animTarget == staffhitanim ||
2293                  Person::players[k]->animTarget == staffspinhitanim) &&
2294                 Person::players[0]->animCurrent != dodgebackanim &&
2295                 !Person::players[k]->skeleton.free) {
2296                 Person::players[k]->Reverse();
2297             }
2298         }
2299     }
2300
2301     if (!hostile || Dialog::inDialog()) {
2302         Person::players[0]->attackkeydown = 0;
2303     }
2304
2305     for (unsigned k = 0; k < Person::players.size(); k++) {
2306         if (Dialog::inDialog()) {
2307             Person::players[k]->attackkeydown = 0;
2308         }
2309         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2310             if (Person::players[k]->aitype != playercontrolled) {
2311                 Person::players[k]->victim = Person::players[0];
2312             }
2313             //attack key pressed
2314             if (Person::players[k]->attackkeydown) {
2315                 //dodge backward
2316                 if (Person::players[k]->backkeydown &&
2317                     Person::players[k]->animTarget != backhandspringanim &&
2318                     (Person::players[k]->isIdle() ||
2319                      Person::players[k]->isStop() ||
2320                      Person::players[k]->isRun() ||
2321                      Person::players[k]->animTarget == walkanim)) {
2322                     if (Person::players[k]->jumppower <= 1) {
2323                         Person::players[k]->jumppower -= 2;
2324                     } else {
2325                         for (unsigned i = 0; i < Person::players.size(); i++) {
2326                             if (i == k) {
2327                                 continue;
2328                             }
2329                             if (Person::players[i]->animTarget == swordslashanim ||
2330                                 Person::players[i]->animTarget == knifeslashstartanim ||
2331                                 Person::players[i]->animTarget == staffhitanim ||
2332                                 Person::players[i]->animTarget == staffspinhitanim) {
2333                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2334                                     Person::players[k]->setTargetAnimation(dodgebackanim);
2335                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2336                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2337                                 }
2338                             }
2339                         }
2340                         if (Person::players[k]->animTarget != dodgebackanim) {
2341                             if (k == 0) {
2342                                 numflipped++;
2343                             }
2344                             Person::players[k]->setTargetAnimation(backhandspringanim);
2345                             Person::players[k]->targetyaw = -yaw + 180;
2346                             if (Person::players[k]->leftkeydown) {
2347                                 Person::players[k]->targetyaw -= 45;
2348                             }
2349                             if (Person::players[k]->rightkeydown) {
2350                                 Person::players[k]->targetyaw += 45;
2351                             }
2352                             Person::players[k]->yaw = Person::players[k]->targetyaw;
2353                             Person::players[k]->jumppower -= 2;
2354                         }
2355                     }
2356                 }
2357                 //attack
2358                 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2359                     !Person::players[k]->backkeydown &&
2360                     (Person::players[k]->isIdle() ||
2361                      Person::players[k]->isRun() ||
2362                      Person::players[k]->animTarget == walkanim ||
2363                      Person::players[k]->animTarget == sneakanim ||
2364                      Person::players[k]->isCrouch())) {
2365                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2366                     //normal attacks (?)
2367                     Person::players[k]->hasvictim = 0;
2368                     if (Person::players.size() > 1) {
2369                         for (unsigned i = 0; i < Person::players.size(); i++) {
2370                             if (i == k || !(k == 0 || i == 0)) {
2371                                 continue;
2372                             }
2373                             if (!Person::players[k]->hasvictim) {
2374                                 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2375                                     //choose an attack
2376                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2377                                     if (distance < 4.5 &&
2378                                         !Person::players[i]->skeleton.free &&
2379                                         Person::players[i]->howactive < typedead1 &&
2380                                         Person::players[i]->animTarget != jumpreversedanim &&
2381                                         Person::players[i]->animTarget != rabbitkickreversedanim &&
2382                                         Person::players[i]->animTarget != rabbitkickanim &&
2383                                         Person::players[k]->animTarget != rabbitkickanim &&
2384                                         Person::players[i]->animTarget != getupfrombackanim &&
2385                                         (Person::players[i]->animTarget != staggerbackhighanim &&
2386                                          (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2387                                         Person::players[i]->animTarget != jumpdownanim &&
2388                                         Person::players[i]->animTarget != jumpupanim &&
2389                                         Person::players[i]->animTarget != getupfromfrontanim) {
2390                                         Person::players[k]->victim = Person::players[i];
2391                                         Person::players[k]->hasvictim = 1;
2392                                         if (Person::players[k]->aitype == playercontrolled) { //human player
2393                                             //sweep
2394                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2395                                                 Person::players[k]->crouchkeydown &&
2396                                                 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2397                                                 Person::players[k]->animTarget = sweepanim;
2398                                                 //winduppunch
2399                                             } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2400                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2401                                                        !Person::players[k]->forwardkeydown &&
2402                                                        !Person::players[k]->leftkeydown &&
2403                                                        !Person::players[k]->rightkeydown &&
2404                                                        !Person::players[k]->crouchkeydown &&
2405                                                        !attackweapon &&
2406                                                        !reversaltrain) {
2407                                                 Person::players[k]->animTarget = winduppunchanim;
2408                                                 //upunch
2409                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2410                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2411                                                        !Person::players[k]->forwardkeydown &&
2412                                                        !Person::players[k]->leftkeydown &&
2413                                                        !Person::players[k]->rightkeydown &&
2414                                                        !Person::players[k]->crouchkeydown &&
2415                                                        !attackweapon) {
2416                                                 Person::players[k]->animTarget = upunchanim;
2417                                                 //knifefollow
2418                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2419                                                        Person::players[i]->staggerdelay > 0 &&
2420                                                        attackweapon == knife &&
2421                                                        Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
2422                                                 Person::players[k]->animTarget = knifefollowanim;
2423                                                 //knifeslashstart
2424                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2425                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2426                                                        !Person::players[k]->forwardkeydown &&
2427                                                        !Person::players[k]->leftkeydown &&
2428                                                        !Person::players[k]->rightkeydown &&
2429                                                        !Person::players[k]->crouchkeydown &&
2430                                                        attackweapon == knife &&
2431                                                        Person::players[k]->weaponmissdelay <= 0) {
2432                                                 Person::players[k]->animTarget = knifeslashstartanim;
2433                                                 //swordslash
2434                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2435                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2436                                                        !Person::players[k]->crouchkeydown &&
2437                                                        attackweapon == sword &&
2438                                                        Person::players[k]->weaponmissdelay <= 0) {
2439                                                 Person::players[k]->animTarget = swordslashanim;
2440                                                 //staffhit
2441                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2442                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2443                                                        !Person::players[k]->crouchkeydown &&
2444                                                        attackweapon == staff &&
2445                                                        Person::players[k]->weaponmissdelay <= 0 &&
2446                                                        !Person::players[k]->leftkeydown &&
2447                                                        !Person::players[k]->rightkeydown &&
2448                                                        !Person::players[k]->forwardkeydown) {
2449                                                 Person::players[k]->animTarget = staffhitanim;
2450                                                 //staffspinhit
2451                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2452                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2453                                                        !Person::players[k]->crouchkeydown &&
2454                                                        attackweapon == staff &&
2455                                                        Person::players[k]->weaponmissdelay <= 0) {
2456                                                 Person::players[k]->animTarget = staffspinhitanim;
2457                                                 //spinkick
2458                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2459                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2460                                                 Person::players[k]->animTarget = spinkickanim;
2461                                                 //lowkick
2462                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2463                                                        Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2464                                                        Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2465                                                 Person::players[k]->animTarget = lowkickanim;
2466                                             }
2467                                         } else { //AI player
2468                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2469                                                 randattack = abs(Random() % 5);
2470                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2471                                                     //sweep
2472                                                     if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2473                                                         Person::players[k]->animTarget = sweepanim;
2474                                                         //upunch
2475                                                     } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2476                                                                !attackweapon) {
2477                                                         Person::players[k]->animTarget = upunchanim;
2478                                                         //spinkick
2479                                                     } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2480                                                         Person::players[k]->animTarget = spinkickanim;
2481                                                         //lowkick
2482                                                     } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
2483                                                         Person::players[k]->animTarget = lowkickanim;
2484                                                     }
2485                                                 }
2486                                                 if (attackweapon) {
2487                                                     //sweep
2488                                                     if ((!Tutorial::active || !attackweapon) &&
2489                                                         distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2490                                                         randattack == 0 &&
2491                                                         Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2492                                                         Person::players[k]->animTarget = sweepanim;
2493                                                         //knifeslashstart
2494                                                     } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2495                                                                attackweapon == knife &&
2496                                                                Person::players[k]->weaponmissdelay <= 0) {
2497                                                         Person::players[k]->animTarget = knifeslashstartanim;
2498                                                         //swordslash
2499                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2500                                                                  Person::players[0]->hasvictim &&
2501                                                                  Person::players[0]->animTarget == swordslashanim) &&
2502                                                                attackweapon == sword &&
2503                                                                Person::players[k]->weaponmissdelay <= 0) {
2504                                                         Person::players[k]->animTarget = swordslashanim;
2505                                                         //staffhit
2506                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2507                                                                  Person::players[0]->hasvictim &&
2508                                                                  Person::players[0]->animTarget == swordslashanim) &&
2509                                                                attackweapon == staff &&
2510                                                                Person::players[k]->weaponmissdelay <= 0 &&
2511                                                                randattack < 3) {
2512                                                         Person::players[k]->animTarget = staffhitanim;
2513                                                         //staffspinhit
2514                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2515                                                                  Person::players[0]->hasvictim &&
2516                                                                  Person::players[0]->animTarget == swordslashanim) &&
2517                                                                attackweapon == staff &&
2518                                                                Person::players[k]->weaponmissdelay <= 0 &&
2519                                                                randattack >= 3) {
2520                                                         Person::players[k]->animTarget = staffspinhitanim;
2521                                                         //spinkick
2522                                                     } else if ((!Tutorial::active || !attackweapon) &&
2523                                                                distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2524                                                                randattack == 1 &&
2525                                                                Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2526                                                         Person::players[k]->animTarget = spinkickanim;
2527                                                         //lowkick
2528                                                     } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2529                                                                Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2530                                                                Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2531                                                         Person::players[k]->animTarget = lowkickanim;
2532                                                     }
2533                                                 }
2534                                             }
2535                                         }
2536                                         //upunch becomes wolfslap
2537                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
2538                                             Person::players[k]->animTarget = wolfslapanim;
2539                                         }
2540                                     }
2541                                     //sneak attacks
2542                                     if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2543                                         Person::players[i]->howactive < typedead1 &&
2544                                         distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2545                                         !Person::players[i]->skeleton.free &&
2546                                         Person::players[i]->animTarget != getupfrombackanim &&
2547                                         Person::players[i]->animTarget != getupfromfrontanim &&
2548                                         (Person::players[i]->surprised > 0 ||
2549                                          Person::players[i]->aitype == passivetype ||
2550                                          attackweapon && Person::players[i]->stunned > 0) &&
2551                                         normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2552                                         //sneakattack
2553                                         if (!attackweapon) {
2554                                             Person::players[k]->animCurrent = sneakattackanim;
2555                                             Person::players[k]->animTarget = sneakattackanim;
2556                                             Person::players[i]->animCurrent = sneakattackedanim;
2557                                             Person::players[i]->animTarget = sneakattackedanim;
2558                                             Person::players[k]->oldcoords = Person::players[k]->coords;
2559                                             Person::players[k]->coords = Person::players[i]->coords;
2560                                         }
2561                                         //knifesneakattack
2562                                         if (attackweapon == knife) {
2563                                             Person::players[k]->animCurrent = knifesneakattackanim;
2564                                             Person::players[k]->animTarget = knifesneakattackanim;
2565                                             Person::players[i]->animCurrent = knifesneakattackedanim;
2566                                             Person::players[i]->animTarget = knifesneakattackedanim;
2567                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2568                                             Person::players[i]->coords = Person::players[k]->coords;
2569                                         }
2570                                         //swordsneakattack
2571                                         if (attackweapon == sword) {
2572                                             Person::players[k]->animCurrent = swordsneakattackanim;
2573                                             Person::players[k]->animTarget = swordsneakattackanim;
2574                                             Person::players[i]->animCurrent = swordsneakattackedanim;
2575                                             Person::players[i]->animTarget = swordsneakattackedanim;
2576                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2577                                             Person::players[i]->coords = Person::players[k]->coords;
2578                                         }
2579                                         if (attackweapon != staff) {
2580                                             Person::players[k]->victim = Person::players[i];
2581                                             Person::players[k]->hasvictim = 1;
2582                                             Person::players[i]->targettilt2 = 0;
2583                                             Person::players[i]->frameTarget = 1;
2584                                             Person::players[i]->frameCurrent = 0;
2585                                             Person::players[i]->target = 0;
2586                                             Person::players[i]->velocity = 0;
2587                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2588                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2589                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2590                                             Person::players[k]->target = Person::players[i]->target;
2591                                             Person::players[k]->velocity = 0;
2592                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
2593                                             Person::players[k]->yaw = Person::players[i]->yaw;
2594                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
2595                                         }
2596                                     }
2597                                     if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2598                                         Person::players[k]->victim == Person::players[i] &&
2599                                         (!Person::players[i]->skeleton.free)) {
2600                                         oldattackkey = 1;
2601                                         Person::players[k]->frameTarget = 0;
2602                                         Person::players[k]->target = 0;
2603
2604                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2605                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2606                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2607                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2608                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
2609                                     }
2610                                     if (Person::players[k]->animTarget == knifefollowanim &&
2611                                         Person::players[k]->victim == Person::players[i]) {
2612                                         oldattackkey = 1;
2613                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2614                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2615                                         Person::players[k]->victim = Person::players[i];
2616                                         Person::players[k]->hasvictim = 1;
2617                                         Person::players[i]->animTarget = knifefollowedanim;
2618                                         Person::players[i]->animCurrent = knifefollowedanim;
2619                                         Person::players[i]->targettilt2 = 0;
2620                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2621                                         Person::players[i]->frameTarget = 1;
2622                                         Person::players[i]->frameCurrent = 0;
2623                                         Person::players[i]->target = 0;
2624                                         Person::players[i]->velocity = 0;
2625                                         Person::players[k]->animCurrent = knifefollowanim;
2626                                         Person::players[k]->animTarget = knifefollowanim;
2627                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2628                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2629                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2630                                         Person::players[k]->target = Person::players[i]->target;
2631                                         Person::players[k]->velocity = 0;
2632                                         Person::players[k]->oldcoords = Person::players[k]->coords;
2633                                         Person::players[i]->coords = Person::players[k]->coords;
2634                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2635                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2636                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
2637                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2638                                     }
2639                                 }
2640                             }
2641                         }
2642                     }
2643                     const bool hasstaff = attackweapon == staff;
2644                     if (k == 0 && Person::players.size() > 1) {
2645                         for (unsigned i = 0; i < Person::players.size(); i++) {
2646                             if (i == k) {
2647                                 continue;
2648                             }
2649                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2650                                 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2651                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2652                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
2653                                     if (Person::players[i]->skeleton.free) {
2654                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2655                                             (Person::players[i]->dead ||
2656                                              Person::players[i]->skeleton.longdead > 1000 ||
2657                                              Person::players[k]->isRun() ||
2658                                              hasstaff ||
2659                                              (attackweapon &&
2660                                               (Person::players[i]->skeleton.longdead > 2000 ||
2661                                                Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2662                                                Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2663                                               distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2664                                             Person::players[k]->victim = Person::players[i];
2665                                             Person::players[k]->hasvictim = 1;
2666                                             if (attackweapon && !Tutorial::active) {
2667                                                 //crouchstab
2668                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
2669                                                     Person::players[k]->animTarget = crouchstabanim;
2670                                                 }
2671                                                 //swordgroundstab
2672                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
2673                                                     Person::players[k]->animTarget = swordgroundstabanim;
2674                                                 }
2675                                                 //staffgroundsmash
2676                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
2677                                                     Person::players[k]->animTarget = staffgroundsmashanim;
2678                                                 }
2679                                             }
2680                                             if (distance < 2.5 &&
2681                                                 Person::players[k]->crouchkeydown &&
2682                                                 Person::players[k]->animTarget != crouchstabanim &&
2683                                                 !attackweapon &&
2684                                                 Person::players[i]->dead &&
2685                                                 Person::players[i]->skeleton.free &&
2686                                                 Person::players[i]->skeleton.longdead > 1000) {
2687                                                 Person::players[k]->animTarget = killanim;
2688                                                 terrain.deleteDeadDecals();
2689                                                 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2690                                                     if (Object::objects[l]->model.type == decalstype) {
2691                                                         Object::objects[l]->model.deleteDeadDecals();
2692                                                     }
2693                                                 }
2694                                             }
2695                                             if (!Person::players[i]->dead || musictype != 2) {
2696                                                 if (distance < 3.5 &&
2697                                                     (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2698                                                     Person::players[k]->staggerdelay <= 0 &&
2699                                                     (Person::players[i]->dead ||
2700                                                      Person::players[i]->skeleton.longdead < 300 &&
2701                                                          Person::players[k]->lastattack != spinkickanim &&
2702                                                          Person::players[i]->skeleton.free) &&
2703                                                     (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2704                                                     Person::players[k]->animTarget = dropkickanim;
2705                                                     terrain.deleteDeadDecals();
2706                                                     for (unsigned int l = 0; l < Object::objects.size(); l++) {
2707                                                         if (Object::objects[l]->model.type == decalstype) {
2708                                                             Object::objects[l]->model.deleteDeadDecals();
2709                                                         }
2710                                                     }
2711                                                 }
2712                                             }
2713                                         }
2714                                     }
2715                                 }
2716                                 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2717                                     Person::players[k]->victim == Person::players[i] &&
2718                                     (!Person::players[i]->skeleton.free ||
2719                                      Person::players[k]->animTarget == killanim ||
2720                                      Person::players[k]->animTarget == crouchstabanim ||
2721                                      Person::players[k]->animTarget == swordgroundstabanim ||
2722                                      Person::players[k]->animTarget == staffgroundsmashanim ||
2723                                      Person::players[k]->animTarget == dropkickanim)) {
2724                                     oldattackkey = 1;
2725                                     Person::players[k]->frameTarget = 0;
2726                                     Person::players[k]->target = 0;
2727
2728                                     XYZ targetpoint = Person::players[i]->coords;
2729                                     if (Person::players[k]->animTarget == crouchstabanim ||
2730                                         Person::players[k]->animTarget == swordgroundstabanim ||
2731                                         Person::players[k]->animTarget == staffgroundsmashanim) {
2732                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
2733                                                         Person::players[i]->jointPos(neck)) /
2734                                                        2 *
2735                                                        Person::players[i]->scale;
2736                                     }
2737                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2738                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2739
2740                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2741                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2742                                     }
2743
2744                                     if (Person::players[k]->animTarget == staffgroundsmashanim) {
2745                                         Person::players[k]->targettilt2 += 10;
2746                                     }
2747
2748                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2749                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2750                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
2751
2752                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
2753                                         Person::players[k]->targetyaw += 30;
2754                                     }
2755                                 }
2756                             }
2757                         }
2758                     }
2759                     if (!Person::players[k]->hasvictim) {
2760                         //find victim
2761                         for (unsigned i = 0; i < Person::players.size(); i++) {
2762                             if (i == k || !(i == 0 || k == 0)) {
2763                                 continue;
2764                             }
2765                             if (!Person::players[i]->skeleton.free) {
2766                                 if (Person::players[k]->hasvictim) {
2767                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2768                                         distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
2769                                         Person::players[k]->victim = Person::players[i];
2770                                     }
2771                                 } else {
2772                                     Person::players[k]->victim = Person::players[i];
2773                                     Person::players[k]->hasvictim = 1;
2774                                 }
2775                             }
2776                         }
2777                     }
2778                     if (Person::players[k]->aitype == playercontrolled) {
2779                         //rabbit kick
2780                         if (Person::players[k]->attackkeydown &&
2781                             Person::players[k]->isRun() &&
2782                             Person::players[k]->wasRun() &&
2783                             ((Person::players[k]->hasvictim &&
2784                               distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2785                               distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2786                               !Person::players[k]->victim->skeleton.free &&
2787                               Person::players[k]->victim->animTarget != getupfrombackanim &&
2788                               Person::players[k]->victim->animTarget != getupfromfrontanim &&
2789                               Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2790                               Person::players[k]->aitype != playercontrolled && //wat???
2791                               normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2792                               Person::players[k]->rabbitkickenabled) ||
2793                              Person::players[k]->jumpkeydown)) {
2794                             oldattackkey = 1;
2795                             Person::players[k]->setTargetAnimation(rabbitkickanim);
2796                         }
2797                     }
2798                     //update counts
2799                     if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2800                         numattacks++;
2801                         switch (attackweapon) {
2802                             case 0:
2803                                 numunarmedattack++;
2804                                 break;
2805                             case knife:
2806                                 numknifeattack++;
2807                                 break;
2808                             case sword:
2809                                 numswordattack++;
2810                                 break;
2811                             case staff:
2812                                 numstaffattack++;
2813                                 break;
2814                         }
2815                     }
2816                 }
2817             }
2818         }
2819     }
2820 }
2821
2822 void doPlayerCollisions()
2823 {
2824     static XYZ rotatetarget;
2825     static float collisionradius;
2826     if (Person::players.size() > 1) {
2827         for (unsigned k = 0; k < Person::players.size(); k++) {
2828             for (unsigned i = k + 1; i < Person::players.size(); i++) {
2829                 //neither player is part of a reversal
2830                 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2831                      Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2832                      Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2833                      Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2834                     (i != 0 && k != 0)) {
2835                     if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2836                          Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2837                          Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2838                          Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2839                         (i != 0 && k != 0)) {
2840                         //neither is sleeping
2841                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
2842                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
2843                                 //in same patch, neither is climbing
2844                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2845                                     Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2846                                     Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2847                                     Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2848                                     Person::players[i]->animTarget != climbanim &&
2849                                     Person::players[i]->animTarget != hanganim &&
2850                                     Person::players[k]->animTarget != climbanim &&
2851                                     Person::players[k]->animTarget != hanganim) {
2852                                     //players are close (bounding box test)
2853                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
2854                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
2855                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
2856                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
2857                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
2858                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2859                                                             //spread fire from player to player
2860                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2861                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2862                                                                     if (!Person::players[i]->onfire) {
2863                                                                         Person::players[i]->CatchFire();
2864                                                                     }
2865                                                                     if (!Person::players[k]->onfire) {
2866                                                                         Person::players[k]->CatchFire();
2867                                                                     }
2868                                                                 }
2869                                                             }
2870
2871                                                             XYZ tempcoords1 = Person::players[i]->coords;
2872                                                             XYZ tempcoords2 = Person::players[k]->coords;
2873                                                             if (!Person::players[i]->skeleton.oldfree) {
2874                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2875                                                             }
2876                                                             if (!Person::players[k]->skeleton.oldfree) {
2877                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2878                                                             }
2879                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2880                                                             if (Person::players[0]->hasvictim) {
2881                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
2882                                                                     collisionradius = 3;
2883                                                                 }
2884                                                             }
2885                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2886                                                                 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2887                                                                  distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2888                                                                 //jump down on a dead body
2889                                                                 if (k == 0 || i == 0) {
2890                                                                     int l = i ? i : k;
2891                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
2892                                                                         !Person::players[0]->skeleton.oldfree &&
2893                                                                         !Person::players[0]->skeleton.free &&
2894                                                                         Person::players[l]->skeleton.oldfree &&
2895                                                                         Person::players[l]->skeleton.free &&
2896                                                                         Person::players[l]->dead &&
2897                                                                         Person::players[0]->lastcollide <= 0 &&
2898                                                                         fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2899                                                                         distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2900                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
2901                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
2902                                                                         Person::players[l]->skeleton.free = 0;
2903                                                                         Person::players[l]->yaw = 0;
2904                                                                         Person::players[l]->RagDoll(0);
2905                                                                         Person::players[l]->DoDamage(20);
2906                                                                         camerashake += .3;
2907                                                                         Person::players[l]->skeleton.longdead = 0;
2908                                                                         Person::players[0]->lastcollide = 1;
2909                                                                     }
2910                                                                 }
2911
2912                                                                 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2913                                                                     (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2914                                                                     (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2915                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2916                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2917                                                                          Person::players[i]->skeleton.free) &&
2918                                                                         (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2919                                                                          Person::players[k]->skeleton.free)) {
2920                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2921                                                                                k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2922                                                                               normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2923                                                                              (k == 0 ||
2924                                                                               k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2925                                                                               /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2926                                                                             (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2927                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2928                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2929                                                                             //If hit by body
2930                                                                             if ((i != 0 || Person::players[i]->skeleton.free) &&
2931                                                                                     (k != 0 || Person::players[k]->skeleton.free) ||
2932                                                                                 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2933                                                                                  Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2934                                                                                 if (!Tutorial::active) {
2935                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2936                                                                                 }
2937
2938                                                                                 Person::players[i]->RagDoll(0);
2939                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2940                                                                                     award_bonus(0, aimbonus);
2941                                                                                 }
2942                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2943                                                                                 Person::players[k]->RagDoll(0);
2944                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2945                                                                                     award_bonus(0, aimbonus); // Huh, again?
2946                                                                                 }
2947                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2948
2949                                                                                 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2950                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2951                                                                                 }
2952                                                                                 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2953                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2954                                                                                 }
2955                                                                             }
2956                                                                         }
2957                                                                     }
2958                                                                     if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2959                                                                          Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2960                                                                         (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2961                                                                          Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2962                                                                         //If bumped
2963                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2964                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2965                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2966                                                                                 Normalise(&rotatetarget);
2967                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2968                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2969                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2970                                                                                 if (Person::players[k]->howactive == typeactive || hostile) {
2971                                                                                     if (Person::players[k]->isIdle()) {
2972                                                                                         if (Person::players[k]->howactive < typesleeping) {
2973                                                                                             Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2974                                                                                         } else if (Person::players[k]->howactive == typesleeping) {
2975                                                                                             Person::players[k]->setTargetAnimation(getupfromfrontanim);
2976                                                                                         }
2977                                                                                         if (!editorenabled) {
2978                                                                                             Person::players[k]->howactive = typeactive;
2979                                                                                         }
2980                                                                                     }
2981                                                                                 }
2982                                                                                 if (Person::players[i]->howactive == typeactive || hostile) {
2983                                                                                     if (Person::players[i]->isIdle()) {
2984                                                                                         if (Person::players[i]->howactive < typesleeping) {
2985                                                                                             Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2986                                                                                         } else {
2987                                                                                             Person::players[i]->setTargetAnimation(getupfromfrontanim);
2988                                                                                         }
2989                                                                                         if (!editorenabled) {
2990                                                                                             Person::players[i]->howactive = typeactive;
2991                                                                                         }
2992                                                                                     }
2993                                                                                 }
2994                                                                             }
2995                                                                             //jump down on player
2996                                                                             if (hostile) {
2997                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2998                                                                                     !Person::players[i]->isCrouch() &&
2999                                                                                     Person::players[i]->animTarget != rollanim &&
3000                                                                                     !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
3001                                                                                     Person::players[k]->lastcollide <= 0 &&
3002                                                                                     Person::players[k]->velocity.y < -10) {
3003                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
3004                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3005                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3006                                                                                     Person::players[i]->DoDamage(20);
3007                                                                                     Person::players[i]->RagDoll(0);
3008                                                                                     Person::players[k]->lastcollide = 1;
3009                                                                                     award_bonus(k, AboveBonus);
3010                                                                                 }
3011                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3012                                                                                     !Person::players[k]->isCrouch() &&
3013                                                                                     Person::players[k]->animTarget != rollanim &&
3014                                                                                     !Person::players[i]->skeleton.oldfree &&
3015                                                                                     !Person::players[i]->skeleton.free &&
3016                                                                                     Person::players[i]->lastcollide <= 0 &&
3017                                                                                     Person::players[i]->velocity.y < -10) {
3018                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
3019                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3020                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3021                                                                                     Person::players[k]->DoDamage(20);
3022                                                                                     Person::players[k]->RagDoll(0);
3023                                                                                     Person::players[i]->lastcollide = 1;
3024                                                                                     award_bonus(i, AboveBonus);
3025                                                                                 }
3026                                                                             }
3027                                                                         }
3028                                                                     }
3029                                                                 }
3030                                                                 Person::players[i]->CheckKick();
3031                                                                 Person::players[k]->CheckKick();
3032                                                             }
3033                                                         }
3034                                                     }
3035                                                 }
3036                                             }
3037                                         }
3038                                     }
3039                                 }
3040                             }
3041                         }
3042                     }
3043                 }
3044             }
3045         }
3046     }
3047 }
3048
3049 void Game::Tick()
3050 {
3051     static XYZ facing, flatfacing;
3052     static int target;
3053
3054     /* Pump SDL input events and process non-gameplay related ones */
3055     ProcessInput();
3056
3057     /*
3058     Values of mainmenu :
3059     1 Main menu
3060     2 Menu pause (resume/end game)
3061     3 Option menu
3062     4 Controls configuration menu
3063     5 Main game menu (choose level or challenge)
3064     6 Deleting user menu
3065     7 User managment menu (select/add)
3066     8 Choose difficulty menu
3067     9 Challenge level selection menu
3068     10 End of the campaign congratulation (is that really a menu?)
3069     11 Same that 9 ??? => unused
3070     18 stereo configuration
3071     */
3072
3073     if (!console) {
3074         //campaign over?
3075         if (mainmenu && endgame == 1) {
3076             mainmenu = 10;
3077         }
3078         //go to level select after completing a campaign level
3079         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
3080             mainmenu = 5;
3081             gameon = 0;
3082             winfreeze = 0;
3083             fireSound();
3084             flash();
3085             if (musictoggle) {
3086                 OPENAL_SetFrequency(OPENAL_ALL);
3087                 emit_stream_np(stream_menutheme);
3088                 pause_sound(leveltheme);
3089             }
3090             Menu::Load();
3091         }
3092     }
3093
3094     if (mainmenu) {
3095         Menu::Tick();
3096     }
3097
3098     if (!mainmenu) {
3099         if (hostile == 1) {
3100             hostiletime += multiplier;
3101         } else {
3102             hostiletime = 0;
3103         }
3104         if (!winfreeze) {
3105             leveltime += multiplier;
3106         }
3107
3108         if (console) {
3109             freeze = 1;
3110
3111             inputText(consoletext[0], &consoleselected);
3112             if (!waiting) {
3113                 if (!consoletext[0].empty()) {
3114                     cmd_dispatch(consoletext[0]);
3115                     for (int k = 14; k >= 1; k--) {
3116                         consoletext[k] = consoletext[k - 1];
3117                     }
3118                     consoletext[0].clear();
3119                     consoleselected = 0;
3120                 }
3121             }
3122
3123             consoleblinkdelay -= multiplier;
3124             if (consoleblinkdelay <= 0) {
3125                 consoleblinkdelay = .3;
3126                 consoleblink = !consoleblink;
3127             }
3128         }
3129
3130         static int oldwinfreeze;
3131         if (winfreeze && !oldwinfreeze) {
3132             OPENAL_SetFrequency(OPENAL_ALL);
3133             emit_sound_np(consolesuccesssound);
3134         }
3135         if (winfreeze == 0) {
3136             oldwinfreeze = winfreeze;
3137         } else {
3138             oldwinfreeze++;
3139         }
3140
3141         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
3142
3143             //dialogues
3144             static float talkdelay = 0;
3145
3146             if (Dialog::inDialog()) {
3147                 talkdelay = 1;
3148             }
3149             talkdelay -= multiplier;
3150
3151             if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3152                 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3153                     Dialog::dialogs[i].tick(i);
3154                 }
3155             }
3156
3157             windvar += multiplier;
3158             smoketex += multiplier;
3159             Tutorial::stagetime += multiplier;
3160
3161             //hotspots
3162             static float hotspotvisual[40];
3163             if (Hotspot::hotspots.size()) {
3164                 XYZ hotspotsprite;
3165                 if (editorenabled) {
3166                     for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3167                         hotspotvisual[i] -= multiplier / 320;
3168                     }
3169                 }
3170
3171                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3172                     while (hotspotvisual[i] < 0) {
3173                         hotspotsprite = 0;
3174                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3175                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3176                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3177                         hotspotsprite += Hotspot::hotspots[i].position;
3178                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3179                         hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3180                     }
3181                 }
3182
3183                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3184                     if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3185                         Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3186                     }
3187                 }
3188             }
3189
3190             //Tutorial
3191             if (Tutorial::active) {
3192                 Tutorial::Do(multiplier);
3193             }
3194
3195             //bonuses
3196             if (!Tutorial::active) {
3197                 if (bonustime == 0 &&
3198                     bonus != solidhit &&
3199                     bonus != spinecrusher &&
3200                     bonus != tracheotomy &&
3201                     bonus != backstab &&
3202                     bonusvalue > 10) {
3203                     emit_sound_np(consolesuccesssound);
3204                 }
3205             } else if (bonustime == 0) {
3206                 emit_sound_np(fireendsound);
3207             }
3208             if (bonustime == 0) {
3209                 if (bonus != solidhit &&
3210                     bonus != twoxcombo &&
3211                     bonus != threexcombo &&
3212                     bonus != fourxcombo &&
3213                     bonus != megacombo) {
3214                     bonusnum[bonus]++;
3215                 } else {
3216                     bonusnum[bonus] += 0.15;
3217                 }
3218                 if (Tutorial::active) {
3219                     bonusvalue = 0;
3220                 }
3221                 if (bonusvalue > 0) {
3222                     bonusvalue /= bonusnum[bonus];
3223                     if (bonusvalue <= 0) {
3224                         bonusvalue = 0;
3225                     }
3226                 }
3227                 bonustotal += bonusvalue;
3228             }
3229             bonustime += multiplier;
3230
3231             //snow effects
3232             if (environment == snowyenvironment) {
3233                 precipdelay -= multiplier;
3234                 while (precipdelay < 0) {
3235                     precipdelay += .04;
3236                     if (!detail) {
3237                         precipdelay += .04;
3238                     }
3239                     XYZ footvel, footpoint;
3240
3241                     footvel = 0;
3242                     footpoint = viewer + viewerfacing * 6;
3243                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3244                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3245                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3246                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3247                 }
3248             }
3249
3250             doAerialAcrobatics();
3251
3252             static XYZ oldviewer;
3253
3254             //control keys
3255             if (!Dialog::inDialog()) {
3256                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3257                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3258                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3259                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3260                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3261                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3262                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3263                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3264             } else {
3265                 Person::players[0]->forwardkeydown = 0;
3266                 Person::players[0]->leftkeydown = 0;
3267                 Person::players[0]->backkeydown = 0;
3268                 Person::players[0]->rightkeydown = 0;
3269                 Person::players[0]->jumpkeydown = 0;
3270                 Person::players[0]->crouchkeydown = 0;
3271                 Person::players[0]->drawkeydown = 0;
3272                 Person::players[0]->throwkeydown = 0;
3273             }
3274
3275             if (!Person::players[0]->jumpkeydown) {
3276                 Person::players[0]->jumpclimb = 0;
3277             }
3278
3279             if (Dialog::inDialog()) {
3280                 cameramode = 1;
3281                 if (Dialog::directing) {
3282                     facing = 0;
3283                     facing.z = -1;
3284
3285                     facing = DoRotation(facing, -pitch, 0, 0);
3286                     facing = DoRotation(facing, 0, 0 - yaw, 0);
3287
3288                     flatfacing = 0;
3289                     flatfacing.z = -1;
3290
3291                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3292
3293                     if (Input::isKeyDown(forwardkey)) {
3294                         viewer += facing * multiplier * 4;
3295                     }
3296                     if (Input::isKeyDown(backkey)) {
3297                         viewer -= facing * multiplier * 4;
3298                     }
3299                     if (Input::isKeyDown(leftkey)) {
3300                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3301                     }
3302                     if (Input::isKeyDown(rightkey)) {
3303                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3304                     }
3305                     if (Input::isKeyDown(jumpkey)) {
3306                         viewer.y += multiplier * 4;
3307                     }
3308                     if (Input::isKeyDown(crouchkey)) {
3309                         viewer.y -= multiplier * 4;
3310                     }
3311                     if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3312                         Input::isKeyPressed(SDL_SCANCODE_2) ||
3313                         Input::isKeyPressed(SDL_SCANCODE_3) ||
3314                         Input::isKeyPressed(SDL_SCANCODE_4) ||
3315                         Input::isKeyPressed(SDL_SCANCODE_5) ||
3316                         Input::isKeyPressed(SDL_SCANCODE_6) ||
3317                         Input::isKeyPressed(SDL_SCANCODE_7) ||
3318                         Input::isKeyPressed(SDL_SCANCODE_8) ||
3319                         Input::isKeyPressed(SDL_SCANCODE_9) ||
3320                         Input::isKeyPressed(SDL_SCANCODE_0) ||
3321                         Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3322                         int whichend;
3323                         if (Input::isKeyPressed(SDL_SCANCODE_1)) {
3324                             whichend = 1;
3325                         }
3326                         if (Input::isKeyPressed(SDL_SCANCODE_2)) {
3327                             whichend = 2;
3328                         }
3329                         if (Input::isKeyPressed(SDL_SCANCODE_3)) {
3330                             whichend = 3;
3331                         }
3332                         if (Input::isKeyPressed(SDL_SCANCODE_4)) {
3333                             whichend = 4;
3334                         }
3335                         if (Input::isKeyPressed(SDL_SCANCODE_5)) {
3336                             whichend = 5;
3337                         }
3338                         if (Input::isKeyPressed(SDL_SCANCODE_6)) {
3339                             whichend = 6;
3340                         }
3341                         if (Input::isKeyPressed(SDL_SCANCODE_7)) {
3342                             whichend = 7;
3343                         }
3344                         if (Input::isKeyPressed(SDL_SCANCODE_8)) {
3345                             whichend = 8;
3346                         }
3347                         if (Input::isKeyPressed(SDL_SCANCODE_9)) {
3348                             whichend = 9;
3349                         }
3350                         if (Input::isKeyPressed(SDL_SCANCODE_0)) {
3351                             whichend = 0;
3352                         }
3353                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3354                             whichend = -1;
3355                         }
3356                         if (whichend != -1) {
3357                             Dialog::currentScene().participantfocus = whichend;
3358                             Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3359                             Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3360                         }
3361                         if (whichend == -1) {
3362                             Dialog::currentScene().participantfocus = -1;
3363                         }
3364                         /* FIXME: potentially accessing -1 in Person::players! */
3365                         if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3366                             Dialog::indialogue = -1;
3367                             Dialog::directing = false;
3368                             cameramode = 0;
3369                         }
3370                         Dialog::currentScene().camera = viewer;
3371                         Dialog::currentScene().camerayaw = yaw;
3372                         Dialog::currentScene().camerapitch = pitch;
3373                         Dialog::indialogue++;
3374                         if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3375                             if (Dialog::currentScene().sound != 0) {
3376                                 playdialoguescenesound();
3377                             }
3378                         }
3379
3380                         for (unsigned j = 0; j < Person::players.size(); j++) {
3381                             Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3382                         }
3383                     }
3384                     //TODO: should these be KeyDown or KeyPressed?
3385                     if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3386                         Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3387                         Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3388                         Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3389                         Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3390                         Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3391                         Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3392                         Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3393                         Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3394                         Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3395                         int whichend;
3396                         if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
3397                             whichend = 1;
3398                         }
3399                         if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
3400                             whichend = 2;
3401                         }
3402                         if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
3403                             whichend = 3;
3404                         }
3405                         if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
3406                             whichend = 4;
3407                         }
3408                         if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
3409                             whichend = 5;
3410                         }
3411                         if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
3412                             whichend = 6;
3413                         }
3414                         if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
3415                             whichend = 7;
3416                         }
3417                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
3418                             whichend = 8;
3419                         }
3420                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
3421                             whichend = 9;
3422                         }
3423                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3424                             whichend = 0;
3425                         }
3426                         Dialog::currentScene().participantfacing[whichend] = facing;
3427                     }
3428                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3429                         Dialog::indialogue = -1;
3430                         Dialog::directing = false;
3431                         cameramode = 0;
3432                     }
3433                 }
3434                 if (!Dialog::directing) {
3435                     pause_sound(whooshsound);
3436                     viewer = Dialog::currentScene().camera;
3437                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3438                     yaw = Dialog::currentScene().camerayaw;
3439                     pitch = Dialog::currentScene().camerapitch;
3440                     if (Dialog::dialoguetime > 0.5) {
3441                         if (Input::isKeyPressed(attackkey)) {
3442                             Dialog::indialogue++;
3443                             if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3444                                 if (Dialog::currentScene().sound != 0) {
3445                                     playdialoguescenesound();
3446                                     if (Dialog::currentScene().sound == -5) {
3447                                         Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3448                                     }
3449                                     if (Dialog::currentScene().sound == -6) {
3450                                         hostile = 1;
3451                                     }
3452
3453                                     if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3454                                         Dialog::indialogue = -1;
3455                                         Dialog::directing = false;
3456                                         cameramode = 0;
3457                                     }
3458                                 }
3459                             }
3460                         }
3461                     }
3462                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3463                         Dialog::indialogue = -1;
3464                         Dialog::directing = false;
3465                         cameramode = 0;
3466                         if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3467                             hostile = 1;
3468                         }
3469                         if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3470                             windialogue = true;
3471                         }
3472                         if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3473                             hostile = 1;
3474                             for (unsigned i = 1; i < Person::players.size(); i++) {
3475                                 Person::players[i]->aitype = attacktypecutoff;
3476                             }
3477                         }
3478                     }
3479                 }
3480             }
3481
3482             if (!Person::players[0]->jumpkeydown) {
3483                 Person::players[0]->jumptogglekeydown = 0;
3484             }
3485             if (Person::players[0]->jumpkeydown &&
3486                 Person::players[0]->animTarget != jumpupanim &&
3487                 Person::players[0]->animTarget != jumpdownanim &&
3488                 !Person::players[0]->isFlip()) {
3489                 Person::players[0]->jumptogglekeydown = 1;
3490             }
3491
3492             Dialog::dialoguetime += multiplier;
3493             hawkyaw += multiplier * 25;
3494             realhawkcoords = 0;
3495             realhawkcoords.x = 25;
3496             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3497             hawkcalldelay -= multiplier / 2;
3498
3499             if (hawkcalldelay <= 0) {
3500                 emit_sound_at(hawksound, realhawkcoords);
3501
3502                 hawkcalldelay = 16 + abs(Random() % 8);
3503             }
3504
3505             doAttacks();
3506
3507             doPlayerCollisions();
3508
3509             doJumpReversals();
3510
3511             for (unsigned k = 0; k < Person::players.size(); k++) {
3512                 if (k != 0 && Person::players[k]->immobile) {
3513                     Person::players[k]->coords = Person::players[k]->realoldcoords;
3514                 }
3515             }
3516
3517             for (unsigned k = 0; k < Person::players.size(); k++) {
3518                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3519                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3520                         Person::players[k]->DoDamage(1000);
3521                     }
3522                 }
3523             }
3524
3525             //respawn
3526             static bool respawnkeydown;
3527             if (!editorenabled &&
3528                 (whichlevel != -2 &&
3529                      (Input::isKeyDown(SDL_SCANCODE_K) &&
3530                       Input::isKeyDown(SDL_SCANCODE_LALT) &&
3531                       devtools) ||
3532                  (Input::isKeyDown(jumpkey) &&
3533                   !respawnkeydown &&
3534                   !oldattackkey &&
3535                   Person::players[0]->dead))) {
3536                 targetlevel = whichlevel;
3537                 loading = 1;
3538                 leveltime = 5;
3539             }
3540             respawnkeydown = Input::isKeyDown(jumpkey);
3541
3542             static bool movekey;
3543
3544             //?
3545             for (unsigned i = 0; i < Person::players.size(); i++) {
3546                 static float oldtargetyaw;
3547                 if (!Person::players[i]->skeleton.free) {
3548                     oldtargetyaw = Person::players[i]->targetyaw;
3549                     if (i == 0 && !Dialog::inDialog()) {
3550                         //TODO: refactor repetitive code
3551                         if (!Animation::animations[Person::players[0]->animTarget].attack &&
3552                             Person::players[0]->animTarget != staggerbackhighanim &&
3553                             Person::players[0]->animTarget != staggerbackhardanim &&
3554                             Person::players[0]->animTarget != crouchremoveknifeanim &&
3555                             Person::players[0]->animTarget != removeknifeanim &&
3556                             Person::players[0]->animTarget != backhandspringanim &&
3557                             Person::players[0]->animTarget != dodgebackanim &&
3558                             Person::players[0]->animTarget != walljumprightkickanim &&
3559                             Person::players[0]->animTarget != walljumpleftkickanim) {
3560                             if (cameramode) {
3561                                 Person::players[0]->targetyaw = 0;
3562                             } else {
3563                                 Person::players[0]->targetyaw = -yaw + 180;
3564                             }
3565                         }
3566
3567                         facing = 0;
3568                         facing.z = -1;
3569
3570                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3571                         if (cameramode) {
3572                             facing = flatfacing;
3573                         } else {
3574                             facing = DoRotation(facing, -pitch, 0, 0);
3575                             facing = DoRotation(facing, 0, 0 - yaw, 0);
3576                         }
3577
3578                         Person::players[0]->lookyaw = -yaw;
3579
3580                         Person::players[i]->targetheadyaw = yaw;
3581                         Person::players[i]->targetheadpitch = pitch;
3582                     }
3583                     if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3584                         if (!Animation::animations[Person::players[i]->animTarget].attack &&
3585                             Person::players[i]->animTarget != staggerbackhighanim &&
3586                             Person::players[i]->animTarget != staggerbackhardanim &&
3587                             Person::players[i]->animTarget != crouchremoveknifeanim &&
3588                             Person::players[i]->animTarget != removeknifeanim &&
3589                             Person::players[i]->animTarget != backhandspringanim &&
3590                             Person::players[i]->animTarget != dodgebackanim &&
3591                             Person::players[i]->animTarget != walljumprightkickanim &&
3592                             Person::players[i]->animTarget != walljumpleftkickanim) {
3593                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3594                         }
3595
3596                         facing = 0;
3597                         facing.z = -1;
3598
3599                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3600
3601                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3602                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3603
3604                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3605                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3606                     }
3607                     if (Dialog::inDialog()) {
3608                         Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3609                         Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3610                     }
3611
3612                     if (leveltime < .5) {
3613                         numenvsounds = 0;
3614                     }
3615
3616                     Person::players[i]->avoidsomething = 0;
3617
3618                     //avoid flaming things
3619                     for (unsigned int j = 0; j < Object::objects.size(); j++) {
3620                         if (Object::objects[j]->onfire) {
3621                             if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
3622                                 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3623                                     distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3624                                     Person::players[i]->collided = 0;
3625                                     Person::players[i]->avoidcollided = 1;
3626                                     if (Person::players[i]->avoidsomething == 0 ||
3627                                         distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3628                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3629                                         Person::players[i]->avoidwhere = Object::objects[j]->position;
3630                                         Person::players[i]->avoidsomething = 1;
3631                                     }
3632                                 }
3633                             }
3634                         }
3635                     }
3636
3637                     //avoid flaming players
3638                     for (unsigned j = 0; j < Person::players.size(); j++) {
3639                         if (Person::players[j]->onfire) {
3640                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
3641                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3642                                     distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3643                                     Person::players[i]->collided = 0;
3644                                     Person::players[i]->avoidcollided = 1;
3645                                     if (Person::players[i]->avoidsomething == 0 ||
3646                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3647                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3648                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
3649                                         Person::players[i]->avoidsomething = 1;
3650                                     }
3651                                 }
3652                             }
3653                         }
3654                     }
3655
3656                     if (Person::players[i]->collided > .8) {
3657                         Person::players[i]->avoidcollided = 0;
3658                     }
3659
3660                     Person::players[i]->doAI();
3661
3662                     if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3663                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
3664                         Person::players[i]->forwardkeydown = 0;
3665                         Person::players[i]->leftkeydown = 0;
3666                         Person::players[i]->backkeydown = 0;
3667                         Person::players[i]->rightkeydown = 0;
3668                         Person::players[i]->jumpkeydown = 0;
3669                         Person::players[i]->attackkeydown = 0;
3670                         //Person::players[i]->crouchkeydown=0;
3671                         Person::players[i]->throwkeydown = 0;
3672                     }
3673
3674                     if (Dialog::inDialog()) {
3675                         Person::players[i]->forwardkeydown = 0;
3676                         Person::players[i]->leftkeydown = 0;
3677                         Person::players[i]->backkeydown = 0;
3678                         Person::players[i]->rightkeydown = 0;
3679                         Person::players[i]->jumpkeydown = 0;
3680                         Person::players[i]->crouchkeydown = 0;
3681                         Person::players[i]->drawkeydown = 0;
3682                         Person::players[i]->throwkeydown = 0;
3683                     }
3684
3685                     if (Person::players[i]->collided < -.3) {
3686                         Person::players[i]->collided = -.3;
3687                     }
3688                     if (Person::players[i]->collided > 1) {
3689                         Person::players[i]->collided = 1;
3690                     }
3691                     Person::players[i]->collided -= multiplier * 4;
3692                     Person::players[i]->whichdirectiondelay -= multiplier;
3693                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3694                         Person::players[i]->avoidcollided = -.3;
3695                         Person::players[i]->whichdirection = abs(Random() % 2);
3696                         Person::players[i]->whichdirectiondelay = .4;
3697                     }
3698                     if (Person::players[i]->avoidcollided > 1) {
3699                         Person::players[i]->avoidcollided = 1;
3700                     }
3701                     Person::players[i]->avoidcollided -= multiplier / 4;
3702                     if (!Person::players[i]->skeleton.free) {
3703                         Person::players[i]->stunned -= multiplier;
3704                         Person::players[i]->surprised -= multiplier;
3705                     }
3706                     if (i != 0 && Person::players[i]->surprised <= 0 &&
3707                         Person::players[i]->aitype == attacktypecutoff &&
3708                         !Person::players[i]->dead &&
3709                         !Person::players[i]->skeleton.free &&
3710                         Animation::animations[Person::players[i]->animTarget].attack == neutral) {
3711                         numresponded = 1;
3712                     }
3713
3714                     if (!Person::players[i]->throwkeydown) {
3715                         Person::players[i]->throwtogglekeydown = 0;
3716                     }
3717
3718                     //pick up weapon
3719                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3720                         if (Person::players[i]->weaponactive == -1 &&
3721                             Person::players[i]->num_weapons < 2 &&
3722                             (Person::players[i]->isIdle() ||
3723                              Person::players[i]->isCrouch() ||
3724                              Person::players[i]->animTarget == sneakanim ||
3725                              Person::players[i]->animTarget == rollanim ||
3726                              Person::players[i]->animTarget == backhandspringanim ||
3727                              Person::players[i]->isFlip() ||
3728                              Person::players[i]->aitype != playercontrolled)) {
3729                             for (unsigned j = 0; j < weapons.size(); j++) {
3730                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3731                                      Person::players[i]->aitype == playercontrolled) &&
3732                                     weapons[j].owner == -1 &&
3733                                     Person::players[i]->weaponactive == -1) {
3734                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3735                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3736                                             if (Person::players[i]->isCrouch() ||
3737                                                 Person::players[i]->animTarget == sneakanim ||
3738                                                 Person::players[i]->isRun() ||
3739                                                 Person::players[i]->isIdle() ||
3740                                                 Person::players[i]->aitype != playercontrolled) {
3741                                                 Person::players[i]->throwtogglekeydown = 1;
3742                                                 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3743                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3744                                                 Person::players[i]->hasvictim = 0;
3745                                             }
3746                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3747                                                 Person::players[i]->throwtogglekeydown = 1;
3748                                                 Person::players[i]->hasvictim = 0;
3749
3750                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3751                                                      Person::players[i]->aitype == playercontrolled) &&
3752                                                         weapons[j].owner == -1 ||
3753                                                     Person::players[i]->victim &&
3754                                                         weapons[j].owner == int(Person::players[i]->victim->id)) {
3755                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) {
3756                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3757                                                             if (weapons[j].getType() != staff) {
3758                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3759                                                             }
3760
3761                                                             Person::players[i]->takeWeapon(j);
3762                                                         }
3763                                                     }
3764                                                 }
3765                                             }
3766                                         } else if ((Person::players[i]->isIdle() ||
3767                                                     Person::players[i]->isFlip() ||
3768                                                     Person::players[i]->aitype != playercontrolled) &&
3769                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3770                                                    Person::players[i]->coords.y < weapons[j].position.y) {
3771                                             if (!Person::players[i]->isFlip()) {
3772                                                 Person::players[i]->throwtogglekeydown = 1;
3773                                                 Person::players[i]->setTargetAnimation(removeknifeanim);
3774                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3775                                             }
3776                                             if (Person::players[i]->isFlip()) {
3777                                                 Person::players[i]->throwtogglekeydown = 1;
3778                                                 Person::players[i]->hasvictim = 0;
3779
3780                                                 for (unsigned k = 0; k < weapons.size(); k++) {
3781                                                     if (Person::players[i]->weaponactive == -1) {
3782                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3783                                                              Person::players[i]->aitype == playercontrolled) &&
3784                                                                 weapons[k].owner == -1 ||
3785                                                             Person::players[i]->victim &&
3786                                                                 weapons[k].owner == int(Person::players[i]->victim->id)) {
3787                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3788                                                                 Person::players[i]->weaponactive == -1) {
3789                                                                 if (weapons[k].getType() != staff) {
3790                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3791                                                                 }
3792
3793                                                                 Person::players[i]->takeWeapon(k);
3794                                                             }
3795                                                         }
3796                                                     }
3797                                                 }
3798                                             }
3799                                         }
3800                                     }
3801                                 }
3802                             }
3803                             if (Person::players[i]->isCrouch() ||
3804                                 Person::players[i]->animTarget == sneakanim ||
3805                                 Person::players[i]->isRun() ||
3806                                 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3807                                 Person::players[i]->animTarget == backhandspringanim) {
3808                                 if (Person::players.size() > 1) {
3809                                     for (unsigned j = 0; j < Person::players.size(); j++) {
3810                                         if (Person::players[i]->weaponactive == -1) {
3811                                             if (j != i) {
3812                                                 if (Person::players[j]->num_weapons &&
3813                                                     Person::players[j]->skeleton.free &&
3814                                                     distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3815                                                     (((Person::players[j]->skeleton.forward.y < 0 &&
3816                                                        Person::players[j]->weaponstuckwhere == 0) ||
3817                                                       (Person::players[j]->skeleton.forward.y > 0 &&
3818                                                        Person::players[j]->weaponstuckwhere == 1)) ||
3819                                                      Person::players[j]->weaponstuck == -1 ||
3820                                                      Person::players[j]->num_weapons > 1)) {
3821                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3822                                                         Person::players[i]->throwtogglekeydown = 1;
3823                                                         Person::players[i]->victim = Person::players[j];
3824                                                         Person::players[i]->hasvictim = 1;
3825                                                         Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3826                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3827                                                     }
3828                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3829                                                         Person::players[i]->throwtogglekeydown = 1;
3830                                                         Person::players[i]->victim = Person::players[j];
3831                                                         Person::players[i]->hasvictim = 1;
3832                                                         int k = Person::players[j]->weaponids[0];
3833                                                         if (Person::players[i]->hasvictim) {
3834                                                             bool fleshstuck;
3835                                                             fleshstuck = 0;
3836                                                             if (Person::players[i]->victim->weaponstuck != -1) {
3837                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3838                                                                     fleshstuck = 1;
3839                                                                 }
3840                                                             }
3841                                                             if (!fleshstuck) {
3842                                                                 if (weapons[k].getType() != staff) {
3843                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3844                                                                 }
3845                                                             }
3846                                                             if (fleshstuck) {
3847                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3848                                                             }
3849
3850                                                             if (weapons[k].owner != -1) {
3851                                                                 if (Person::players[i]->victim->num_weapons == 1) {
3852                                                                     Person::players[i]->victim->num_weapons = 0;
3853                                                                 } else {
3854                                                                     Person::players[i]->victim->num_weapons = 1;
3855                                                                 }
3856
3857                                                                 Person::players[i]->victim->skeleton.longdead = 0;
3858                                                                 Person::players[i]->victim->skeleton.free = 1;
3859                                                                 Person::players[i]->victim->skeleton.broken = 0;
3860
3861                                                                 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3862                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3863                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
3864                                                                 }
3865
3866                                                                 XYZ relative;
3867                                                                 relative = 0;
3868                                                                 relative.y = 10;
3869                                                                 Normalise(&relative);
3870                                                                 XYZ footvel, footpoint;
3871                                                                 footvel = 0;
3872                                                                 footpoint = weapons[k].position;
3873                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
3874                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3875                                                                         if (bloodtoggle) {
3876                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3877                                                                         }
3878                                                                         weapons[k].bloody = 2;
3879                                                                         weapons[k].blooddrip = 5;
3880                                                                         Person::players[i]->victim->weaponstuck = -1;
3881                                                                         Person::players[i]->victim->bloodloss += 2000;
3882                                                                         Person::players[i]->victim->DoDamage(2000);
3883                                                                     }
3884                                                                 }
3885                                                                 if (Person::players[i]->victim->num_weapons > 0) {
3886                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
3887                                                                         Person::players[i]->victim->weaponstuck = 0;
3888                                                                     }
3889                                                                     if (Person::players[i]->victim->weaponids[0] == k) {
3890                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3891                                                                     }
3892                                                                 }
3893
3894                                                                 Person::players[i]->victim->weaponactive = -1;
3895
3896                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3897                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
3898                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3899                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3900                                                             }
3901                                                             Person::players[i]->takeWeapon(k);
3902                                                         }
3903                                                     }
3904                                                 }
3905                                             }
3906                                         }
3907                                     }
3908                                 }
3909                             }
3910                         }
3911                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3912                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3913                                 if (Person::players[i]->isIdle() ||
3914                                     Person::players[i]->isRun() ||
3915                                     Person::players[i]->isCrouch() ||
3916                                     Person::players[i]->animTarget == sneakanim ||
3917                                     Person::players[i]->isFlip()) {
3918                                     if (Person::players.size() > 1) {
3919                                         for (unsigned j = 0; j < Person::players.size(); j++) {
3920                                             if (i != j) {
3921                                                 if (!Tutorial::active || Tutorial::stage == 49) {
3922                                                     if (hostile) {
3923                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3924                                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3925                                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3926                                                             !Person::players[j]->skeleton.free &&
3927                                                             -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)) {
3928                                                             if (!Person::players[i]->isFlip()) {
3929                                                                 Person::players[i]->throwtogglekeydown = 1;
3930                                                                 Person::players[i]->victim = Person::players[j];
3931                                                                 Person::players[i]->setTargetAnimation(knifethrowanim);
3932                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3933                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3934                                                             }
3935                                                             if (Person::players[i]->isFlip()) {
3936                                                                 if (Person::players[i]->weaponactive != -1) {
3937                                                                     Person::players[i]->throwtogglekeydown = 1;
3938                                                                     Person::players[i]->victim = Person::players[j];
3939                                                                     XYZ aim;
3940                                                                     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);
3941                                                                     Normalise(&aim);
3942
3943                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3944
3945                                                                     weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3946                                                                     Person::players[i]->num_weapons--;
3947                                                                     if (Person::players[i]->num_weapons) {
3948                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3949                                                                     }
3950                                                                     Person::players[i]->weaponactive = -1;
3951                                                                 }
3952                                                             }
3953                                                         }
3954                                                     }
3955                                                 }
3956                                             }
3957                                         }
3958                                     }
3959                                 }
3960                             }
3961                         }
3962                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3963                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3964                                 Person::players[i]->throwtogglekeydown = 1;
3965                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
3966                                 if (tempVelocity.x == 0) {
3967                                     tempVelocity.x = .1;
3968                                 }
3969                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3970                                 Person::players[i]->num_weapons--;
3971                                 if (Person::players[i]->num_weapons) {
3972                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3973                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
3974                                         Person::players[i]->weaponstuck = 0;
3975                                     }
3976                                 }
3977
3978                                 Person::players[i]->weaponactive = -1;
3979                                 for (unsigned j = 0; j < Person::players.size(); j++) {
3980                                     Person::players[j]->wentforweapon = 0;
3981                                 }
3982                             }
3983                         }
3984                     }
3985
3986                     //draw weapon
3987                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3988                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3989                             (Person::players[i]->num_weapons == 2) &&
3990                                 (Person::players[i]->weaponactive == -1) &&
3991                                 Person::players[i]->isIdle() ||
3992                             Person::players[0]->dead &&
3993                                 (Person::players[i]->weaponactive != -1) &&
3994                                 i != 0) {
3995                             bool isgood = true;
3996                             if (Person::players[i]->weaponactive != -1) {
3997                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
3998                                     isgood = false;
3999                                 }
4000                             }
4001                             if (isgood && Person::players[i]->creature != wolftype) {
4002                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
4003                                     Person::players[i]->setTargetAnimation(drawrightanim);
4004                                     Person::players[i]->drawtogglekeydown = 1;
4005                                 }
4006                                 if ((Person::players[i]->isIdle() ||
4007                                      (Person::players[i]->aitype != playercontrolled &&
4008                                       Person::players[0]->weaponactive != -1 &&
4009                                       Person::players[i]->isRun())) &&
4010                                     Person::players[i]->num_weapons &&
4011                                     weapons[Person::players[i]->weaponids[0]].getType() == sword) {
4012                                     Person::players[i]->setTargetAnimation(drawleftanim);
4013                                     Person::players[i]->drawtogglekeydown = 1;
4014                                 }
4015                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
4016                                     Person::players[i]->setTargetAnimation(crouchdrawrightanim);
4017                                     Person::players[i]->drawtogglekeydown = 1;
4018                                 }
4019                             }
4020                         }
4021                     }
4022
4023                     //clean weapon
4024                     if (Person::players[i]->weaponactive != -1) {
4025                         if (Person::players[i]->isCrouch() &&
4026                             weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
4027                             bloodtoggle &&
4028                             Person::players[i]->onterrain &&
4029                             Person::players[i]->num_weapons &&
4030                             Person::players[i]->attackkeydown &&
4031                             musictype != stream_fighttheme) {
4032                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
4033                                 Person::players[i]->setTargetAnimation(crouchstabanim);
4034                             }
4035                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
4036                                 Person::players[i]->setTargetAnimation(swordgroundstabanim);
4037                             }
4038                             Person::players[i]->hasvictim = 0;
4039                         }
4040                     }
4041
4042                     if (!Person::players[i]->drawkeydown) {
4043                         Person::players[i]->drawtogglekeydown = 0;
4044                     }
4045
4046                     XYZ absflatfacing;
4047                     if (i == 0) {
4048                         absflatfacing = 0;
4049                         absflatfacing.z = -1;
4050
4051                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
4052                     } else {
4053                         absflatfacing = flatfacing;
4054                     }
4055
4056                     if (Dialog::inDialog()) {
4057                         Person::players[i]->forwardkeydown = 0;
4058                         Person::players[i]->leftkeydown = 0;
4059                         Person::players[i]->backkeydown = 0;
4060                         Person::players[i]->rightkeydown = 0;
4061                         Person::players[i]->jumpkeydown = 0;
4062                         Person::players[i]->crouchkeydown = 0;
4063                         Person::players[i]->drawkeydown = 0;
4064                         Person::players[i]->throwkeydown = 0;
4065                     }
4066                     movekey = 0;
4067                     //Do controls
4068                     if (!Animation::animations[Person::players[i]->animTarget].attack &&
4069                         Person::players[i]->animTarget != staggerbackhighanim &&
4070                         Person::players[i]->animTarget != staggerbackhardanim &&
4071                         Person::players[i]->animTarget != backhandspringanim &&
4072                         Person::players[i]->animTarget != dodgebackanim) {
4073                         if (!Person::players[i]->forwardkeydown) {
4074                             Person::players[i]->forwardstogglekeydown = 0;
4075                         }
4076                         if (Person::players[i]->crouchkeydown) {
4077                             //Crouch
4078                             target = -2;
4079                             if (i == 0) {
4080                                 Person::players[i]->superruntoggle = 1;
4081                                 if (Person::players.size() > 1) {
4082                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4083                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
4084                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
4085                                                 Person::players[i]->superruntoggle = 0;
4086                                             }
4087                                         }
4088                                     }
4089                                 }
4090                             }
4091
4092                             if (Person::players.size() > 1) {
4093                                 for (unsigned j = 0; j < Person::players.size(); j++) {
4094                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
4095                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4096                                             Person::players[j]->victim == Person::players[i] &&
4097                                             (Person::players[j]->animTarget == sweepanim ||
4098                                              Person::players[j]->animTarget == upunchanim ||
4099                                              Person::players[j]->animTarget == wolfslapanim ||
4100                                              ((Person::players[j]->animTarget == swordslashanim ||
4101                                                Person::players[j]->animTarget == knifeslashstartanim ||
4102                                                Person::players[j]->animTarget == staffhitanim ||
4103                                                Person::players[j]->animTarget == staffspinhitanim) &&
4104                                               distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4105                                             if (target >= 0) {
4106                                                 target = -1;
4107                                             } else {
4108                                                 target = j;
4109                                             }
4110                                         }
4111                                     }
4112                                 }
4113                             }
4114                             if (target >= 0) {
4115                                 Person::players[target]->Reverse();
4116                             }
4117                             Person::players[i]->lowreversaldelay = .5;
4118
4119                             if (Person::players[i]->isIdle()) {
4120                                 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
4121                                 Person::players[i]->transspeed = 10;
4122                             }
4123                             if (Person::players[i]->isRun() ||
4124                                 (Person::players[i]->isStop() &&
4125                                  (Person::players[i]->leftkeydown ||
4126                                   Person::players[i]->rightkeydown ||
4127                                   Person::players[i]->forwardkeydown ||
4128                                   Person::players[i]->backkeydown))) {
4129                                 Person::players[i]->setTargetAnimation(rollanim);
4130                                 Person::players[i]->transspeed = 20;
4131                             }
4132                         }
4133                         if (!Person::players[i]->crouchkeydown) {
4134                             //Uncrouch
4135                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
4136                                 Person::players[i]->superruntoggle = 0;
4137                             }
4138                             target = -2;
4139                             if (Person::players[i]->isCrouch()) {
4140                                 if (Person::players.size() > 1) {
4141                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4142                                         if (j != i &&
4143                                             !Person::players[j]->skeleton.free &&
4144                                             Person::players[j]->victim &&
4145                                             Person::players[i]->highreversaldelay <= 0) {
4146                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4147                                                 Person::players[j]->victim == Person::players[i] &&
4148                                                 (Person::players[j]->animTarget == spinkickanim) &&
4149                                                 Person::players[i]->isCrouch()) {
4150                                                 if (target >= 0) {
4151                                                     target = -1;
4152                                                 } else {
4153                                                     target = j;
4154                                                 }
4155                                             }
4156                                         }
4157                                     }
4158                                 }
4159                                 if (target >= 0) {
4160                                     Person::players[target]->Reverse();
4161                                 }
4162                                 Person::players[i]->highreversaldelay = .5;
4163
4164                                 if (Person::players[i]->isCrouch()) {
4165                                     if (!Person::players[i]->wasCrouch()) {
4166                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4167                                         Person::players[i]->frameCurrent = 0;
4168                                     }
4169                                     Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4170                                     Person::players[i]->transspeed = 10;
4171                                 }
4172                             }
4173                             if (Person::players[i]->animTarget == sneakanim) {
4174                                 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4175                                 Person::players[i]->transspeed = 10;
4176                             }
4177                         }
4178                         if (Person::players[i]->forwardkeydown) {
4179                             if (Person::players[i]->isIdle() ||
4180                                 (Person::players[i]->isStop() &&
4181                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4182                                 (Person::players[i]->isLanding() &&
4183                                  Person::players[i]->frameTarget > 0 &&
4184                                  !Person::players[i]->jumpkeydown) ||
4185                                 (Person::players[i]->isLandhard() &&
4186                                  Person::players[i]->frameTarget > 0 &&
4187                                  !Person::players[i]->jumpkeydown &&
4188                                  Person::players[i]->crouchkeydown)) {
4189                                 if (Person::players[i]->aitype == passivetype) {
4190                                     Person::players[i]->setTargetAnimation(walkanim);
4191                                 } else {
4192                                     Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4193                                 }
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 == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
4203                                 Person::players[i]->setTargetAnimation(climbanim);
4204                                 Person::players[i]->frameTarget = 1;
4205                                 Person::players[i]->jumpclimb = 1;
4206                             }
4207                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4208                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4209                             }
4210                             Person::players[i]->forwardstogglekeydown = 1;
4211                             movekey = 1;
4212                         }
4213                         if (Person::players[i]->rightkeydown) {
4214                             if (Person::players[i]->isIdle() ||
4215                                 (Person::players[i]->isStop() &&
4216                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4217                                 (Person::players[i]->isLanding() &&
4218                                  Person::players[i]->frameTarget > 0 &&
4219                                  !Person::players[i]->jumpkeydown) ||
4220                                 (Person::players[i]->isLandhard() &&
4221                                  Person::players[i]->frameTarget > 0 &&
4222                                  !Person::players[i]->jumpkeydown &&
4223                                  Person::players[i]->crouchkeydown)) {
4224                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4225                             }
4226                             if (Person::players[i]->isCrouch()) {
4227                                 Person::players[i]->animTarget = sneakanim;
4228                                 if (Person::players[i]->wasCrouch()) {
4229                                     Person::players[i]->target = 0;
4230                                 }
4231                                 Person::players[i]->frameTarget = 0;
4232                             }
4233                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4234                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4235                             }
4236                             Person::players[i]->targetyaw -= 90;
4237                             if (Person::players[i]->forwardkeydown) {
4238                                 Person::players[i]->targetyaw += 45;
4239                             }
4240                             if (Person::players[i]->backkeydown) {
4241                                 Person::players[i]->targetyaw -= 45;
4242                             }
4243                             movekey = 1;
4244                         }
4245                         if (Person::players[i]->leftkeydown) {
4246                             if (Person::players[i]->isIdle() ||
4247                                 (Person::players[i]->isStop() &&
4248                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4249                                 (Person::players[i]->isLanding() &&
4250                                  Person::players[i]->frameTarget > 0 &&
4251                                  !Person::players[i]->jumpkeydown) ||
4252                                 (Person::players[i]->isLandhard() &&
4253                                  Person::players[i]->frameTarget > 0 &&
4254                                  !Person::players[i]->jumpkeydown &&
4255                                  Person::players[i]->crouchkeydown)) {
4256                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4257                             }
4258                             if (Person::players[i]->isCrouch()) {
4259                                 Person::players[i]->animTarget = sneakanim;
4260                                 if (Person::players[i]->wasCrouch()) {
4261                                     Person::players[i]->target = 0;
4262                                 }
4263                                 Person::players[i]->frameTarget = 0;
4264                             }
4265                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4266                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4267                             }
4268                             Person::players[i]->targetyaw += 90;
4269                             if (Person::players[i]->forwardkeydown) {
4270                                 Person::players[i]->targetyaw -= 45;
4271                             }
4272                             if (Person::players[i]->backkeydown) {
4273                                 Person::players[i]->targetyaw += 45;
4274                             }
4275                             movekey = 1;
4276                         }
4277                         if (Person::players[i]->backkeydown) {
4278                             if (Person::players[i]->isIdle() ||
4279                                 (Person::players[i]->isStop() &&
4280                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4281                                 (Person::players[i]->isLanding() &&
4282                                  Person::players[i]->frameTarget > 0 &&
4283                                  !Person::players[i]->jumpkeydown) ||
4284                                 (Person::players[i]->isLandhard() &&
4285                                  Person::players[i]->frameTarget > 0 &&
4286                                  !Person::players[i]->jumpkeydown &&
4287                                  Person::players[i]->crouchkeydown)) {
4288                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4289                             }
4290                             if (Person::players[i]->isCrouch()) {
4291                                 Person::players[i]->animTarget = sneakanim;
4292                                 if (Person::players[i]->wasCrouch()) {
4293                                     Person::players[i]->target = 0;
4294                                 }
4295                                 Person::players[i]->frameTarget = 0;
4296                             }
4297                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4298                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4299                             }
4300                             if (Person::players[i]->animTarget == hanganim) {
4301                                 Person::players[i]->animCurrent = jumpdownanim;
4302                                 Person::players[i]->animTarget = jumpdownanim;
4303                                 Person::players[i]->target = 0;
4304                                 Person::players[i]->frameCurrent = 0;
4305                                 Person::players[i]->frameTarget = 1;
4306                                 Person::players[i]->velocity = 0;
4307                                 Person::players[i]->velocity.y += gravity;
4308                                 Person::players[i]->coords.y -= 1.4;
4309                                 Person::players[i]->grabdelay = 1;
4310                             }
4311                             if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
4312                                 Person::players[i]->targetyaw += 180;
4313                             }
4314                             movekey = 1;
4315                         }
4316                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4317                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4318                                   Person::players[i]->isRun() ||
4319                                   Person::players[i]->animTarget == walkanim ||
4320                                   Person::players[i]->isCrouch() ||
4321                                   Person::players[i]->animTarget == sneakanim) &&
4322                                  Person::players[i]->jumppower > 1) &&
4323                                 ((Person::players[i]->animTarget != rabbitrunninganim &&
4324                                   Person::players[i]->animTarget != wolfrunninganim) ||
4325                                  i != 0)) {
4326                                 Person::players[i]->jumpstart = 0;
4327                                 Person::players[i]->setTargetAnimation(jumpupanim);
4328                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
4329                                 Person::players[i]->transspeed = 20;
4330                                 Person::players[i]->FootLand(leftfoot, 1);
4331                                 Person::players[i]->FootLand(rightfoot, 1);
4332
4333                                 facing = 0;
4334                                 facing.z = -1;
4335                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4336
4337                                 if (movekey) {
4338                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4339                                 }
4340                                 if (!movekey) {
4341                                     Person::players[i]->velocity = 0;
4342                                 }
4343
4344                                 //Dodge sweep?
4345                                 target = -2;
4346                                 if (Person::players.size() > 1) {
4347                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4348                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4349                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4350                                                 (Person::players[j]->victim == Person::players[i]) &&
4351                                                 (Person::players[j]->animTarget == sweepanim)) {
4352                                                 if (target >= 0) {
4353                                                     target = -1;
4354                                                 } else {
4355                                                     target = j;
4356                                                 }
4357                                             }
4358                                         }
4359                                     }
4360                                 }
4361                                 if (target >= 0) {
4362                                     Person::players[i]->velocity.y = 1;
4363                                 } else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4364                                     Person::players[i]->velocity.y = 7;
4365                                     Person::players[i]->crouchtogglekeydown = 1;
4366                                 } else {
4367                                     Person::players[i]->velocity.y = 5;
4368                                 }
4369
4370                                 if (mousejump && i == 0 && devtools) {
4371                                     if (!Person::players[i]->isLanding()) {
4372                                         Person::players[i]->tempdeltav = deltav;
4373                                     }
4374                                     if (Person::players[i]->tempdeltav < 0) {
4375                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4376                                     }
4377                                 }
4378
4379                                 Person::players[i]->coords.y += .2;
4380                                 Person::players[i]->jumppower -= 1;
4381
4382                                 if (!i) {
4383                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4384                                 }
4385
4386                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4387                             }
4388                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4389                                 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4390                                 Person::players[i]->frameTarget = 2;
4391                                 Person::players[i]->landhard = 0;
4392                                 Person::players[i]->jumpstart = 1;
4393                                 Person::players[i]->tempdeltav = deltav;
4394                             }
4395                             if (Person::players[i]->animTarget == jumpupanim &&
4396                                 (((!floatjump &&
4397                                    !editorenabled) ||
4398                                   !devtools) ||
4399                                  Person::players[i]->aitype != playercontrolled)) {
4400                                 if (Person::players[i]->jumppower > multiplier * 6) {
4401                                     Person::players[i]->velocity.y += multiplier * 6;
4402                                     Person::players[i]->jumppower -= multiplier * 6;
4403                                 }
4404                                 if (Person::players[i]->jumppower <= multiplier * 6) {
4405                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
4406                                     Person::players[i]->jumppower = 0;
4407                                 }
4408                             }
4409                             if (((floatjump || editorenabled) && devtools) && i == 0) {
4410                                 Person::players[i]->velocity.y += multiplier * 30;
4411                             }
4412                         }
4413
4414                         if (!movekey) {
4415                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4416                                 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4417                             }
4418                             if (Person::players[i]->animTarget == sneakanim) {
4419                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4420                                 if (Person::players[i]->animCurrent == sneakanim) {
4421                                     Person::players[i]->target = 0;
4422                                 }
4423                                 Person::players[i]->frameTarget = 0;
4424                             }
4425                         }
4426                         if (Person::players[i]->animTarget == walkanim &&
4427                             (Person::players[i]->aitype == attacktypecutoff ||
4428                              Person::players[i]->aitype == searchtype ||
4429                              (Person::players[i]->aitype == passivetype &&
4430                               Person::players[i]->numwaypoints <= 1))) {
4431                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4432                         }
4433                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
4434                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4435                         }
4436                     }
4437                 }
4438                 if (Person::players[i]->animTarget == rollanim) {
4439                     Person::players[i]->targetyaw = oldtargetyaw;
4440                 }
4441             }
4442
4443             //Rotation
4444             for (unsigned k = 0; k < Person::players.size(); k++) {
4445                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4446                     if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
4447                         Person::players[k]->yaw -= 360;
4448                     } else {
4449                         Person::players[k]->yaw += 360;
4450                     }
4451                 }
4452
4453                 //stop to turn in right direction
4454                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
4455                     Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4456                 }
4457
4458                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
4459                     Person::players[k]->targettilt = 0;
4460                 }
4461
4462                 if (Person::players[k]->animTarget != jumpupanim &&
4463                     Person::players[k]->animTarget != backhandspringanim &&
4464                     Person::players[k]->animTarget != jumpdownanim &&
4465                     !Person::players[k]->isFlip()) {
4466                     Person::players[k]->targettilt = 0;
4467                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
4468                         Person::players[k]->jumppower = 0;
4469                     }
4470                     Person::players[k]->jumppower += multiplier * 7;
4471                     if (Person::players[k]->isCrouch()) {
4472                         Person::players[k]->jumppower += multiplier * 7;
4473                     }
4474                     if (Person::players[k]->jumppower > 5) {
4475                         Person::players[k]->jumppower = 5;
4476                     }
4477                 }
4478
4479                 if (Person::players[k]->isRun()) {
4480                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4481                 }
4482
4483                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4484                 Person::players[k]->grabdelay -= multiplier;
4485             }
4486
4487             //do animations
4488             for (unsigned k = 0; k < Person::players.size(); k++) {
4489                 Person::players[k]->DoAnimations();
4490                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4491                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4492             }
4493
4494             //do stuff
4495             Object::DoStuff();
4496
4497             for (int j = numenvsounds - 1; j >= 0; j--) {
4498                 envsoundlife[j] -= multiplier;
4499                 if (envsoundlife[j] < 0) {
4500                     numenvsounds--;
4501                     envsoundlife[j] = envsoundlife[numenvsounds];
4502                     envsound[j] = envsound[numenvsounds];
4503                 }
4504             }
4505             OPENAL_SetFrequency(OPENAL_ALL, slomo);
4506
4507             if (Tutorial::active) {
4508                 Tutorial::DoStuff(multiplier);
4509             }
4510
4511             //3d sound
4512             static float gLoc[3];
4513             gLoc[0] = viewer.x;
4514             gLoc[1] = viewer.y;
4515             gLoc[2] = viewer.z;
4516             static float vel[3];
4517             vel[0] = (viewer.x - oldviewer.x) / multiplier;
4518             vel[1] = (viewer.y - oldviewer.y) / multiplier;
4519             vel[2] = (viewer.z - oldviewer.z) / multiplier;
4520
4521             //Set orientation with forward and up vectors
4522             static XYZ upvector;
4523             upvector = 0;
4524             upvector.z = -1;
4525
4526             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4527             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4528
4529             facing = 0;
4530             facing.z = -1;
4531
4532             facing = DoRotation(facing, -pitch, 0, 0);
4533             facing = DoRotation(facing, 0, 0 - yaw, 0);
4534
4535             static float ori[6];
4536             ori[0] = -facing.x;
4537             ori[1] = facing.y;
4538             ori[2] = -facing.z;
4539             ori[3] = -upvector.x;
4540             ori[4] = upvector.y;
4541             ori[5] = -upvector.z;
4542
4543             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4544             OPENAL_Update();
4545
4546             oldviewer = viewer;
4547         }
4548     }
4549 }
4550
4551 void Game::TickOnce()
4552 {
4553     if (mainmenu) {
4554         yaw += multiplier * 5;
4555     } else if (Dialog::directing || !Dialog::inDialog()) {
4556         yaw += deltah * .7;
4557         if (invertmouse) {
4558             pitch -= deltav * .7;
4559         } else {
4560             pitch += deltav * .7;
4561         }
4562         if (pitch > 90) {
4563             pitch = 90;
4564         }
4565         if (pitch < -70) {
4566             pitch = -70;
4567         }
4568     }
4569 }
4570
4571 void Game::TickOnceAfter()
4572 {
4573     static XYZ colviewer;
4574     static XYZ coltarget;
4575     static XYZ target;
4576     static XYZ col;
4577     static XYZ facing;
4578     static float changedelay;
4579     static bool alldead;
4580     static float unseendelay;
4581     static float cameraspeed;
4582
4583     if (!mainmenu) {
4584         static int oldmusictype = musictype;
4585
4586         if (environment == snowyenvironment) {
4587             leveltheme = stream_snowtheme;
4588         }
4589         if (environment == grassyenvironment) {
4590             leveltheme = stream_grasstheme;
4591         }
4592         if (environment == desertenvironment) {
4593             leveltheme = stream_deserttheme;
4594         }
4595
4596         realthreat = 0;
4597
4598         musictype = leveltheme;
4599         for (unsigned i = 0; i < Person::players.size(); i++) {
4600             if ((Person::players[i]->aitype == attacktypecutoff ||
4601                  Person::players[i]->aitype == getweapontype ||
4602                  Person::players[i]->aitype == gethelptype ||
4603                  Person::players[i]->aitype == searchtype) &&
4604                 !Person::players[i]->dead &&
4605                 (Person::players[i]->animTarget != sneakattackedanim &&
4606                  Person::players[i]->animTarget != knifesneakattackedanim &&
4607                  Person::players[i]->animTarget != swordsneakattackedanim)) {
4608                 musictype = stream_fighttheme;
4609                 realthreat = 1;
4610             }
4611         }
4612         if (Person::players[0]->dead) {
4613             musictype = stream_menutheme;
4614         }
4615
4616         if (musictype == stream_fighttheme) {
4617             unseendelay = 1;
4618         }
4619
4620         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4621             unseendelay -= multiplier;
4622             if (unseendelay > 0) {
4623                 musictype = stream_fighttheme;
4624             }
4625         }
4626
4627         if (loading == 2) {
4628             musictype = stream_menutheme;
4629             musicvolume[2] = 512;
4630             musicvolume[0] = 0;
4631             musicvolume[1] = 0;
4632             musicvolume[3] = 0;
4633         }
4634
4635         if (musictoggle) {
4636             if (musictype != oldmusictype && musictype == stream_fighttheme) {
4637                 emit_sound_np(alarmsound);
4638             }
4639         }
4640         musicselected = musictype;
4641
4642         if (musicselected == leveltheme) {
4643             musicvolume[0] += multiplier * 450;
4644         } else {
4645             musicvolume[0] -= multiplier * 450;
4646         }
4647         if (musicselected == stream_fighttheme) {
4648             musicvolume[1] += multiplier * 450;
4649         } else {
4650             musicvolume[1] -= multiplier * 450;
4651         }
4652         if (musicselected == stream_menutheme) {
4653             musicvolume[2] += multiplier * 450;
4654         } else {
4655             musicvolume[2] -= multiplier * 450;
4656         }
4657
4658         for (int i = 0; i < 3; i++) {
4659             if (musicvolume[i] < 0) {
4660                 musicvolume[i] = 0;
4661             }
4662             if (musicvolume[i] > 512) {
4663                 musicvolume[i] = 512;
4664             }
4665         }
4666
4667         if (musicvolume[2] > 128 && !loading && !mainmenu) {
4668             musicvolume[2] = 128;
4669         }
4670
4671         if (musictoggle) {
4672             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
4673                 emit_stream_np(leveltheme, musicvolume[0]);
4674             }
4675             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
4676                 emit_stream_np(stream_fighttheme, musicvolume[1]);
4677             }
4678             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
4679                 emit_stream_np(stream_menutheme, musicvolume[2]);
4680             }
4681             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
4682                 pause_sound(leveltheme);
4683             }
4684             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
4685                 pause_sound(stream_fighttheme);
4686             }
4687             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
4688                 pause_sound(stream_menutheme);
4689             }
4690
4691             if (musicvolume[0] != oldmusicvolume[0]) {
4692                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4693             }
4694             if (musicvolume[1] != oldmusicvolume[1]) {
4695                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4696             }
4697             if (musicvolume[2] != oldmusicvolume[2]) {
4698                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4699             }
4700
4701             for (int i = 0; i < 3; i++) {
4702                 oldmusicvolume[i] = musicvolume[i];
4703             }
4704         } else {
4705             pause_sound(leveltheme);
4706             pause_sound(stream_fighttheme);
4707             pause_sound(stream_menutheme);
4708
4709             for (int i = 0; i < 4; i++) {
4710                 oldmusicvolume[i] = 0;
4711                 musicvolume[i] = 0;
4712             }
4713         }
4714
4715         Hotspot::killhotspot = 2;
4716         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4717             if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4718                 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
4719                     Hotspot::killhotspot = 0;
4720                 } else if (Hotspot::killhotspot == 2) {
4721                     Hotspot::killhotspot = 1;
4722                 }
4723             }
4724         }
4725         if (Hotspot::killhotspot == 2) {
4726             Hotspot::killhotspot = 0;
4727         }
4728
4729         winhotspot = false;
4730         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4731             if (Hotspot::hotspots[i].type == -1) {
4732                 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4733                     winhotspot = true;
4734                 }
4735             }
4736         }
4737
4738         int numalarmed = 0;
4739         for (unsigned i = 1; i < Person::players.size(); i++) {
4740             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4741                 numalarmed++;
4742             }
4743         }
4744         if (numalarmed > maxalarmed) {
4745             maxalarmed = numalarmed;
4746         }
4747
4748         if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4749             if (Person::players[0]->dead) {
4750                 changedelay = 1;
4751                 targetlevel = whichlevel;
4752             }
4753             alldead = true;
4754             for (unsigned i = 1; i < Person::players.size(); i++) {
4755                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4756                     alldead = false;
4757                     break;
4758                 }
4759             }
4760
4761             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4762                 changedelay = 1;
4763                 targetlevel = whichlevel + 1;
4764                 if (targetlevel > numchallengelevels - 1) {
4765                     targetlevel = 0;
4766                 }
4767             }
4768             if (winhotspot || windialogue) {
4769                 changedelay = 0.1;
4770                 targetlevel = whichlevel + 1;
4771                 if (targetlevel > numchallengelevels - 1) {
4772                     targetlevel = 0;
4773                 }
4774             }
4775
4776             if (Hotspot::killhotspot) {
4777                 changedelay = 1;
4778                 targetlevel = whichlevel + 1;
4779                 if (targetlevel > numchallengelevels - 1) {
4780                     targetlevel = 0;
4781                 }
4782             }
4783
4784             if (changedelay > 0 && !Person::players[0]->dead && !won) {
4785                 //high scores, awards, win
4786                 if (campaign) {
4787                     Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4788                     scoreadded = 1;
4789                 } else {
4790                     wonleveltime = leveltime;
4791                     Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4792                 }
4793                 won = 1;
4794                 Account::saveFile(Folders::getUserSavePath());
4795             }
4796         }
4797
4798         if (!winfreeze) {
4799
4800             if (leveltime < 1) {
4801                 loading = 0;
4802                 changedelay = .1;
4803                 alldead = false;
4804                 winhotspot = false;
4805                 Hotspot::killhotspot = 0;
4806             }
4807
4808             if (!editorenabled && gameon && !mainmenu) {
4809                 if (changedelay != -999) {
4810                     changedelay -= multiplier / 7;
4811                 }
4812                 if (Person::players[0]->dead) {
4813                     targetlevel = whichlevel;
4814                 }
4815                 if (loading == 2 && !campaign) {
4816                     flash();
4817
4818                     fireSound(firestartsound);
4819
4820                     if (!Person::players[0]->dead && targetlevel != whichlevel) {
4821                         startbonustotal = bonustotal;
4822                     }
4823
4824                     LoadLevel(targetlevel);
4825                     fireSound();
4826
4827                     loading = 3;
4828                 }
4829                 if (loading == 2 && targetlevel == whichlevel) {
4830                     flash();
4831                     loadtime = 0;
4832
4833                     fireSound(firestartsound);
4834
4835                     LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4836
4837                     fireSound();
4838
4839                     loading = 3;
4840                 }
4841                 if (changedelay <= -999 &&
4842                     whichlevel != -2 &&
4843                     !loading &&
4844                     (Person::players[0]->dead ||
4845                      (alldead && maptype == mapkilleveryone) ||
4846                      (winhotspot) ||
4847                      (Hotspot::killhotspot))) {
4848                     loading = 1;
4849                 }
4850                 if ((Person::players[0]->dead ||
4851                      (alldead && maptype == mapkilleveryone) ||
4852                      (winhotspot) ||
4853                      (windialogue) ||
4854                      (Hotspot::killhotspot)) &&
4855                     changedelay <= 0) {
4856                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4857                         winfreeze = true;
4858                         changedelay = -999;
4859                     }
4860                     if (Person::players[0]->dead) {
4861                         loading = 1;
4862                     }
4863                 }
4864             }
4865
4866             if (campaign) {
4867                 // campaignchoosenext determines what to do when the level is complete:
4868                 // 0 = load next level
4869                 // 1 = go back to level select screen
4870                 // 2 = stealthload next level
4871                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4872                     if (campaignlevels[actuallevel].nextlevel.empty()) {
4873                         endgame = 1;
4874                     }
4875                 } else if (mainmenu == 0 && winfreeze) {
4876                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4877
4878                     if (!stealthloading) {
4879                         fireSound(firestartsound);
4880
4881                         flash();
4882                     }
4883
4884                     startbonustotal = 0;
4885
4886                     LoadCampaign();
4887
4888                     loading = 2;
4889                     loadtime = 0;
4890                     targetlevel = 7;
4891                     if (!firstLoadDone) {
4892                         LoadStuff();
4893                     }
4894                     whichchoice = 0;
4895                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
4896                     visibleloading = true;
4897                     stillloading = 1;
4898                     LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4899                     campaign = 1;
4900                     mainmenu = 0;
4901                     gameon = 1;
4902                     pause_sound(stream_menutheme);
4903
4904                     stealthloading = 0;
4905                 }
4906             }
4907
4908             if (loading == 3) {
4909                 loading = 0;
4910             }
4911         }
4912
4913         oldmusictype = musictype;
4914     }
4915
4916     facing = 0;
4917     facing.z = -1;
4918
4919     facing = DoRotation(facing, -pitch, 0, 0);
4920     facing = DoRotation(facing, 0, 0 - yaw, 0);
4921     viewerfacing = facing;
4922
4923     if (!cameramode) {
4924         if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
4925             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;
4926         } else {
4927             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;
4928         }
4929         target.y += .1;
4930         if (Person::players[0]->skeleton.free) {
4931             for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4932                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
4933                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4934                 }
4935             }
4936             target.y += .1;
4937         }
4938         if (Person::players[0]->skeleton.free != 2) {
4939             cameraspeed = 20;
4940             if (findLengthfast(&Person::players[0]->velocity) > 400) {
4941                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4942             }
4943             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
4944                 target.y += 1.4;
4945             }
4946             coltarget = target - cameraloc;
4947             if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
4948                 cameraloc = target;
4949             } else {
4950                 Normalise(&coltarget);
4951                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
4952                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4953                 } else {
4954                     cameraloc = cameraloc + coltarget * multiplier * 8;
4955                 }
4956             }
4957             if (editorenabled) {
4958                 cameraloc = target;
4959             }
4960             cameradist += multiplier * 5;
4961             if (cameradist > 2.3) {
4962                 cameradist = 2.3;
4963             }
4964             viewer = cameraloc - facing * cameradist;
4965             colviewer = viewer;
4966             coltarget = cameraloc;
4967             Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4968             for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4969                 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4970                 colviewer = viewer;
4971                 coltarget = cameraloc;
4972                 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4973                     viewer = col;
4974                 }
4975             }
4976             for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4977                 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4978                 colviewer = viewer;
4979                 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4980                     viewer = colviewer;
4981                 }
4982             }
4983             cameradist = findDistance(&viewer, &target);
4984             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4985             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4986                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4987             }
4988         }
4989         if (camerashake > .8) {
4990             camerashake = .8;
4991         }
4992         woozy += multiplier;
4993         if (Person::players[0]->dead) {
4994             camerashake = 0;
4995         }
4996         if (Person::players[0]->dead) {
4997             woozy = 0;
4998         }
4999         camerashake -= multiplier * 2;
5000         blackout -= multiplier * 2;
5001         if (camerashake < 0) {
5002             camerashake = 0;
5003         }
5004         if (blackout < 0) {
5005             blackout = 0;
5006         }
5007         if (camerashake) {
5008             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
5009             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
5010             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
5011         }
5012     }
5013 }