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Moved as much as possible init in Person constructor
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1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - 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 #if PLATFORM_UNIX
25 #include <sys/stat.h>
26 #include <sys/types.h>
27 #include <unistd.h>
28 #else
29 #include <direct.h>
30 #endif
31
32
33 #include <limits>
34 #include <ctime>
35 #include <cmath>
36 #include <dirent.h>
37 #include "Game.h"
38 #include "openal_wrapper.h"
39 #include "Settings.h"
40 #include "Input.h"
41 #include "Animation.h"
42 #include "Awards.h"
43 #include "Menu.h"
44 #include "ConsoleCmds.h"
45 #include "Dialog.h"
46 #include "Utils/Folders.h"
47
48 #include <algorithm>
49 #include <set>
50
51 using namespace std;
52 using namespace Game;
53
54 // Added more evilness needed for MSVC
55 #ifdef _MSC_VER
56 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
57 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
58 #endif
59
60
61 extern float multiplier;
62 extern XYZ viewer;
63 extern int environment;
64 extern Terrain terrain;
65 extern float screenwidth, screenheight;
66 extern float gravity;
67 extern int detail;
68 extern float texdetail;
69 extern Objects objects;
70 extern int slomo;
71 extern float slomodelay;
72 extern bool floatjump;
73 extern float volume;
74 extern Light light;
75 extern float camerashake;
76 extern float woozy;
77 extern float blackout;
78 extern bool cellophane;
79 extern bool musictoggle;
80 extern int difficulty;
81 extern int bloodtoggle;
82 extern bool invertmouse;
83 extern float windvar;
84 extern float precipdelay;
85 extern XYZ viewerfacing;
86 extern bool ambientsound;
87 extern bool mousejump;
88 extern float viewdistance;
89 extern bool freeze;
90 extern XYZ windvector;
91 extern bool debugmode;
92 static int leveltheme;
93 extern int mainmenu;
94 extern int oldmainmenu;
95 extern bool visibleloading;
96 extern XYZ envsound[30];
97 extern float envsoundvol[30];
98 extern int numenvsounds;
99 extern float envsoundlife[30];
100 extern float usermousesensitivity;
101 extern bool ismotionblur;
102 extern bool showdamagebar; // (des)activate the damage bar
103 extern bool decals;
104 extern bool skyboxtexture;
105 extern float skyboxr;
106 extern float skyboxg;
107 extern float skyboxb;
108 extern float skyboxlightr;
109 extern float skyboxlightg;
110 extern float skyboxlightb;
111 extern float fadestart;
112 extern float slomospeed;
113 extern float slomofreq;
114 extern int tutoriallevel;
115 extern float smoketex;
116 extern float tutorialstagetime;
117 extern int tutorialstage;
118 extern float tutorialmaxtime;
119 extern float tutorialsuccess;
120 extern bool againbonus;
121 extern bool reversaltrain;
122 extern bool canattack;
123 extern bool cananger;
124 extern float damagedealt;
125 extern int maptype;
126 extern int editoractive;
127 extern int editorpathtype;
128
129 extern float hostiletime;
130
131 extern bool gamestarted;
132
133 extern int numhotspots;
134 extern int killhotspot;
135 extern XYZ hotspot[40];
136 extern int hotspottype[40];
137 extern float hotspotsize[40];
138 extern char hotspottext[40][256];
139 extern int currenthotspot;
140
141 extern int hostile;
142
143 extern bool stillloading;
144 extern bool winfreeze;
145
146 extern bool campaign;
147
148 extern void toggleFullscreen();
149
150 class CampaignLevel
151 {
152 private:
153     int width;
154     struct Position {
155         int x, y;
156     };
157 public:
158     std::string mapname;
159     std::string description;
160     int choosenext;
161     /*
162     0 = Immediately load next level at the end of this one.
163     1 = Go back to the world map.
164     2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
165     */
166     //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
167     std::vector<int> nextlevel;
168     Position location;
169     CampaignLevel() : width(10) {
170         choosenext = 1;
171         location.x = 0;
172         location.y = 0;
173     }
174     int getStartX() {
175         return 30 + 120 + location.x * 400 / 512;
176     }
177     int getStartY() {
178         return 30 + 30 + (512 - location.y) * 400 / 512;
179     }
180     int getEndX() {
181         return getStartX() + width;
182     }
183     int getEndY() {
184         return getStartY() + width;
185     }
186     XYZ getCenter() {
187         XYZ center;
188         center.x = getStartX() + width / 2;
189         center.y = getStartY() + width / 2;
190         return center;
191     }
192     int getWidth() {
193         return width;
194     }
195     istream& operator<< (istream& is) {
196         is.ignore(256, ':');
197         is.ignore(256, ':');
198         is.ignore(256, ' ');
199         is >> mapname;
200         is.ignore(256, ':');
201         is >> description;
202         for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
203             description.replace(pos, 1, 1, ' ');
204         }
205         is.ignore(256, ':');
206         is >> choosenext;
207         is.ignore(256, ':');
208         int numnext, next;
209         is >> numnext;
210         for (int j = 0; j < numnext; j++) {
211             is.ignore(256, ':');
212             is >> next;
213             nextlevel.push_back(next - 1);
214         }
215         is.ignore(256, ':');
216         is >> location.x;
217         is.ignore(256, ':');
218         is >> location.y;
219         return is;
220     }
221     friend istream& operator>> (istream& is, CampaignLevel& cl) {
222         return cl << is;
223     }
224 };
225
226 bool won = false;
227 int entername = 0;
228 vector<CampaignLevel> campaignlevels;
229 int whichchoice = 0;
230 int actuallevel = 0;
231 bool winhotspot = false;
232 bool windialogue = false;
233 bool realthreat = 0;
234 XYZ cameraloc;
235 float cameradist = 0;
236 bool oldattackkey = 0;
237 int whichlevel = 0;
238 float musicvolume[4] = {};
239 float oldmusicvolume[4] = {};
240 int musicselected = 0;
241
242 const char *rabbitskin[] = {
243     "Textures/Fur3.jpg",
244     "Textures/Fur.jpg",
245     "Textures/Fur2.jpg",
246     "Textures/Lynx.jpg",
247     "Textures/Otter.jpg",
248     "Textures/Opal.jpg",
249     "Textures/Sable.jpg",
250     "Textures/Chocolate.jpg",
251     "Textures/BW2.jpg",
252     "Textures/WB2.jpg"
253 };
254
255 const char *wolfskin[] = {
256     "Textures/Wolf.jpg",
257     "Textures/DarkWolf.jpg",
258     "Textures/SnowWolf.jpg"
259 };
260
261 const char **creatureskin[] = {rabbitskin, wolfskin};
262
263 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
264 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
265
266 // utility functions
267
268 // TODO: this is slightly incorrect
269 inline float roughDirection(XYZ vec)
270 {
271     Normalise(&vec);
272     float angle = -asin(-vec.x) * 180 / M_PI;
273     if (vec.z < 0)
274         angle = 180 - angle;
275     return angle;
276 }
277 inline float roughDirectionTo(XYZ start, XYZ end)
278 {
279     return roughDirection(end - start);
280 }
281 inline float pitchOf(XYZ vec)
282 {
283     Normalise(&vec);
284     return -asin(vec.y) * 180 / M_PI;
285 }
286 inline float pitchTo(XYZ start, XYZ end)
287 {
288     return pitchOf(end - start);
289 }
290 inline float sq(float n)
291 {
292     return n * n;
293 }
294 inline float stepTowardf(float from, float to, float by)
295 {
296     if (fabs(from - to) < by)
297         return to;
298     else if (from > to)
299         return from - by;
300     else
301         return from + by;
302 }
303
304 void Game::playdialoguescenesound()
305 {
306     XYZ temppos;
307     temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
308     temppos = temppos - viewer;
309     Normalise(&temppos);
310     temppos += viewer;
311
312     int sound = -1;
313     switch (Dialog::currentScene().sound) {
314     case -6:
315         sound = alarmsound;
316         break;
317     case -4:
318         sound = consolefailsound;
319         break;
320     case -3:
321         sound = consolesuccesssound;
322         break;
323     case -2:
324         sound = firestartsound;
325         break;
326     case -1:
327         sound = fireendsound;
328         break;
329     case 1:
330         sound = rabbitchitter;
331         break;
332     case 2:
333         sound = rabbitchitter2;
334         break;
335     case 3:
336         sound = rabbitpainsound;
337         break;
338     case 4:
339         sound = rabbitpain1sound;
340         break;
341     case 5:
342         sound = rabbitattacksound;
343         break;
344     case 6:
345         sound = rabbitattack2sound;
346         break;
347     case 7:
348         sound = rabbitattack3sound;
349         break;
350     case 8:
351         sound = rabbitattack4sound;
352         break;
353     case 9:
354         sound = growlsound;
355         break;
356     case 10:
357         sound = growl2sound;
358         break;
359     case 11:
360         sound = snarlsound;
361         break;
362     case 12:
363         sound = snarl2sound;
364         break;
365     case 13:
366         sound = barksound;
367         break;
368     case 14:
369         sound = bark2sound;
370         break;
371     case 15:
372         sound = bark3sound;
373         break;
374     case 16:
375         sound = barkgrowlsound;
376         break;
377     default:
378         break;
379     }
380     if (sound != -1)
381         emit_sound_at(sound, temppos);
382 }
383
384 // ================================================================
385
386 int Game::findClosestPlayer()
387 {
388     int closest = -1;
389     float closestdist = std::numeric_limits<float>::max();
390
391     for (unsigned i = 1; i < Person::players.size(); i++) {
392         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
393         if (distance < closestdist) {
394             closestdist = distance;
395             closest = i;
396         }
397     }
398     return closest;
399 }
400
401 static int findClosestObject()
402 {
403     int closest = -1;
404     float closestdist = std::numeric_limits<float>::max();
405
406     for (int i = 0; i < objects.numobjects; i++) {
407         float distance = distsq(&objects.position[i], &Person::players[0]->coords);
408         if (distance < closestdist) {
409             closestdist = distance;
410             closest = i;
411         }
412     }
413     return closest;
414 }
415
416 static void cmd_dispatch(const string cmd)
417 {
418     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
419
420     for (i = 0; i < n_cmds; i++)
421         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
422             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
423             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
424             break;
425         }
426     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
427 }
428
429 /********************> Tick() <*****/
430 extern bool save_screenshot(const char * fname);
431 void Screenshot (void)
432 {
433     char filename[1024];
434     time_t t = time(NULL);
435     struct tm *tme = localtime(&t);
436     sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
437             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
438
439 #if defined(_WIN32)
440     mkdir("Screenshots");
441 #endif
442
443     save_screenshot(filename);
444 }
445
446 void Game::SetUpLighting()
447 {
448     if (environment == snowyenvironment)
449         light.setColors(.65, .65, .7, .4, .4, .44);
450     if (environment == desertenvironment)
451         light.setColors(.95, .95, .95, .4, .35, .3);
452     if (environment == grassyenvironment)
453         light.setColors(.95, .95, 1, .4, .4, .44);
454     if (!skyboxtexture)
455         light.setColors(1, 1, 1, .4, .4, .4);
456     float average;
457     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
458     light.color[0] *= (skyboxlightr + average) / 2;
459     light.color[1] *= (skyboxlightg + average) / 2;
460     light.color[2] *= (skyboxlightb + average) / 2;
461     light.ambient[0] *= (skyboxlightr + average) / 2;
462     light.ambient[1] *= (skyboxlightg + average) / 2;
463     light.ambient[2] *= (skyboxlightb + average) / 2;
464 }
465
466 int findPathDist(int start, int end)
467 {
468     int smallestcount, count, connected;
469     int last, last2, last3, last4;
470     int closest;
471
472     smallestcount = 1000;
473     for (int i = 0; i < 50; i++) {
474         count = 0;
475         last = start;
476         last2 = -1;
477         last3 = -1;
478         last4 = -1;
479         while (last != end && count < 30) {
480             closest = -1;
481             for (int j = 0; j < numpathpoints; j++) {
482                 if (j != last && j != last2 && j != last3 && j != last4) {
483                     connected = 0;
484                     if (numpathpointconnect[j])
485                         for (int k = 0; k < numpathpointconnect[j]; k++) {
486                             if (pathpointconnect[j][k] == last)connected = 1;
487                         }
488                     if (!connected)
489                         if (numpathpointconnect[last])
490                             for (int k = 0; k < numpathpointconnect[last]; k++) {
491                                 if (pathpointconnect[last][k] == j)connected = 1;
492                             }
493                     if (connected)
494                         if (closest == -1 || Random() % 2 == 0) {
495                             closest = j;
496                         }
497                 }
498             }
499             last4 = last3;
500             last3 = last2;
501             last2 = last;
502             last = closest;
503             count++;
504         }
505         if (count < smallestcount)
506             smallestcount = count;
507     }
508     return smallestcount;
509 }
510
511 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
512 {
513     static XYZ colpoint, colviewer, coltarget;
514     static float minx, minz, maxx, maxz, miny, maxy;
515
516     minx = min(startpoint.x, endpoint.x) - 1;
517     miny = min(startpoint.y, endpoint.y) - 1;
518     minz = min(startpoint.z, endpoint.z) - 1;
519     maxx = max(startpoint.x, endpoint.x) + 1;
520     maxy = max(startpoint.y, endpoint.y) + 1;
521     maxz = max(startpoint.z, endpoint.z) + 1;
522
523     for (int i = 0; i < objects.numobjects; i++) {
524         if (     objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
525                  objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
526                  objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
527                  objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
528                  objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
529                  objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
530             if (     objects.type[i] != treeleavestype &&
531                      objects.type[i] != bushtype &&
532                      objects.type[i] != firetype) {
533                 colviewer = startpoint;
534                 coltarget = endpoint;
535                 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
536                     return i;
537             }
538         }
539     }
540
541     return -1;
542 }
543
544 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
545 {
546     static XYZ colpoint, colviewer, coltarget;
547     static float minx, minz, maxx, maxz, miny, maxy;
548     static int i; //FIXME: see below
549
550     minx = min(startpoint.x, endpoint.x) - 1;
551     miny = min(startpoint.y, endpoint.y) - 1;
552     minz = min(startpoint.z, endpoint.z) - 1;
553     maxx = max(startpoint.x, endpoint.x) + 1;
554     maxy = max(startpoint.y, endpoint.y) + 1;
555     maxz = max(startpoint.z, endpoint.z) + 1;
556
557     if (what != 1000) {
558         if (     objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
559                  objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
560                  objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
561                  objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
562                  objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
563                  objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
564             if (     objects.type[what] != treeleavestype &&
565                      objects.type[what] != bushtype &&
566                      objects.type[what] != firetype) {
567                 colviewer = startpoint;
568                 coltarget = endpoint;
569                 //FIXME: i/what
570                 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
571                     return i;
572             }
573         }
574     }
575
576     if (what == 1000)
577         if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
578             return 1000;
579
580     return -1;
581 }
582
583 void Setenvironment(int which)
584 {
585     LOGFUNC;
586
587     LOG(" Setting environment...");
588
589     float temptexdetail;
590     environment = which;
591
592     pause_sound(stream_snowtheme);
593     pause_sound(stream_grasstheme);
594     pause_sound(stream_deserttheme);
595     pause_sound(stream_wind);
596     pause_sound(stream_desertambient);
597
598
599     if (environment == snowyenvironment) {
600         windvector = 0;
601         windvector.z = 3;
602         if (ambientsound)
603             emit_stream_np(stream_wind);
604
605         objects.treetextureptr.load("Textures/SnowTree.png", 0);
606         objects.bushtextureptr.load("Textures/BushSnow.png", 0);
607         objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
608         objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
609
610         footstepsound = footstepsn1;
611         footstepsound2 = footstepsn2;
612         footstepsound3 = footstepst1;
613         footstepsound4 = footstepst2;
614
615         terraintexture.load("Textures/Snow.jpg", 1);
616         terraintexture2.load("Textures/Rock.jpg", 1);
617
618
619         temptexdetail = texdetail;
620         if (texdetail > 1)
621             texdetail = 4;
622         skybox->load(   "Textures/Skybox(snow)/Front.jpg",
623                         "Textures/Skybox(snow)/Left.jpg",
624                         "Textures/Skybox(snow)/Back.jpg",
625                         "Textures/Skybox(snow)/Right.jpg",
626                         "Textures/Skybox(snow)/Up.jpg",
627                         "Textures/Skybox(snow)/Down.jpg");
628
629
630
631
632         texdetail = temptexdetail;
633     } else if (environment == desertenvironment) {
634         windvector = 0;
635         windvector.z = 2;
636         objects.treetextureptr.load("Textures/DesertTree.png", 0);
637         objects.bushtextureptr.load("Textures/BushDesert.png", 0);
638         objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
639         objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
640
641
642         if (ambientsound)
643             emit_stream_np(stream_desertambient);
644
645         footstepsound = footstepsn1;
646         footstepsound2 = footstepsn2;
647         footstepsound3 = footstepsn1;
648         footstepsound4 = footstepsn2;
649
650         terraintexture.load("Textures/Sand.jpg", 1);
651         terraintexture2.load("Textures/SandSlope.jpg", 1);
652
653
654         temptexdetail = texdetail;
655         if (texdetail > 1)
656             texdetail = 4;
657         skybox->load(   "Textures/Skybox(sand)/Front.jpg",
658                         "Textures/Skybox(sand)/Left.jpg",
659                         "Textures/Skybox(sand)/Back.jpg",
660                         "Textures/Skybox(sand)/Right.jpg",
661                         "Textures/Skybox(sand)/Up.jpg",
662                         "Textures/Skybox(sand)/Down.jpg");
663
664
665
666
667         texdetail = temptexdetail;
668     } else if (environment == grassyenvironment) {
669         windvector = 0;
670         windvector.z = 2;
671         objects.treetextureptr.load("Textures/Tree.png", 0);
672         objects.bushtextureptr.load("Textures/Bush.png", 0);
673         objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
674         objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
675
676         if (ambientsound)
677             emit_stream_np(stream_wind, 100.);
678
679         footstepsound = footstepgr1;
680         footstepsound2 = footstepgr2;
681         footstepsound3 = footstepst1;
682         footstepsound4 = footstepst2;
683
684         terraintexture.load("Textures/GrassDirt.jpg", 1);
685         terraintexture2.load("Textures/MossRock.jpg", 1);
686
687
688         temptexdetail = texdetail;
689         if (texdetail > 1)
690             texdetail = 4;
691         skybox->load(   "Textures/Skybox(grass)/Front.jpg",
692                         "Textures/Skybox(grass)/Left.jpg",
693                         "Textures/Skybox(grass)/Back.jpg",
694                         "Textures/Skybox(grass)/Right.jpg",
695                         "Textures/Skybox(grass)/Up.jpg",
696                         "Textures/Skybox(grass)/Down.jpg");
697
698
699
700         texdetail = temptexdetail;
701     }
702     temptexdetail = texdetail;
703     texdetail = 1;
704     terrain.load("Textures/HeightMap.png");
705
706     texdetail = temptexdetail;
707 }
708
709 void LoadCampaign()
710 {
711     if (!accountactive)
712         return;
713     ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt"));
714     if (!ipstream.good()) {
715         if (accountactive->getCurrentCampaign() == "main") {
716             cerr << "Could not found main campaign!" << endl;
717             return;
718         }
719         cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
720         accountactive->setCurrentCampaign("main");
721         return LoadCampaign();
722     }
723     ipstream.ignore(256, ':');
724     int numlevels;
725     ipstream >> numlevels;
726     campaignlevels.clear();
727     for (int i = 0; i < numlevels; i++) {
728         CampaignLevel cl;
729         ipstream >> cl;
730         campaignlevels.push_back(cl);
731     }
732     ipstream.close();
733
734     ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png"));
735     if (test.good()) {
736         Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0);
737     } else {
738         Mainmenuitems[7].load("Textures/World.png", 0);
739     }
740
741     if (accountactive->getCampaignChoicesMade() == 0) {
742         accountactive->setCampaignScore(0);
743         accountactive->resetFasttime();
744     }
745 }
746
747 vector<string> ListCampaigns()
748 {
749     errno = 0;
750     DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
751     struct dirent *campaign = NULL;
752     if (!campaigns) {
753         perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str());
754         exit(EXIT_FAILURE);
755     }
756     vector<string> campaignNames;
757     while ((campaign = readdir(campaigns)) != NULL) {
758         string name(campaign->d_name);
759         if (name.length() < 5)
760             continue;
761         if (!name.compare(name.length() - 4, 4, ".txt")) {
762             campaignNames.push_back(name.substr(0, name.length() - 4));
763         }
764     }
765     closedir(campaigns);
766     return campaignNames;
767 }
768
769 void Game::Loadlevel(int which)
770 {
771     stealthloading = 0;
772     whichlevel = which;
773
774     if (which == -1) {
775         tutoriallevel = -1;
776         Loadlevel("tutorial");
777     } else if (which >= 0 && which <= 15) {
778         char buf[32];
779         snprintf(buf, 32, "map%d", which + 1); // challenges
780         Loadlevel(buf);
781     } else
782         Loadlevel("mapsave");
783 }
784
785 void Game::Loadlevel(const std::string& name)
786 {
787     int indemo; // FIXME this should be removed
788     int templength;
789     float lamefloat;
790
791     LOGFUNC;
792
793     LOG(std::string("Loading level...") + name);
794
795     if (!gameon)
796         visibleloading = 1;
797     if (stealthloading)
798         visibleloading = 0;
799     if (!stillloading)
800         loadtime = 0;
801     gamestarted = 1;
802
803     numenvsounds = 0;
804
805     if (tutoriallevel != -1)
806         tutoriallevel = 0;
807     else
808         tutoriallevel = 1;
809
810     if (tutoriallevel == 1)
811         tutorialstage = 0;
812     if (tutorialstage == 0) {
813         tutorialstagetime = 0;
814         tutorialmaxtime = 1;
815     }
816     pause_sound(whooshsound);
817     pause_sound(stream_firesound);
818
819     int mapvers;
820     FILE *tfile;
821     errno = 0;
822     tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
823
824     pause_sound(stream_firesound);
825     scoreadded = 0;
826     windialogue = false;
827     hostiletime = 0;
828     won = 0;
829
830     animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
831
832     Dialog::dialogs.clear();
833
834     Dialog::indialogue = -1;
835     cameramode = 0;
836
837     damagedealt = 0;
838     damagetaken = 0;
839
840     if (accountactive)
841         difficulty = accountactive->getDifficulty();
842
843     numhotspots = 0;
844     currenthotspot = -1;
845     bonustime = 1;
846
847     skyboxtexture = 1;
848     skyboxr = 1;
849     skyboxg = 1;
850     skyboxb = 1;
851
852     freeze = 0;
853     winfreeze = 0;
854
855     for (int i = 0; i < 100; i++)
856         bonusnum[i] = 0;
857
858     numfalls = 0;
859     numflipfail = 0;
860     numseen = 0;
861     numstaffattack = 0;
862     numswordattack = 0;
863     numknifeattack = 0;
864     numunarmedattack = 0;
865     numescaped = 0;
866     numflipped = 0;
867     numwallflipped = 0;
868     numthrowkill = 0;
869     numafterkill = 0;
870     numreversals = 0;
871     numattacks = 0;
872     maxalarmed = 0;
873     numresponded = 0;
874
875     bonustotal = startbonustotal;
876     bonus = 0;
877     gameon = 1;
878     changedelay = 0;
879     if (console) {
880         emit_sound_np(consolesuccesssound);
881         freeze = 0;
882         console = false;
883     }
884
885     if (!stealthloading) {
886         terrain.numdecals = 0;
887         Sprite::deleteSprites();
888         for (int i = 0; i < objects.numobjects; i++)
889             objects.model[i].numdecals = 0;
890
891         int j = objects.numobjects;
892         for (int i = 0; i < j; i++) {
893             objects.DeleteObject(0);
894             if (visibleloading)
895                 LoadingScreen();
896         }
897
898         for (int i = 0; i < subdivision; i++)
899             for (int j = 0; j < subdivision; j++)
900                 terrain.patchobjectnum[i][j] = 0;
901         if (visibleloading)
902             LoadingScreen();
903     }
904
905     weapons.clear();
906     Person::players.resize(1);
907
908     funpackf(tfile, "Bi", &mapvers);
909     if (mapvers >= 15)
910         funpackf(tfile, "Bi", &indemo);
911     else
912         indemo = 0;
913     if (mapvers >= 5)
914         funpackf(tfile, "Bi", &maptype);
915     else
916         maptype = mapkilleveryone;
917     if (mapvers >= 6)
918         funpackf(tfile, "Bi", &hostile);
919     else
920         hostile = 1;
921     if (mapvers >= 4)
922         funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
923     else {
924         viewdistance = 100;
925         fadestart = .6;
926     }
927     if (mapvers >= 2)
928         funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
929     else {
930         skyboxtexture = 1;
931         skyboxr = 1;
932         skyboxg = 1;
933         skyboxb = 1;
934     }
935     if (mapvers >= 10)
936         funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
937     else {
938         skyboxlightr = skyboxr;
939         skyboxlightg = skyboxg;
940         skyboxlightb = skyboxb;
941     }
942     /* 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) */
943     if (stealthloading) {
944         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
945     } else {
946         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);
947     }
948     if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
949         for (int j = 0; j < Person::players[0]->num_weapons; j++) {
950             Person::players[0]->weaponids[j] = weapons.size();
951             int type;
952             funpackf(tfile, "Bi", &type);
953             weapons.push_back(Weapon(type, 0));
954         }
955
956     if (visibleloading)
957         LoadingScreen();
958
959     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
960     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
961     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
962     funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
963
964     funpackf(tfile, "Bi", &Person::players[0]->numclothes);
965
966     if (mapvers >= 9)
967         funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
968     else {
969         Person::players[0]->whichskin = 0;
970         Person::players[0]->creature = rabbittype;
971     }
972
973     Person::players[0]->lastattack = -1;
974     Person::players[0]->lastattack2 = -1;
975     Person::players[0]->lastattack3 = -1;
976
977     //dialogues
978     if (mapvers >= 8) {
979         Dialog::loadDialogs(tfile);
980     }
981
982     for (int k = 0; k < Person::players[0]->numclothes; k++) {
983         funpackf(tfile, "Bi", &templength);
984         for (int l = 0; l < templength; l++)
985             funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
986         Person::players[0]->clothes[k][templength] = '\0';
987         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
988     }
989
990     funpackf(tfile, "Bi", &environment);
991
992     funpackf(tfile, "Bi", &objects.numobjects);
993     for (int i = 0; i < objects.numobjects; i++) {
994         funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
995         if (objects.type[i] == treeleavestype)
996             objects.scale[i] = objects.scale[i - 1];
997     }
998
999     if (mapvers >= 7) {
1000         funpackf(tfile, "Bi", &numhotspots);
1001         for (int i = 0; i < numhotspots; i++) {
1002             funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1003             funpackf(tfile, "Bi", &templength);
1004             if (templength)
1005                 for (int l = 0; l < templength; l++)
1006                     funpackf(tfile, "Bb", &hotspottext[i][l]);
1007             hotspottext[i][templength] = '\0';
1008             if (hotspottype[i] == -111)
1009                 indemo = 1;
1010         }
1011     } else
1012         numhotspots = 0;
1013
1014     if (visibleloading)
1015         LoadingScreen();
1016
1017     if (!stealthloading) {
1018         objects.center = 0;
1019         for (int i = 0; i < objects.numobjects; i++)
1020             objects.center += objects.position[i];
1021         objects.center /= objects.numobjects;
1022
1023
1024         if (visibleloading)
1025             LoadingScreen();
1026
1027         float maxdistance = 0;
1028         float tempdist;
1029         for (int i = 0; i < objects.numobjects; i++) {
1030             tempdist = distsq(&objects.center, &objects.position[i]);
1031             if (tempdist > maxdistance) {
1032                 maxdistance = tempdist;
1033             }
1034         }
1035         objects.radius = fast_sqrt(maxdistance);
1036     }
1037
1038     if (visibleloading)
1039         LoadingScreen();
1040
1041     int numplayers;
1042     funpackf(tfile, "Bi", &numplayers);
1043     if (numplayers > maxplayers) {
1044         cout << "Warning: this level contains more players than allowed" << endl;
1045     }
1046     for (int i = 1; i < numplayers; i++) {
1047         unsigned j = 1;
1048         try {
1049             Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
1050             j++;
1051         } catch (InvalidPersonException e) {
1052         }
1053     }
1054     if (visibleloading)
1055         LoadingScreen();
1056
1057     funpackf(tfile, "Bi", &numpathpoints);
1058     if (numpathpoints > 30 || numpathpoints < 0)
1059         numpathpoints = 0;
1060     for (int j = 0; j < numpathpoints; j++) {
1061         funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1062         for (int k = 0; k < numpathpointconnect[j]; k++) {
1063             funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1064         }
1065     }
1066     if (visibleloading)
1067         LoadingScreen();
1068
1069     funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1070
1071     SetUpLighting();
1072     if (environment != oldenvironment)
1073         Setenvironment(environment);
1074     oldenvironment = environment;
1075
1076     if (!stealthloading) {
1077         int j = objects.numobjects;
1078         objects.numobjects = 0;
1079         for (int i = 0; i < j; i++) {
1080             objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1081             if (visibleloading)
1082                 LoadingScreen();
1083         }
1084
1085         terrain.DoShadows();
1086         if (visibleloading)
1087             LoadingScreen();
1088         objects.DoShadows();
1089         if (visibleloading)
1090             LoadingScreen();
1091     }
1092
1093     fclose(tfile);
1094
1095     for (unsigned i = 0; i < Person::players.size(); i++) {
1096         if (visibleloading)
1097             LoadingScreen();
1098         if (i == 0) {
1099             Person::players[i]->burnt = 0;
1100             Person::players[i]->bled = 0;
1101             Person::players[i]->onfire = 0;
1102             Person::players[i]->scale = .2;
1103         }
1104         Person::players[i]->skeleton.free = 0;
1105         Person::players[i]->skeleton.id = i;
1106         if (i == 0 && mapvers < 9) {
1107             Person::players[i]->creature = rabbittype;
1108         }
1109         if (Person::players[i]->creature != wolftype) {
1110             Person::players[i]->skeleton.Load(
1111                 (char *)"Skeleton/BasicFigure",
1112                 (char *)"Skeleton/BasicFigureLow",
1113                 (char *)"Skeleton/RabbitBelt",
1114                 (char *)"Models/Body.solid",
1115                 (char *)"Models/Body2.solid",
1116                 (char *)"Models/Body3.solid",
1117                 (char *)"Models/Body4.solid",
1118                 (char *)"Models/Body5.solid",
1119                 (char *)"Models/Body6.solid",
1120                 (char *)"Models/Body7.solid",
1121                 (char *)"Models/BodyLow.solid",
1122                 (char *)"Models/Belt.solid", 0);
1123         } else {
1124             Person::players[i]->skeleton.Load(
1125                 (char *)"Skeleton/BasicFigureWolf",
1126                 (char *)"Skeleton/BasicFigureWolfLow",
1127                 (char *)"Skeleton/RabbitBelt",
1128                 (char *)"Models/Wolf.solid",
1129                 (char *)"Models/Wolf2.solid",
1130                 (char *)"Models/Wolf3.solid",
1131                 (char *)"Models/Wolf4.solid",
1132                 (char *)"Models/Wolf5.solid",
1133                 (char *)"Models/Wolf6.solid",
1134                 (char *)"Models/Wolf7.solid",
1135                 (char *)"Models/WolfLow.solid",
1136                 (char *)"Models/Belt.solid", 0);
1137         }
1138
1139         Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
1140
1141         Person::players[i]->addClothes();
1142
1143         if (i == 0) {
1144             Person::players[i]->animCurrent = bounceidleanim;
1145             Person::players[i]->animTarget = bounceidleanim;
1146             Person::players[i]->frameCurrent = 0;
1147             Person::players[i]->frameTarget = 1;
1148             Person::players[i]->target = 0;
1149         }
1150         Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1151         if (difficulty == 0)
1152             Person::players[i]->speed -= .2;
1153         if (difficulty == 1)
1154             Person::players[i]->speed -= .1;
1155
1156         if (i == 0) {
1157             Person::players[i]->velocity = 0;
1158             Person::players[i]->oldcoords = Person::players[i]->coords;
1159             Person::players[i]->realoldcoords = Person::players[i]->coords;
1160
1161             Person::players[i]->id = i;
1162             Person::players[i]->updatedelay = 0;
1163             Person::players[i]->normalsupdatedelay = 0;
1164
1165             Person::players[i]->proportionhead = 1.2;
1166             Person::players[i]->proportionbody = 1.05;
1167             Person::players[i]->proportionarms = 1.00;
1168             Person::players[i]->proportionlegs = 1.1;
1169             Person::players[i]->proportionlegs.y = 1.05;
1170             Person::players[i]->headless = 0;
1171             Person::players[i]->currentoffset = 0;
1172             Person::players[i]->targetoffset = 0;
1173             if (Person::players[i]->creature == wolftype) {
1174                 Person::players[i]->scale = .23;
1175                 Person::players[i]->damagetolerance = 300;
1176             } else {
1177                 Person::players[i]->damagetolerance = 200;
1178             }
1179         }
1180
1181
1182         if (visibleloading)
1183             LoadingScreen();
1184
1185         if (cellophane) {
1186             Person::players[i]->proportionhead.z = 0;
1187             Person::players[i]->proportionbody.z = 0;
1188             Person::players[i]->proportionarms.z = 0;
1189             Person::players[i]->proportionlegs.z = 0;
1190         }
1191
1192         Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1193
1194         if (i == 0) {
1195             Person::players[i]->headmorphness = 0;
1196             Person::players[i]->targetheadmorphness = 1;
1197             Person::players[i]->headmorphstart = 0;
1198             Person::players[i]->headmorphend = 0;
1199
1200             Person::players[i]->pausetime = 0;
1201
1202             Person::players[i]->dead = 0;
1203             Person::players[i]->jumppower = 5;
1204             Person::players[i]->damage = 0;
1205             Person::players[i]->permanentdamage = 0;
1206             Person::players[i]->superpermanentdamage = 0;
1207
1208             Person::players[i]->forwardkeydown = 0;
1209             Person::players[i]->leftkeydown = 0;
1210             Person::players[i]->backkeydown = 0;
1211             Person::players[i]->rightkeydown = 0;
1212             Person::players[i]->jumpkeydown = 0;
1213             Person::players[i]->crouchkeydown = 0;
1214             Person::players[i]->throwkeydown = 0;
1215
1216             Person::players[i]->collided = -10;
1217             Person::players[i]->loaded = 1;
1218             Person::players[i]->bloodloss = 0;
1219             Person::players[i]->weaponactive = -1;
1220             Person::players[i]->weaponstuck = -1;
1221             Person::players[i]->bleeding = 0;
1222             Person::players[i]->deathbleeding = 0;
1223             Person::players[i]->stunned = 0;
1224             Person::players[i]->hasvictim = 0;
1225             Person::players[i]->wentforweapon = 0;
1226         }
1227     }
1228
1229     Person::players[0]->aitype = playercontrolled;
1230
1231     if (difficulty == 1) {
1232         Person::players[0]->power = 1 / .9;
1233         Person::players[0]->damagetolerance = 250;
1234     } else if (difficulty == 0) {
1235         Person::players[0]->power = 1 / .8;
1236         Person::players[0]->damagetolerance = 300;
1237         Person::players[0]->armorhead *= 1.5;
1238         Person::players[0]->armorhigh *= 1.5;
1239         Person::players[0]->armorlow *= 1.5;
1240     }
1241
1242     cameraloc = Person::players[0]->coords;
1243     cameraloc.y += 5;
1244     yaw = Person::players[0]->yaw;
1245
1246     hawkcoords = Person::players[0]->coords;
1247     hawkcoords.y += 30;
1248
1249     if (visibleloading)
1250         LoadingScreen();
1251
1252     LOG("Starting background music...");
1253
1254     OPENAL_StopSound(OPENAL_ALL);
1255     if (ambientsound) {
1256         if (environment == snowyenvironment) {
1257             emit_stream_np(stream_wind);
1258         } else if (environment == desertenvironment) {
1259             emit_stream_np(stream_desertambient);
1260         } else if (environment == grassyenvironment) {
1261             emit_stream_np(stream_wind, 100.);
1262         }
1263     }
1264     oldmusicvolume[0] = 0;
1265     oldmusicvolume[1] = 0;
1266     oldmusicvolume[2] = 0;
1267     oldmusicvolume[3] = 0;
1268
1269     if (!firstload)
1270         firstload = 1;
1271
1272     leveltime = 0;
1273     visibleloading = 0;
1274 }
1275
1276 void doTutorial()
1277 {
1278     if (tutorialstagetime > tutorialmaxtime) {
1279         tutorialstage++;
1280         tutorialsuccess = 0;
1281         if (tutorialstage <= 1) {
1282             canattack = 0;
1283             cananger = 0;
1284             reversaltrain = 0;
1285         }
1286         switch (tutorialstage) {
1287         case 1:
1288             tutorialmaxtime = 5;
1289             break;
1290         case 2:
1291             tutorialmaxtime = 2;
1292             break;
1293         case 3:
1294             tutorialmaxtime = 600;
1295             break;
1296         case 4:
1297             tutorialmaxtime = 1000;
1298             break;
1299         case 5:
1300             tutorialmaxtime = 600;
1301             break;
1302         case 6:
1303             tutorialmaxtime = 600;
1304             break;
1305         case 7:
1306             tutorialmaxtime = 600;
1307             break;
1308         case 8:
1309             tutorialmaxtime = 600;
1310             break;
1311         case 9:
1312             tutorialmaxtime = 600;
1313             break;
1314         case 10:
1315             tutorialmaxtime = 2;
1316             break;
1317         case 11:
1318             tutorialmaxtime = 1000;
1319             break;
1320         case 12:
1321             tutorialmaxtime = 1000;
1322             break;
1323         case 13:
1324             tutorialmaxtime = 2;
1325             break;
1326         case 14: {
1327             tutorialmaxtime = 3;
1328
1329             XYZ temp, temp2;
1330
1331             temp.x = 1011;
1332             temp.y = 84;
1333             temp.z = 491;
1334             temp2.x = 1025;
1335             temp2.y = 75;
1336             temp2.z = 447;
1337
1338             Person::players[1]->coords = (temp + temp2) / 2;
1339
1340             emit_sound_at(fireendsound, Person::players[1]->coords);
1341
1342             for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1343                 if (Random() % 2 == 0) {
1344                     if (!Person::players[1]->skeleton.free)
1345                         temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1346                     if (Person::players[1]->skeleton.free)
1347                         temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1348                     if (!Person::players[1]->skeleton.free)
1349                         temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
1350                     if (Person::players[1]->skeleton.free)
1351                         temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1352                     Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1353                 }
1354             }
1355         }
1356         break;
1357         case 15:
1358             tutorialmaxtime = 500;
1359             break;
1360         case 16:
1361             tutorialmaxtime = 500;
1362             break;
1363         case 17:
1364             tutorialmaxtime = 500;
1365             break;
1366         case 18:
1367             tutorialmaxtime = 500;
1368             break;
1369         case 19:
1370             tutorialstage = 20;
1371             break;
1372         case 20:
1373             tutorialmaxtime = 500;
1374             break;
1375         case 21:
1376             tutorialmaxtime = 500;
1377             if (bonus == cannon) {
1378                 bonus = Slicebonus;
1379                 againbonus = 1;
1380             } else
1381                 againbonus = 0;
1382             break;
1383         case 22:
1384             tutorialmaxtime = 500;
1385             break;
1386         case 23:
1387             tutorialmaxtime = 500;
1388             break;
1389         case 24:
1390             tutorialmaxtime = 500;
1391             break;
1392         case 25:
1393             tutorialmaxtime = 500;
1394             break;
1395         case 26:
1396             tutorialmaxtime = 2;
1397             break;
1398         case 27:
1399             tutorialmaxtime = 4;
1400             reversaltrain = 1;
1401             cananger = 1;
1402             Person::players[1]->aitype = attacktypecutoff;
1403             break;
1404         case 28:
1405             tutorialmaxtime = 400;
1406             break;
1407         case 29:
1408             tutorialmaxtime = 400;
1409             Person::players[0]->escapednum = 0;
1410             break;
1411         case 30:
1412             tutorialmaxtime = 4;
1413             reversaltrain = 0;
1414             cananger = 0;
1415             Person::players[1]->aitype = passivetype;
1416             break;
1417         case 31:
1418             tutorialmaxtime = 13;
1419             break;
1420         case 32:
1421             tutorialmaxtime = 8;
1422             break;
1423         case 33:
1424             tutorialmaxtime = 400;
1425             cananger = 1;
1426             canattack = 1;
1427             Person::players[1]->aitype = attacktypecutoff;
1428             break;
1429         case 34:
1430             tutorialmaxtime = 400;
1431             break;
1432         case 35:
1433             tutorialmaxtime = 400;
1434             break;
1435         case 36:
1436             tutorialmaxtime = 2;
1437             reversaltrain = 0;
1438             cananger = 0;
1439             Person::players[1]->aitype = passivetype;
1440             break;
1441         case 37:
1442             damagedealt = 0;
1443             damagetaken = 0;
1444             tutorialmaxtime = 50;
1445             cananger = 1;
1446             canattack = 1;
1447             Person::players[1]->aitype = attacktypecutoff;
1448             break;
1449         case 38:
1450             tutorialmaxtime = 4;
1451             canattack = 0;
1452             cananger = 0;
1453             Person::players[1]->aitype = passivetype;
1454             break;
1455         case 39: {
1456             XYZ temp, temp2;
1457
1458             temp.x = 1011;
1459             temp.y = 84;
1460             temp.z = 491;
1461             temp2.x = 1025;
1462             temp2.y = 75;
1463             temp2.z = 447;
1464
1465             Weapon w(knife, -1);
1466             w.position = (temp + temp2) / 2;
1467             w.tippoint = (temp + temp2) / 2;
1468
1469             w.velocity = 0.1;
1470             w.tipvelocity = 0.1;
1471             w.missed = 1;
1472             w.hitsomething = 0;
1473             w.freetime = 0;
1474             w.firstfree = 1;
1475             w.physics = 1;
1476
1477             weapons.push_back(w);
1478         }
1479         break;
1480         case 40:
1481             tutorialmaxtime = 300;
1482             break;
1483         case 41:
1484             tutorialmaxtime = 300;
1485             break;
1486         case 42:
1487             tutorialmaxtime = 8;
1488             break;
1489         case 43:
1490             tutorialmaxtime = 300;
1491             break;
1492         case 44:
1493             weapons[0].owner = 1;
1494             Person::players[0]->weaponactive = -1;
1495             Person::players[0]->num_weapons = 0;
1496             Person::players[1]->weaponactive = 0;
1497             Person::players[1]->num_weapons = 1;
1498             Person::players[1]->weaponids[0] = 0;
1499
1500             cananger = 1;
1501             canattack = 1;
1502             Person::players[1]->aitype = attacktypecutoff;
1503
1504             tutorialmaxtime = 300;
1505             break;
1506         case 45:
1507             weapons[0].owner = 1;
1508             Person::players[0]->weaponactive = -1;
1509             Person::players[0]->num_weapons = 0;
1510             Person::players[1]->weaponactive = 0;
1511             Person::players[1]->num_weapons = 1;
1512             Person::players[1]->weaponids[0] = 0;
1513
1514             tutorialmaxtime = 300;
1515             break;
1516         case 46:
1517             weapons[0].owner = 1;
1518             Person::players[0]->weaponactive = -1;
1519             Person::players[0]->num_weapons = 0;
1520             Person::players[1]->weaponactive = 0;
1521             Person::players[1]->num_weapons = 1;
1522             Person::players[1]->weaponids[0] = 0;
1523
1524             weapons[0].setType(sword);
1525
1526             tutorialmaxtime = 300;
1527             break;
1528         case 47: {
1529             tutorialmaxtime = 10;
1530
1531             XYZ temp, temp2;
1532
1533             temp.x = 1011;
1534             temp.y = 84;
1535             temp.z = 491;
1536             temp2.x = 1025;
1537             temp2.y = 75;
1538             temp2.z = 447;
1539
1540             Weapon w(sword, -1);
1541             w.position = (temp + temp2) / 2;
1542             w.tippoint = (temp + temp2) / 2;
1543
1544             w.velocity = 0.1;
1545             w.tipvelocity = 0.1;
1546             w.missed = 1;
1547             w.hitsomething = 0;
1548             w.freetime = 0;
1549             w.firstfree = 1;
1550             w.physics = 1;
1551
1552             weapons.push_back(w);
1553
1554             weapons[0].owner = 1;
1555             weapons[1].owner = 0;
1556             Person::players[0]->weaponactive = 0;
1557             Person::players[0]->num_weapons = 1;
1558             Person::players[0]->weaponids[0] = 1;
1559             Person::players[1]->weaponactive = 0;
1560             Person::players[1]->num_weapons = 1;
1561             Person::players[1]->weaponids[0] = 0;
1562
1563         }
1564         break;
1565         case 48:
1566             canattack = 0;
1567             cananger = 0;
1568             Person::players[1]->aitype = passivetype;
1569
1570             tutorialmaxtime = 15;
1571
1572             weapons[0].owner = 1;
1573             weapons[1].owner = 0;
1574             Person::players[0]->weaponactive = 0;
1575             Person::players[0]->num_weapons = 1;
1576             Person::players[0]->weaponids[0] = 1;
1577             Person::players[1]->weaponactive = 0;
1578             Person::players[1]->num_weapons = 1;
1579             Person::players[1]->weaponids[0] = 0;
1580
1581             if (Person::players[0]->weaponactive != -1)
1582                 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1583             else
1584                 weapons[0].setType(staff);
1585             break;
1586         case 49:
1587             canattack = 0;
1588             cananger = 0;
1589             Person::players[1]->aitype = passivetype;
1590
1591             tutorialmaxtime = 200;
1592
1593             weapons[1].position = 1000;
1594             weapons[1].tippoint = 1000;
1595
1596             weapons[0].setType(knife);
1597
1598             weapons[0].owner = 0;
1599             Person::players[1]->weaponactive = -1;
1600             Person::players[1]->num_weapons = 0;
1601             Person::players[0]->weaponactive = 0;
1602             Person::players[0]->num_weapons = 1;
1603             Person::players[0]->weaponids[0] = 0;
1604
1605             break;
1606         case 50: {
1607             tutorialmaxtime = 8;
1608
1609             XYZ temp, temp2;
1610             emit_sound_at(fireendsound, Person::players[1]->coords);
1611
1612             for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1613                 if (Random() % 2 == 0) {
1614                     if (!Person::players[1]->skeleton.free)
1615                         temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1616                     if (Person::players[1]->skeleton.free)
1617                         temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1618                     if (!Person::players[1]->skeleton.free)
1619                         temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
1620                     if (Person::players[1]->skeleton.free)
1621                         temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1622                     Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1623                 }
1624             }
1625
1626             Person::players[1]->num_weapons = 0;
1627             Person::players[1]->weaponstuck = -1;
1628             Person::players[1]->weaponactive = -1;
1629
1630             weapons.clear();
1631         }
1632         break;
1633         case 51:
1634             tutorialmaxtime = 80000;
1635             break;
1636         default:
1637             break;
1638         }
1639         if (tutorialstage <= 51)
1640             tutorialstagetime = 0;
1641     }
1642
1643     //Tutorial success
1644     if (tutorialstagetime < tutorialmaxtime - 3) {
1645         switch (tutorialstage) {
1646         case 3:
1647             if (deltah || deltav)
1648                 tutorialsuccess += multiplier;
1649             break;
1650         case 4:
1651             if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1652                 tutorialsuccess += multiplier;
1653             break;
1654         case 5:
1655             if (Person::players[0]->jumpkeydown)
1656                 tutorialsuccess = 1;
1657             break;
1658         case 6:
1659             if (Person::players[0]->isCrouch())
1660                 tutorialsuccess = 1;
1661             break;
1662         case 7:
1663             if (Person::players[0]->animTarget == rollanim)
1664                 tutorialsuccess = 1;
1665             break;
1666         case 8:
1667             if (Person::players[0]->animTarget == sneakanim)
1668                 tutorialsuccess += multiplier;
1669             break;
1670         case 9:
1671             if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1672                 tutorialsuccess += multiplier;
1673             break;
1674         case 11:
1675             if (Person::players[0]->isWallJump())
1676                 tutorialsuccess = 1;
1677             break;
1678         case 12:
1679             if (Person::players[0]->animTarget == flipanim)
1680                 tutorialsuccess = 1;
1681             break;
1682         case 15:
1683             if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1684                 tutorialsuccess = 1;
1685             break;
1686         case 16:
1687             if (Person::players[0]->animTarget == winduppunchanim)
1688                 tutorialsuccess = 1;
1689             break;
1690         case 17:
1691             if (Person::players[0]->animTarget == spinkickanim)
1692                 tutorialsuccess = 1;
1693             break;
1694         case 18:
1695             if (Person::players[0]->animTarget == sweepanim)
1696                 tutorialsuccess = 1;
1697             break;
1698         case 19:
1699             if (Person::players[0]->animTarget == dropkickanim)
1700                 tutorialsuccess = 1;
1701             break;
1702         case 20:
1703             if (Person::players[0]->animTarget == rabbitkickanim)
1704                 tutorialsuccess = 1;
1705             break;
1706         case 21:
1707             if (bonus == cannon)
1708                 tutorialsuccess = 1;
1709             break;
1710         case 22:
1711             if (bonus == spinecrusher)
1712                 tutorialsuccess = 1;
1713             break;
1714         case 23:
1715             if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1716                 tutorialsuccess = 1;
1717             break;
1718         case 24:
1719             if (Person::players[0]->animTarget == rabbittacklinganim)
1720                 tutorialsuccess = 1;
1721             break;
1722         case 25:
1723             if (Person::players[0]->animTarget == backhandspringanim)
1724                 tutorialsuccess = 1;
1725             break;
1726         case 28:
1727             if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1728                 tutorialsuccess = 1;
1729             break;
1730         case 29:
1731             if (Person::players[0]->escapednum == 2) {
1732                 tutorialsuccess = 1;
1733                 reversaltrain = 0;
1734                 cananger = 0;
1735                 Person::players[1]->aitype = passivetype;
1736             }
1737             break;
1738         case 33:
1739             if (animation[Person::players[0]->animTarget].attack == reversal)
1740                 tutorialsuccess = 1;
1741             break;
1742         case 34:
1743             if (animation[Person::players[0]->animTarget].attack == reversal)
1744                 tutorialsuccess = 1;
1745             break;
1746         case 35:
1747             if (animation[Person::players[0]->animTarget].attack == reversal) {
1748                 tutorialsuccess = 1;
1749                 reversaltrain = 0;
1750                 cananger = 0;
1751                 Person::players[1]->aitype = passivetype;
1752             }
1753             break;
1754         case 40:
1755             if (Person::players[0]->num_weapons > 0)
1756                 tutorialsuccess = 1;
1757             break;
1758         case 41:
1759             if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1760                 tutorialsuccess = 1;
1761             break;
1762         case 43:
1763             if (Person::players[0]->animTarget == knifeslashstartanim)
1764                 tutorialsuccess = 1;
1765             break;
1766         case 44:
1767             if (animation[Person::players[0]->animTarget].attack == reversal)
1768                 tutorialsuccess = 1;
1769             break;
1770         case 45:
1771             if (animation[Person::players[0]->animTarget].attack == reversal)
1772                 tutorialsuccess = 1;
1773             break;
1774         case 46:
1775             if (animation[Person::players[0]->animTarget].attack == reversal)
1776                 tutorialsuccess = 1;
1777             break;
1778         case 49:
1779             if (Person::players[1]->weaponstuck != -1)
1780                 tutorialsuccess = 1;
1781             break;
1782         default:
1783             break;
1784         }
1785         if (tutorialsuccess >= 1)
1786             tutorialstagetime = tutorialmaxtime - 3;
1787
1788
1789         if (tutorialstagetime == tutorialmaxtime - 3) {
1790             emit_sound_np(consolesuccesssound);
1791         }
1792
1793         if (tutorialsuccess >= 1) {
1794             if (tutorialstage == 34 || tutorialstage == 35)
1795                 tutorialstagetime = tutorialmaxtime - 1;
1796         }
1797     }
1798
1799     if (tutorialstage < 14 || tutorialstage >= 50) {
1800         Person::players[1]->coords.y = 300;
1801         Person::players[1]->velocity = 0;
1802     }
1803 }
1804
1805 void doDebugKeys()
1806 {
1807     float headprop, bodyprop, armprop, legprop;
1808     if (debugmode) {
1809         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1810             Person::players[0]->damagetolerance = 200000;
1811             Person::players[0]->damage = 0;
1812             Person::players[0]->burnt = 0;
1813             Person::players[0]->permanentdamage = 0;
1814             Person::players[0]->superpermanentdamage = 0;
1815         }
1816
1817         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1818             environment++;
1819             if (environment > 2)
1820                 environment = 0;
1821             Setenvironment(environment);
1822         }
1823
1824         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1825             cameramode = !cameramode;
1826         }
1827
1828         if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1829             if (Person::players[0]->num_weapons > 0) {
1830                 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1831                     weapons[Person::players[0]->weaponids[0]].setType(staff);
1832                 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1833                     weapons[Person::players[0]->weaponids[0]].setType(knife);
1834                 else
1835                     weapons[Person::players[0]->weaponids[0]].setType(sword);
1836             }
1837         }
1838
1839         if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1840             int closest = findClosestPlayer();
1841             if (closest >= 0) {
1842                 if (Person::players[closest]->num_weapons) {
1843                     if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1844                         weapons[Person::players[closest]->weaponids[0]].setType(staff);
1845                     else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1846                         weapons[Person::players[closest]->weaponids[0]].setType(knife);
1847                     else
1848                         weapons[Person::players[closest]->weaponids[0]].setType(sword);
1849                 }
1850                 if (!Person::players[closest]->num_weapons) {
1851                     Person::players[closest]->weaponids[0] = weapons.size();
1852
1853                     weapons.push_back(Weapon(knife, closest));
1854
1855                     Person::players[closest]->num_weapons = 1;
1856                 }
1857             }
1858         }
1859
1860         if (Input::isKeyDown(SDL_SCANCODE_U)) {
1861             int closest = findClosestPlayer();
1862             if (closest >= 0) {
1863                 Person::players[closest]->yaw += multiplier * 50;
1864                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1865             }
1866         }
1867
1868
1869         if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1870             int closest = findClosestPlayer();
1871             if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
1872                 closest = 0;
1873
1874             if (closest >= 0) {
1875                 Person::players[closest]->whichskin++;
1876                 if (Person::players[closest]->whichskin > 9)
1877                     Person::players[closest]->whichskin = 0;
1878                 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1879                     Person::players[closest]->whichskin = 0;
1880
1881                 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1882                         &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1883             }
1884
1885             Person::players[closest]->addClothes();
1886         }
1887
1888         if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1889             int closest = findClosestPlayer();
1890             if (closest >= 0) {
1891                 if (Person::players[closest]->creature == wolftype) {
1892                     headprop = Person::players[closest]->proportionhead.x / 1.1;
1893                     bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1894                     armprop = Person::players[closest]->proportionarms.x / 1.1;
1895                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
1896                 }
1897
1898                 if (Person::players[closest]->creature == rabbittype) {
1899                     headprop = Person::players[closest]->proportionhead.x / 1.2;
1900                     bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1901                     armprop = Person::players[closest]->proportionarms.x / 1.00;
1902                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
1903                 }
1904
1905
1906                 if (Person::players[closest]->creature == rabbittype) {
1907                     Person::players[closest]->skeleton.id = closest;
1908                     Person::players[closest]->skeleton.Load((char *)"Skeleton/BasicFigureWolf", (char *)"Skeleton/BasicFigureWolfLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Wolf.solid", (char *)"Models/Wolf2.solid", (char *)"Models/Wolf3.solid", (char *)"Models/Wolf4.solid", (char *)"Models/Wolf5.solid", (char *)"Models/Wolf6.solid", (char *)"Models/Wolf7.solid", (char *)"Models/WolfLow.solid", (char *)"Models/Belt.solid", 0);
1909                     Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1910                     Person::players[closest]->whichskin = 0;
1911                     Person::players[closest]->creature = wolftype;
1912
1913                     Person::players[closest]->proportionhead = 1.1;
1914                     Person::players[closest]->proportionbody = 1.1;
1915                     Person::players[closest]->proportionarms = 1.1;
1916                     Person::players[closest]->proportionlegs = 1.1;
1917                     Person::players[closest]->proportionlegs.y = 1.1;
1918                     Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1919
1920                     Person::players[closest]->damagetolerance = 300;
1921                 } else {
1922                     Person::players[closest]->skeleton.id = closest;
1923                     Person::players[closest]->skeleton.Load((char *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1);
1924                     Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1925                     Person::players[closest]->whichskin = 0;
1926                     Person::players[closest]->creature = rabbittype;
1927
1928                     Person::players[closest]->proportionhead = 1.2;
1929                     Person::players[closest]->proportionbody = 1.05;
1930                     Person::players[closest]->proportionarms = 1.00;
1931                     Person::players[closest]->proportionlegs = 1.1;
1932                     Person::players[closest]->proportionlegs.y = 1.05;
1933                     Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1934
1935                     Person::players[closest]->damagetolerance = 200;
1936                 }
1937
1938                 if (Person::players[closest]->creature == wolftype) {
1939                     Person::players[closest]->proportionhead = 1.1 * headprop;
1940                     Person::players[closest]->proportionbody = 1.1 * bodyprop;
1941                     Person::players[closest]->proportionarms = 1.1 * armprop;
1942                     Person::players[closest]->proportionlegs = 1.1 * legprop;
1943                 }
1944
1945                 if (Person::players[closest]->creature == rabbittype) {
1946                     Person::players[closest]->proportionhead = 1.2 * headprop;
1947                     Person::players[closest]->proportionbody = 1.05 * bodyprop;
1948                     Person::players[closest]->proportionarms = 1.00 * armprop;
1949                     Person::players[closest]->proportionlegs = 1.1 * legprop;
1950                     Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1951                 }
1952
1953             }
1954         }
1955
1956         if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1957             slomo = 1 - slomo;
1958             slomodelay = 1000;
1959         }
1960
1961
1962         if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1963             int closest = -1;
1964             float closestdist = std::numeric_limits<float>::max();
1965
1966             for (unsigned i = 1; i < Person::players.size(); i++) {
1967                 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1968                 if (!Person::players[i]->headless)
1969                     if (distance < closestdist) {
1970                         closestdist = distance;
1971                         closest = i;
1972                     }
1973             }
1974
1975             XYZ flatfacing2, flatvelocity2;
1976             XYZ blah;
1977             if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1978                 blah = Person::players[closest]->coords;
1979                 XYZ headspurtdirection;
1980                 //int i = Person::players[closest]->skeleton.jointlabels[head];
1981                 Joint& headjoint = Person::players[closest]->joint(head);
1982                 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
1983                     if (!Person::players[closest]->skeleton.free)
1984                         flatvelocity2 = Person::players[closest]->velocity;
1985                     if (Person::players[closest]->skeleton.free)
1986                         flatvelocity2 = headjoint.velocity;
1987                     if (!Person::players[closest]->skeleton.free)
1988                         flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1989                     if (Person::players[closest]->skeleton.free)
1990                         flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1991                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1992                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1993                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1994                     headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1995                     Normalise(&headspurtdirection);
1996                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1997                     flatvelocity2 += headspurtdirection * 8;
1998                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1999                 }
2000                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2001
2002                 emit_sound_at(splattersound, blah);
2003                 emit_sound_at(breaksound2, blah, 100.);
2004
2005                 if (Person::players[closest]->skeleton.free == 2)
2006                     Person::players[closest]->skeleton.free = 0;
2007                 Person::players[closest]->RagDoll(0);
2008                 Person::players[closest]->dead = 2;
2009                 Person::players[closest]->headless = 1;
2010                 Person::players[closest]->DoBloodBig(3, 165);
2011
2012                 camerashake += .3;
2013             }
2014         }
2015
2016         if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2017             int closest = findClosestPlayer();
2018             XYZ flatfacing2, flatvelocity2;
2019             XYZ blah;
2020             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2021                 blah = Person::players[closest]->coords;
2022                 emit_sound_at(splattersound, blah);
2023                 emit_sound_at(breaksound2, blah);
2024
2025                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2026                     if (!Person::players[closest]->skeleton.free)
2027                         flatvelocity2 = Person::players[closest]->velocity;
2028                     if (Person::players[closest]->skeleton.free)
2029                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2030                     if (!Person::players[closest]->skeleton.free)
2031                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
2032                     if (Person::players[closest]->skeleton.free)
2033                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2034                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2035                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2036                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2037                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2038                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2039                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2040                 }
2041
2042                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2043                     if (!Person::players[closest]->skeleton.free)
2044                         flatvelocity2 = Person::players[closest]->velocity;
2045                     if (Person::players[closest]->skeleton.free)
2046                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2047                     if (!Person::players[closest]->skeleton.free)
2048                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
2049                     if (Person::players[closest]->skeleton.free)
2050                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2051                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2052                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2053                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2054                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2055                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2056                 }
2057
2058                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2059                     if (!Person::players[closest]->skeleton.free)
2060                         flatvelocity2 = Person::players[closest]->velocity;
2061                     if (Person::players[closest]->skeleton.free)
2062                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2063                     if (!Person::players[closest]->skeleton.free)
2064                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
2065                     if (Person::players[closest]->skeleton.free)
2066                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2067                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2068                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2069                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2070                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2071                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2072                 }
2073
2074                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2075                     if (!Person::players[closest]->skeleton.free)
2076                         flatvelocity2 = Person::players[closest]->velocity;
2077                     if (Person::players[closest]->skeleton.free)
2078                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2079                     if (!Person::players[closest]->skeleton.free)
2080                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
2081                     if (Person::players[closest]->skeleton.free)
2082                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2083                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2084                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2085                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2086                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2087                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2088                 }
2089
2090                 XYZ temppos;
2091                 for (unsigned j = 0; j < Person::players.size(); j++) {
2092                     if (int(j) != closest) {
2093                         if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2094                             Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2095                             if (Person::players[j]->skeleton.free == 2)
2096                                 Person::players[j]->skeleton.free = 1;
2097                             Person::players[j]->skeleton.longdead = 0;
2098                             Person::players[j]->RagDoll(0);
2099                             for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2100                                 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2101                                 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2102                                     flatvelocity2 = temppos - Person::players[closest]->coords;
2103                                     Normalise(&flatvelocity2);
2104                                     Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2105                                 }
2106                             }
2107                         }
2108                     }
2109                 }
2110
2111                 Person::players[closest]->DoDamage(10000);
2112                 Person::players[closest]->RagDoll(0);
2113                 Person::players[closest]->dead = 2;
2114                 Person::players[closest]->coords = 20;
2115                 Person::players[closest]->skeleton.free = 2;
2116
2117                 camerashake += .6;
2118
2119             }
2120         }
2121
2122         if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2123             Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2124             if (Person::players[0]->onfire) {
2125                 Person::players[0]->CatchFire();
2126             }
2127             if (!Person::players[0]->onfire) {
2128                 emit_sound_at(fireendsound, Person::players[0]->coords);
2129                 pause_sound(stream_firesound);
2130             }
2131         }
2132
2133         if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2134             Person::players[0]->RagDoll(0);
2135
2136             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2137         }
2138
2139         if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2140             for (int i = 0; i < objects.numobjects; i++) {
2141                 if (objects.type[i] == treeleavestype) {
2142                     objects.scale[i] *= .9;
2143                 }
2144             }
2145         }
2146
2147         if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2148             editorenabled = !editorenabled;
2149             if (editorenabled) {
2150                 Person::players[0]->damagetolerance = 100000;
2151             } else {
2152                 Person::players[0]->damagetolerance = 200;
2153             }
2154             Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2155             Person::players[0]->permanentdamage = 0;
2156             Person::players[0]->superpermanentdamage = 0;
2157             Person::players[0]->bloodloss = 0;
2158             Person::players[0]->deathbleeding = 0;
2159         }
2160
2161         //skip level
2162         if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2163             targetlevel++;
2164             if (targetlevel > numchallengelevels - 1)
2165                 targetlevel = 0;
2166             loading = 1;
2167             leveltime = 5;
2168         }
2169
2170         if (editorenabled) {
2171             if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2172                 int closest = findClosestPlayer();
2173                 if (closest >= 0) {
2174                     Person::players.erase(Person::players.begin()+closest);
2175                 }
2176             }
2177
2178             if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2179                 int closest = findClosestObject();
2180                 if (closest >= 0)
2181                     objects.position[closest].y -= 500;
2182             }
2183
2184             if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2185                 if (objects.numobjects < max_objects - 1) {
2186                     XYZ scenecoords;
2187                     scenecoords.x = Person::players[0]->coords.x;
2188                     scenecoords.z = Person::players[0]->coords.z;
2189                     scenecoords.y = Person::players[0]->coords.y - 3;
2190                     if (editortype == bushtype)
2191                         scenecoords.y = Person::players[0]->coords.y - .5;
2192                     if (editortype == firetype)
2193                         scenecoords.y = Person::players[0]->coords.y - .5;
2194                     //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
2195                     float temprotat, temprotat2;
2196                     temprotat = editoryaw;
2197                     temprotat2 = editorpitch;
2198                     if (temprotat < 0 || editortype == bushtype)
2199                         temprotat = Random() % 360;
2200                     if (temprotat2 < 0)
2201                         temprotat2 = Random() % 360;
2202
2203                     objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2204                     if (editortype == treetrunktype)
2205                         objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2206                 }
2207             }
2208
2209             if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2210                 Person::players.push_back(shared_ptr<Person>(new Person()));
2211
2212                 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2213                 Person::players.back()->creature = rabbittype;
2214                 Person::players.back()->howactive = editoractive;
2215                 Person::players.back()->skeleton.id = Person::players.size()-1;
2216                 Person::players.back()->skeleton.Load((char *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1);
2217
2218                 int k = abs(Random() % 2) + 1;
2219                 if (k == 0) {
2220                     Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2221                     Person::players.back()->whichskin = 0;
2222                 } else if (k == 1) {
2223                     Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2224                     Person::players.back()->whichskin = 1;
2225                 } else {
2226                     Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2227                     Person::players.back()->whichskin = 2;
2228                 }
2229
2230                 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2231                 Person::players.back()->power = 1;
2232                 Person::players.back()->speedmult = 1;
2233                 Person::players.back()->animCurrent = bounceidleanim;
2234                 Person::players.back()->animTarget = bounceidleanim;
2235                 Person::players.back()->frameCurrent = 0;
2236                 Person::players.back()->frameTarget = 1;
2237                 Person::players.back()->target = 0;
2238                 Person::players.back()->bled = 0;
2239                 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2240
2241                 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2242                 Person::players.back()->yaw = Person::players[0]->yaw;
2243
2244                 Person::players.back()->velocity = 0;
2245                 Person::players.back()->coords = Person::players[0]->coords;
2246                 Person::players.back()->oldcoords = Person::players.back()->coords;
2247                 Person::players.back()->realoldcoords = Person::players.back()->coords;
2248
2249                 Person::players.back()->id = Person::players.size()-1;
2250                 Person::players.back()->updatedelay = 0;
2251                 Person::players.back()->normalsupdatedelay = 0;
2252
2253                 Person::players.back()->aitype = passivetype;
2254
2255                 if (Person::players[0]->creature == wolftype) {
2256                     headprop = Person::players[0]->proportionhead.x / 1.1;
2257                     bodyprop = Person::players[0]->proportionbody.x / 1.1;
2258                     armprop = Person::players[0]->proportionarms.x / 1.1;
2259                     legprop = Person::players[0]->proportionlegs.x / 1.1;
2260                 }
2261
2262                 if (Person::players[0]->creature == rabbittype) {
2263                     headprop = Person::players[0]->proportionhead.x / 1.2;
2264                     bodyprop = Person::players[0]->proportionbody.x / 1.05;
2265                     armprop = Person::players[0]->proportionarms.x / 1.00;
2266                     legprop = Person::players[0]->proportionlegs.x / 1.1;
2267                 }
2268
2269                 if (Person::players.back()->creature == wolftype) {
2270                     Person::players.back()->proportionhead = 1.1 * headprop;
2271                     Person::players.back()->proportionbody = 1.1 * bodyprop;
2272                     Person::players.back()->proportionarms = 1.1 * armprop;
2273                     Person::players.back()->proportionlegs = 1.1 * legprop;
2274                 }
2275
2276                 if (Person::players.back()->creature == rabbittype) {
2277                     Person::players.back()->proportionhead = 1.2 * headprop;
2278                     Person::players.back()->proportionbody = 1.05 * bodyprop;
2279                     Person::players.back()->proportionarms = 1.00 * armprop;
2280                     Person::players.back()->proportionlegs = 1.1 * legprop;
2281                     Person::players.back()->proportionlegs.y = 1.05 * legprop;
2282                 }
2283
2284                 Person::players.back()->headless = 0;
2285                 Person::players.back()->onfire = 0;
2286
2287                 if (cellophane) {
2288                     Person::players.back()->proportionhead.z = 0;
2289                     Person::players.back()->proportionbody.z = 0;
2290                     Person::players.back()->proportionarms.z = 0;
2291                     Person::players.back()->proportionlegs.z = 0;
2292                 }
2293
2294                 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2295
2296                 Person::players.back()->damagetolerance = 200;
2297
2298                 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2299                 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2300                 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2301                 Person::players.back()->armorhead = Person::players[0]->armorhead;
2302                 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2303                 Person::players.back()->armorlow = Person::players[0]->armorlow;
2304                 Person::players.back()->metalhead = Person::players[0]->metalhead;
2305                 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2306                 Person::players.back()->metallow = Person::players[0]->metallow;
2307
2308                 Person::players.back()->immobile = Person::players[0]->immobile;
2309
2310                 Person::players.back()->numclothes = Person::players[0]->numclothes;
2311                 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2312                     strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2313                     Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2314                     Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2315                     Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2316                 }
2317                 Person::players.back()->addClothes();
2318
2319                 Person::players.back()->power = Person::players[0]->power;
2320                 Person::players.back()->speedmult = Person::players[0]->speedmult;
2321
2322                 Person::players.back()->damage = 0;
2323                 Person::players.back()->permanentdamage = 0;
2324                 Person::players.back()->superpermanentdamage = 0;
2325                 Person::players.back()->deathbleeding = 0;
2326                 Person::players.back()->bleeding = 0;
2327                 Person::players.back()->numwaypoints = 0;
2328                 Person::players.back()->waypoint = 0;
2329                 Person::players.back()->weaponstuck = -1;
2330                 Person::players.back()->weaponactive = -1;
2331                 Person::players.back()->num_weapons = 0;
2332                 Person::players.back()->bloodloss = 0;
2333                 Person::players.back()->dead = 0;
2334
2335                 Person::players.back()->loaded = 1;
2336             }
2337
2338             if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2339                 if (Person::players.back()->numwaypoints < 90) {
2340                     Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2341                     Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2342                     Person::players.back()->numwaypoints++;
2343                 }
2344             }
2345
2346             if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2347                 if (numpathpoints < 30) {
2348                     bool connected, alreadyconnected;
2349                     connected = 0;
2350                     if (numpathpoints > 1)
2351                         for (int i = 0; i < numpathpoints; i++) {
2352                             if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2353                                 alreadyconnected = 0;
2354                                 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2355                                     if (pathpointconnect[pathpointselected][j] == i)
2356                                         alreadyconnected = 1;
2357                                 }
2358                                 if (!alreadyconnected) {
2359                                     numpathpointconnect[pathpointselected]++;
2360                                     connected = 1;
2361                                     pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2362                                 }
2363                             }
2364                         }
2365                     if (!connected) {
2366                         numpathpoints++;
2367                         pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2368                         numpathpointconnect[numpathpoints - 1] = 0;
2369                         if (numpathpoints > 1 && pathpointselected != -1) {
2370                             numpathpointconnect[pathpointselected]++;
2371                             pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2372                         }
2373                         pathpointselected = numpathpoints - 1;
2374                     }
2375                 }
2376             }
2377
2378             if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2379                 pathpointselected++;
2380                 if (pathpointselected >= numpathpoints)
2381                     pathpointselected = -1;
2382             }
2383             if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2384                 pathpointselected--;
2385                 if (pathpointselected <= -2)
2386                     pathpointselected = numpathpoints - 1;
2387             }
2388             if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2389                 if (pathpointselected != -1) {
2390                     numpathpoints--;
2391                     pathpoint[pathpointselected] = pathpoint[numpathpoints];
2392                     numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2393                     for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2394                         pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2395                     }
2396                     for (int i = 0; i < numpathpoints; i++) {
2397                         for (int j = 0; j < numpathpointconnect[i]; j++) {
2398                             if (pathpointconnect[i][j] == pathpointselected) {
2399                                 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2400                                 numpathpointconnect[i]--;
2401                             }
2402                             if (pathpointconnect[i][j] == numpathpoints) {
2403                                 pathpointconnect[i][j] = pathpointselected;
2404                             }
2405                         }
2406                     }
2407                     pathpointselected = numpathpoints - 1;
2408                 }
2409             }
2410
2411             if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2412                 editortype--;
2413                 if (editortype == treeleavestype || editortype == 10)
2414                     editortype--;
2415                 if (editortype < 0)
2416                     editortype = firetype;
2417             }
2418
2419             if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2420                 editortype++;
2421                 if (editortype == treeleavestype || editortype == 10)
2422                     editortype++;
2423                 if (editortype > firetype)
2424                     editortype = 0;
2425             }
2426
2427             if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2428                 editoryaw -= multiplier * 100;
2429                 if (editoryaw < -.01)
2430                     editoryaw = -.01;
2431             }
2432
2433             if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2434                 editoryaw += multiplier * 100;
2435             }
2436
2437             if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2438                 editorsize += multiplier;
2439             }
2440
2441             if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2442                 editorsize -= multiplier;
2443                 if (editorsize < .1)
2444                     editorsize = .1;
2445             }
2446
2447
2448             if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2449                 mapradius -= multiplier * 10;
2450             }
2451
2452             if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2453                 mapradius += multiplier * 10;
2454             }
2455             if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2456                 editorpitch += multiplier * 100;
2457             }
2458
2459             if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2460                 editorpitch -= multiplier * 100;
2461                 if (editorpitch < -.01)
2462                     editorpitch = -.01;
2463             }
2464             if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2465                 int closest = findClosestObject();
2466                 if (closest >= 0)
2467                     objects.DeleteObject(closest);
2468             }
2469         }
2470     }
2471 }
2472
2473 void doJumpReversals()
2474 {
2475     for (unsigned k = 0; k < Person::players.size(); k++)
2476         for (unsigned i = k; i < Person::players.size(); i++) {
2477             if (i == k)
2478                 continue;
2479             if (     Person::players[k]->skeleton.free == 0 &&
2480                      Person::players[i]->skeleton.oldfree == 0 &&
2481                      (Person::players[i]->animTarget == jumpupanim ||
2482                       Person::players[k]->animTarget == jumpupanim) &&
2483                      (Person::players[i]->aitype == playercontrolled ||
2484                       Person::players[k]->aitype == playercontrolled) &&
2485                      ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2486                       (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2487                 if (     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2488                          distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2489                     //TODO: refactor two huge similar ifs
2490                     if (Person::players[i]->animTarget == jumpupanim &&
2491                             Person::players[k]->animTarget != getupfrombackanim &&
2492                             Person::players[k]->animTarget != getupfromfrontanim &&
2493                             animation[Person::players[k]->animTarget].height == middleheight &&
2494                             normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2495                             ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2496                              Person::players[k]->aitype != playercontrolled)) {
2497                         Person::players[i]->victim = Person::players[k];
2498                         Person::players[i]->velocity = 0;
2499                         Person::players[i]->animCurrent = jumpreversedanim;
2500                         Person::players[i]->animTarget = jumpreversedanim;
2501                         Person::players[i]->frameCurrent = 0;
2502                         Person::players[i]->frameTarget = 1;
2503                         Person::players[i]->targettilt2 = 0;
2504                         Person::players[k]->victim = Person::players[i];
2505                         Person::players[k]->velocity = 0;
2506                         Person::players[k]->animCurrent = jumpreversalanim;
2507                         Person::players[k]->animTarget = jumpreversalanim;
2508                         Person::players[k]->frameCurrent = 0;
2509                         Person::players[k]->frameTarget = 1;
2510                         Person::players[k]->targettilt2 = 0;
2511                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2512                             Person::players[i]->animCurrent = rabbitkickreversedanim;
2513                             Person::players[i]->animTarget = rabbitkickreversedanim;
2514                             Person::players[i]->frameCurrent = 1;
2515                             Person::players[i]->frameTarget = 2;
2516                             Person::players[k]->animCurrent = rabbitkickreversalanim;
2517                             Person::players[k]->animTarget = rabbitkickreversalanim;
2518                             Person::players[k]->frameCurrent = 1;
2519                             Person::players[k]->frameTarget = 2;
2520                         }
2521                         Person::players[i]->target = 0;
2522                         Person::players[k]->oldcoords = Person::players[k]->coords;
2523                         Person::players[i]->coords = Person::players[k]->coords;
2524                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2525                         Person::players[k]->yaw = Person::players[i]->targetyaw;
2526                         if (Person::players[k]->aitype == attacktypecutoff)
2527                             Person::players[k]->stunned = .5;
2528                     }
2529                     if (Person::players[k]->animTarget == jumpupanim &&
2530                             Person::players[i]->animTarget != getupfrombackanim &&
2531                             Person::players[i]->animTarget != getupfromfrontanim &&
2532                             animation[Person::players[i]->animTarget].height == middleheight &&
2533                             normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2534                             ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2535                              Person::players[i]->aitype != playercontrolled)) {
2536                         Person::players[k]->victim = Person::players[i];
2537                         Person::players[k]->velocity = 0;
2538                         Person::players[k]->animCurrent = jumpreversedanim;
2539                         Person::players[k]->animTarget = jumpreversedanim;
2540                         Person::players[k]->frameCurrent = 0;
2541                         Person::players[k]->frameTarget = 1;
2542                         Person::players[k]->targettilt2 = 0;
2543                         Person::players[i]->victim = Person::players[k];
2544                         Person::players[i]->velocity = 0;
2545                         Person::players[i]->animCurrent = jumpreversalanim;
2546                         Person::players[i]->animTarget = jumpreversalanim;
2547                         Person::players[i]->frameCurrent = 0;
2548                         Person::players[i]->frameTarget = 1;
2549                         Person::players[i]->targettilt2 = 0;
2550                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2551                             Person::players[k]->animTarget = rabbitkickreversedanim;
2552                             Person::players[k]->animCurrent = rabbitkickreversedanim;
2553                             Person::players[i]->animCurrent = rabbitkickreversalanim;
2554                             Person::players[i]->animTarget = rabbitkickreversalanim;
2555                             Person::players[k]->frameCurrent = 1;
2556                             Person::players[k]->frameTarget = 2;
2557                             Person::players[i]->frameCurrent = 1;
2558                             Person::players[i]->frameTarget = 2;
2559                         }
2560                         Person::players[k]->target = 0;
2561                         Person::players[i]->oldcoords = Person::players[i]->coords;
2562                         Person::players[k]->coords = Person::players[i]->coords;
2563                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2564                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2565                         if (Person::players[i]->aitype == attacktypecutoff)
2566                             Person::players[i]->stunned = .5;
2567                     }
2568                 }
2569             }
2570         }
2571 }
2572
2573 void doAerialAcrobatics()
2574 {
2575     static XYZ facing, flatfacing;
2576     for (unsigned k = 0; k < Person::players.size(); k++) {
2577         Person::players[k]->turnspeed = 500;
2578
2579         if ((Person::players[k]->isRun() &&
2580                 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2581                   Person::players[k]->targetyaw != wolfrunninganim) ||
2582                  Person::players[k]->frameTarget == 4)) ||
2583                 Person::players[k]->animTarget == removeknifeanim ||
2584                 Person::players[k]->animTarget == crouchremoveknifeanim ||
2585                 Person::players[k]->animTarget == flipanim ||
2586                 Person::players[k]->animTarget == fightsidestep ||
2587                 Person::players[k]->animTarget == walkanim) {
2588             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2589         }
2590
2591
2592         if (Person::players[k]->isStop() ||
2593                 Person::players[k]->isLanding() ||
2594                 Person::players[k]->animTarget == staggerbackhighanim ||
2595                 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2596                 Person::players[k]->animTarget == staggerbackhardanim ||
2597                 Person::players[k]->animTarget == backhandspringanim ||
2598                 Person::players[k]->animTarget == dodgebackanim ||
2599                 Person::players[k]->animTarget == rollanim ||
2600                 (animation[Person::players[k]->animTarget].attack &&
2601                  Person::players[k]->animTarget != rabbitkickanim &&
2602                  (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2603                  (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2604             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2605         }
2606
2607         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2608             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2609         }
2610
2611         Person::players[k]->DoStuff();
2612         if (Person::players[k]->immobile && k != 0)
2613             Person::players[k]->coords = Person::players[k]->realoldcoords;
2614
2615         //if player's position has changed (?)
2616         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2617                 !Person::players[k]->skeleton.free &&
2618                 Person::players[k]->animTarget != climbanim &&
2619                 Person::players[k]->animTarget != hanganim) {
2620             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2621             int whichhit;
2622             bool tempcollide = 0;
2623
2624             if (Person::players[k]->collide < -.3)
2625                 Person::players[k]->collide = -.3;
2626             if (Person::players[k]->collide > 1)
2627                 Person::players[k]->collide = 1;
2628             Person::players[k]->collide -= multiplier * 30;
2629
2630             //clip to terrain
2631             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2632
2633             for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2634                 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2635                 if (objects.type[i] != rocktype ||
2636                         objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2637                         objects.position[i].y > Person::players[k]->coords.y) {
2638                     lowpoint = Person::players[k]->coords;
2639                     if (Person::players[k]->animTarget != jumpupanim &&
2640                             Person::players[k]->animTarget != jumpdownanim &&
2641                             !Person::players[k]->isFlip())
2642                         lowpoint.y += 1.25;
2643                     else
2644                         lowpoint.y += 1.3;
2645                     if (     Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2646                              Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2647                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2648                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2649                         flatfacing = lowpoint - Person::players[k]->coords;
2650                         Person::players[k]->coords = lowpoint;
2651                         Person::players[k]->coords.y -= 1.3;
2652                         Person::players[k]->collide = 1;
2653                         tempcollide = 1;
2654                         //wall jumps
2655                         //TODO: refactor four similar blocks
2656                         if (Person::players[k]->aitype == playercontrolled &&
2657                                 (Person::players[k]->animTarget == jumpupanim ||
2658                                  Person::players[k]->animTarget == jumpdownanim ||
2659                                  Person::players[k]->isFlip()) &&
2660                                 !Person::players[k]->jumptogglekeydown &&
2661                                 Person::players[k]->jumpkeydown) {
2662                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2663                             XYZ tempcoords1 = lowpoint;
2664                             whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2665                             if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2666                                 Person::players[k]->setAnimation(walljumpleftanim);
2667                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2668                                 if (k == 0)
2669                                     pause_sound(whooshsound);
2670
2671                                 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2672                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2673                                 if (lowpointtarget.z < 0)
2674                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2675                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
2676                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
2677                                 if (k == 0)
2678                                     numwallflipped++;
2679                             } else {
2680                                 lowpoint = tempcoords1;
2681                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2682                                 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2683                                 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2684                                     Person::players[k]->setAnimation(walljumprightanim);
2685                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
2686                                     if (k == 0)
2687                                         pause_sound(whooshsound);
2688
2689                                     lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2690                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2691                                     if (lowpointtarget.z < 0)
2692                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2693                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
2694                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
2695                                     if (k == 0)
2696                                         numwallflipped++;
2697                                 } else {
2698                                     lowpoint = tempcoords1;
2699                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2700                                     whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2701                                     if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2702                                         Person::players[k]->setAnimation(walljumpbackanim);
2703                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
2704                                         if (k == 0)
2705                                             pause_sound(whooshsound);
2706
2707                                         lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2708                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2709                                         if (lowpointtarget.z < 0)
2710                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2711                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2712                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2713                                         if (k == 0)
2714                                             numwallflipped++;
2715                                     } else {
2716                                         lowpoint = tempcoords1;
2717                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2718                                         whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2719                                         if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2720                                             Person::players[k]->setAnimation(walljumpfrontanim);
2721                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
2722                                             if (k == 0)
2723                                                 pause_sound(whooshsound);
2724
2725                                             lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2726                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2727                                             if (lowpointtarget.z < 0)
2728                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2729                                             Person::players[k]->yaw += 180;
2730                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
2731                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
2732                                             if (k == 0)
2733                                                 numwallflipped++;
2734                                         }
2735                                     }
2736                                 }
2737                             }
2738                         }
2739                     }
2740                 } else if (objects.type[i] == rocktype) {
2741                     lowpoint2 = Person::players[k]->coords;
2742                     lowpoint = Person::players[k]->coords;
2743                     lowpoint.y += 2;
2744                     if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2745                         Person::players[k]->coords = colpoint;
2746                         Person::players[k]->collide = 1;
2747                         tempcollide = 1;
2748
2749                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2750                             //flipped into a rock
2751                             if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
2752                                 Person::players[k]->RagDoll(0);
2753
2754                             if (Person::players[k]->animTarget == jumpupanim) {
2755                                 Person::players[k]->jumppower = -4;
2756                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
2757                             }
2758                             Person::players[k]->target = 0;
2759                             Person::players[k]->frameTarget = 0;
2760                             Person::players[k]->onterrain = 1;
2761
2762                             if (Person::players[k]->id == 0) {
2763                                 pause_sound(whooshsound);
2764                                 OPENAL_SetVolume(channels[whooshsound], 0);
2765                             }
2766
2767                             //landing
2768                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2769                                 if (Person::players[k]->isFlip())
2770                                     Person::players[k]->jumppower = -4;
2771                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
2772                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2773                                 if (k == 0) {
2774                                     addEnvSound(Person::players[k]->coords);
2775                                 }
2776                             }
2777                         }
2778                     }
2779                 }
2780             }
2781
2782             if (tempcollide)
2783                 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2784                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2785                     lowpoint = Person::players[k]->coords;
2786                     lowpoint.y += 1.35;
2787                     if (objects.type[i] != rocktype)
2788                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2789                             if (Person::players[k]->animTarget != jumpupanim &&
2790                                     Person::players[k]->animTarget != jumpdownanim &&
2791                                     Person::players[k]->onterrain)
2792                                 Person::players[k]->avoidcollided = 1;
2793                             Person::players[k]->coords = lowpoint;
2794                             Person::players[k]->coords.y -= 1.35;
2795                             Person::players[k]->collide = 1;
2796
2797                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2798                                     (Person::players[k]->animCurrent != climbanim &&
2799                                      Person::players[k]->animCurrent != hanganim &&
2800                                      !Person::players[k]->isWallJump() ||
2801                                      Person::players[k]->animTarget == jumpupanim ||
2802                                      Person::players[k]->animTarget == jumpdownanim)) {
2803                                 lowpoint = Person::players[k]->coords;
2804                                 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2805                                 lowpoint = Person::players[k]->coords;
2806                                 lowpoint.y += .05;
2807                                 facing = 0;
2808                                 facing.z = -1;
2809                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2810                                 lowpointtarget = lowpoint + facing * 1.4;
2811                                 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2812                                 if (whichhit != -1) {
2813                                     lowpoint = Person::players[k]->coords;
2814                                     lowpoint.y += .1;
2815                                     lowpointtarget = lowpoint + facing * 1.4;
2816                                     lowpoint2 = lowpoint;
2817                                     lowpointtarget2 = lowpointtarget;
2818                                     lowpoint3 = lowpoint;
2819                                     lowpointtarget3 = lowpointtarget;
2820                                     lowpoint4 = lowpoint;
2821                                     lowpointtarget4 = lowpointtarget;
2822                                     lowpoint5 = lowpoint;
2823                                     lowpointtarget5 = lowpointtarget;
2824                                     lowpoint6 = lowpoint;
2825                                     lowpointtarget6 = lowpointtarget;
2826                                     lowpoint7 = lowpoint;
2827                                     lowpointtarget7 = lowpoint;
2828                                     lowpoint2.x += .1;
2829                                     lowpointtarget2.x += .1;
2830                                     lowpoint3.z += .1;
2831                                     lowpointtarget3.z += .1;
2832                                     lowpoint4.x -= .1;
2833                                     lowpointtarget4.x -= .1;
2834                                     lowpoint5.z -= .1;
2835                                     lowpointtarget5.z -= .1;
2836                                     lowpoint6.y += 45 / 13;
2837                                     lowpointtarget6.y += 45 / 13;
2838                                     lowpointtarget6 += facing * .6;
2839                                     lowpointtarget7.y += 90 / 13;
2840                                     whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2841                                     if (objects.friction[i] > .5)
2842                                         if (whichhit != -1) {
2843                                             if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2844                                                 Person::players[k]->collided = 1;
2845                                             if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2846                                                 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2847                                                     if (     objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2848                                                              &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2849                                                              objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2850                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2851                                                              objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2852                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2853                                                              objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2854                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2855                                                         for (int j = 0; j < 45; j++) {
2856                                                             lowpoint = Person::players[k]->coords;
2857                                                             lowpoint.y += (float)j / 13;
2858                                                             lowpointtarget = lowpoint + facing * 1.4;
2859                                                             if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2860                                                                                                    &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2861                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2862                                                                     break;
2863                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2864                                                                     lowpoint = Person::players[k]->coords;
2865                                                                     lowpoint.y += (float)j / 13;
2866                                                                     lowpointtarget = lowpoint + facing * 1.3;
2867                                                                     flatfacing = Person::players[k]->coords;
2868                                                                     Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2869                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
2870                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2871
2872                                                                     if (j > 10 || !Person::players[k]->isRun()) {
2873                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2874                                                                             if (k == 0)
2875                                                                                 pause_sound(whooshsound);
2876                                                                         }
2877                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2878
2879                                                                         lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2880                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2881                                                                         if (lowpointtarget.z < 0)
2882                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2883                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2884                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2885
2886                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
2887                                                                         Person::players[k]->velocity = 0;
2888
2889                                                                         //climb ledge (?)
2890                                                                         if (Person::players[k]->animTarget == jumpupanim) {
2891                                                                             Person::players[k]->animTarget = climbanim;
2892                                                                             Person::players[k]->jumppower = 0;
2893                                                                             Person::players[k]->jumpclimb = 1;
2894                                                                         }
2895                                                                         Person::players[k]->transspeed = 6;
2896                                                                         Person::players[k]->target = 0;
2897                                                                         Person::players[k]->frameTarget = 1;
2898                                                                         //hang ledge (?)
2899                                                                         if (j > 25) {
2900                                                                             Person::players[k]->setAnimation(hanganim);
2901                                                                             Person::players[k]->jumppower = 0;
2902                                                                         }
2903                                                                     }
2904                                                                     break;
2905                                                                 }
2906                                                             }
2907                                                         }
2908                                         }
2909                                 }
2910                             }
2911                         }
2912                 }
2913             if (Person::players[k]->collide <= 0) {
2914                 //in the air
2915                 if (!Person::players[k]->onterrain &&
2916                         Person::players[k]->animTarget != jumpupanim &&
2917                         Person::players[k]->animTarget != jumpdownanim &&
2918                         Person::players[k]->animTarget != climbanim &&
2919                         Person::players[k]->animTarget != hanganim &&
2920                         !Person::players[k]->isWallJump() &&
2921                         !Person::players[k]->isFlip()) {
2922                     if (Person::players[k]->animCurrent != climbanim &&
2923                             Person::players[k]->animCurrent != tempanim &&
2924                             Person::players[k]->animTarget != backhandspringanim &&
2925                             (Person::players[k]->animTarget != rollanim ||
2926                              Person::players[k]->frameTarget < 2 ||
2927                              Person::players[k]->frameTarget > 6)) {
2928                         //stagger off ledge (?)
2929                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2930                             Person::players[k]->RagDoll(0);
2931                         Person::players[k]->setAnimation(jumpdownanim);
2932
2933                         if (!k)
2934                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2935                     }
2936                     //gravity
2937                     Person::players[k]->velocity.y += gravity;
2938                 }
2939             }
2940         }
2941         Person::players[k]->realoldcoords = Person::players[k]->coords;
2942     }
2943 }
2944
2945 void doAttacks()
2946 {
2947     static int randattack;
2948     static bool playerrealattackkeydown = 0;
2949
2950     if (!Input::isKeyDown(attackkey))
2951         oldattackkey = 0;
2952     if (oldattackkey)
2953         Person::players[0]->attackkeydown = 0;
2954     if (oldattackkey)
2955         playerrealattackkeydown = 0;
2956     if (!oldattackkey)
2957         playerrealattackkeydown = Input::isKeyDown(attackkey);
2958     if ((Person::players[0]->parriedrecently <= 0 ||
2959             Person::players[0]->weaponactive == -1) &&
2960             (!oldattackkey ||
2961              (realthreat &&
2962               Person::players[0]->lastattack != swordslashanim &&
2963               Person::players[0]->lastattack != knifeslashstartanim &&
2964               Person::players[0]->lastattack != staffhitanim &&
2965               Person::players[0]->lastattack != staffspinhitanim)))
2966         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2967     if (Input::isKeyDown(attackkey) &&
2968             !oldattackkey &&
2969             !Person::players[0]->backkeydown) {
2970         for (unsigned k = 0; k < Person::players.size(); k++) {
2971             if ((Person::players[k]->animTarget == swordslashanim ||
2972                     Person::players[k]->animTarget == staffhitanim ||
2973                     Person::players[k]->animTarget == staffspinhitanim) &&
2974                     Person::players[0]->animCurrent != dodgebackanim &&
2975                     !Person::players[k]->skeleton.free)
2976                 Person::players[k]->Reverse();
2977         }
2978     }
2979
2980     if (!hostile || Dialog::inDialog())
2981         Person::players[0]->attackkeydown = 0;
2982
2983     for (unsigned k = 0; k < Person::players.size(); k++) {
2984         if (Dialog::inDialog())
2985             Person::players[k]->attackkeydown = 0;
2986         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2987             if (Person::players[k]->aitype != playercontrolled)
2988                 Person::players[k]->victim = Person::players[0];
2989             //attack key pressed
2990             if (Person::players[k]->attackkeydown) {
2991                 //dodge backward
2992                 if (Person::players[k]->backkeydown &&
2993                         Person::players[k]->animTarget != backhandspringanim &&
2994                         (Person::players[k]->isIdle() ||
2995                          Person::players[k]->isStop() ||
2996                          Person::players[k]->isRun() ||
2997                          Person::players[k]->animTarget == walkanim)) {
2998                     if (Person::players[k]->jumppower <= 1) {
2999                         Person::players[k]->jumppower -= 2;
3000                     } else {
3001                         for (unsigned i = 0; i < Person::players.size(); i++) {
3002                             if (i == k)
3003                                 continue;
3004                             if (Person::players[i]->animTarget == swordslashanim ||
3005                                     Person::players[i]->animTarget == knifeslashstartanim ||
3006                                     Person::players[i]->animTarget == staffhitanim ||
3007                                     Person::players[i]->animTarget == staffspinhitanim)
3008                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3009                                     Person::players[k]->setAnimation(dodgebackanim);
3010                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3011                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3012                                 }
3013                         }
3014                         if (Person::players[k]->animTarget != dodgebackanim) {
3015                             if (k == 0)
3016                                 numflipped++;
3017                             Person::players[k]->setAnimation(backhandspringanim);
3018                             Person::players[k]->targetyaw = -yaw + 180;
3019                             if (Person::players[k]->leftkeydown)
3020                                 Person::players[k]->targetyaw -= 45;
3021                             if (Person::players[k]->rightkeydown)
3022                                 Person::players[k]->targetyaw += 45;
3023                             Person::players[k]->yaw = Person::players[k]->targetyaw;
3024                             Person::players[k]->jumppower -= 2;
3025                         }
3026                     }
3027                 }
3028                 //attack
3029                 if (!animation[Person::players[k]->animTarget].attack &&
3030                         !Person::players[k]->backkeydown &&
3031                         (Person::players[k]->isIdle() ||
3032                          Person::players[k]->isRun() ||
3033                          Person::players[k]->animTarget == walkanim ||
3034                          Person::players[k]->animTarget == sneakanim ||
3035                          Person::players[k]->isCrouch())) {
3036                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3037                     //normal attacks (?)
3038                     Person::players[k]->hasvictim = 0;
3039                     if (Person::players.size() > 1)
3040                         for (unsigned i = 0; i < Person::players.size(); i++) {
3041                             if (i == k || !(k == 0 || i == 0))
3042                                 continue;
3043                             if (!Person::players[k]->hasvictim)
3044                                 if (animation[Person::players[k]->animTarget].attack != reversal) {
3045                                     //choose an attack
3046                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3047                                     if (distance < 4.5 &&
3048                                             !Person::players[i]->skeleton.free &&
3049                                             Person::players[i]->howactive < typedead1 &&
3050                                             Person::players[i]->animTarget != jumpreversedanim &&
3051                                             Person::players[i]->animTarget != rabbitkickreversedanim &&
3052                                             Person::players[i]->animTarget != rabbitkickanim &&
3053                                             Person::players[k]->animTarget != rabbitkickanim &&
3054                                             Person::players[i]->animTarget != getupfrombackanim &&
3055                                             (Person::players[i]->animTarget != staggerbackhighanim &&
3056                                              (Person::players[i]->animTarget != staggerbackhardanim ||
3057                                               animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3058                                             Person::players[i]->animTarget != jumpdownanim &&
3059                                             Person::players[i]->animTarget != jumpupanim &&
3060                                             Person::players[i]->animTarget != getupfromfrontanim) {
3061                                         Person::players[k]->victim = Person::players[i];
3062                                         Person::players[k]->hasvictim = 1;
3063                                         if (Person::players[k]->aitype == playercontrolled) { //human player
3064                                             //sweep
3065                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3066                                                     Person::players[k]->crouchkeydown &&
3067                                                     animation[Person::players[i]->animTarget].height != lowheight)
3068                                                 Person::players[k]->animTarget = sweepanim;
3069                                             //winduppunch
3070                                             else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3071                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3072                                                      !Person::players[k]->forwardkeydown &&
3073                                                      !Person::players[k]->leftkeydown &&
3074                                                      !Person::players[k]->rightkeydown &&
3075                                                      !Person::players[k]->crouchkeydown &&
3076                                                      !attackweapon &&
3077                                                      !reversaltrain)
3078                                                 Person::players[k]->animTarget = winduppunchanim;
3079                                             //upunch
3080                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3081                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3082                                                      !Person::players[k]->forwardkeydown &&
3083                                                      !Person::players[k]->leftkeydown &&
3084                                                      !Person::players[k]->rightkeydown &&
3085                                                      !Person::players[k]->crouchkeydown &&
3086                                                      !attackweapon)
3087                                                 Person::players[k]->animTarget = upunchanim;
3088                                             //knifefollow
3089                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3090                                                      Person::players[i]->staggerdelay > 0 &&
3091                                                      attackweapon == knife &&
3092                                                      Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3093                                                 Person::players[k]->animTarget = knifefollowanim;
3094                                             //knifeslashstart
3095                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3096                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3097                                                      !Person::players[k]->forwardkeydown &&
3098                                                      !Person::players[k]->leftkeydown &&
3099                                                      !Person::players[k]->rightkeydown &&
3100                                                      !Person::players[k]->crouchkeydown &&
3101                                                      attackweapon == knife &&
3102                                                      Person::players[k]->weaponmissdelay <= 0)
3103                                                 Person::players[k]->animTarget = knifeslashstartanim;
3104                                             //swordslash
3105                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3106                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3107                                                      !Person::players[k]->crouchkeydown &&
3108                                                      attackweapon == sword &&
3109                                                      Person::players[k]->weaponmissdelay <= 0)
3110                                                 Person::players[k]->animTarget = swordslashanim;
3111                                             //staffhit
3112                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3113                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3114                                                      !Person::players[k]->crouchkeydown &&
3115                                                      attackweapon == staff &&
3116                                                      Person::players[k]->weaponmissdelay <= 0 &&
3117                                                      !Person::players[k]->leftkeydown &&
3118                                                      !Person::players[k]->rightkeydown &&
3119                                                      !Person::players[k]->forwardkeydown)
3120                                                 Person::players[k]->animTarget = staffhitanim;
3121                                             //staffspinhit
3122                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3123                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3124                                                      !Person::players[k]->crouchkeydown &&
3125                                                      attackweapon == staff &&
3126                                                      Person::players[k]->weaponmissdelay <= 0)
3127                                                 Person::players[k]->animTarget = staffspinhitanim;
3128                                             //spinkick
3129                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3130                                                      animation[Person::players[i]->animTarget].height != lowheight)
3131                                                 Person::players[k]->animTarget = spinkickanim;
3132                                             //lowkick
3133                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3134                                                      animation[Person::players[i]->animTarget].height == lowheight &&
3135                                                      animation[Person::players[k]->animTarget].attack != normalattack)
3136                                                 Person::players[k]->animTarget = lowkickanim;
3137                                         } else { //AI player
3138                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3139                                                 randattack = abs(Random() % 5);
3140                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3141                                                     //sweep
3142                                                     if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3143                                                         Person::players[k]->animTarget = sweepanim;
3144                                                     //upunch
3145                                                     else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3146                                                              !attackweapon)
3147                                                         Person::players[k]->animTarget = upunchanim;
3148                                                     //spinkick
3149                                                     else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3150                                                         Person::players[k]->animTarget = spinkickanim;
3151                                                     //lowkick
3152                                                     else if (animation[Person::players[i]->animTarget].height == lowheight)
3153                                                         Person::players[k]->animTarget = lowkickanim;
3154                                                 }
3155                                                 if (attackweapon) {
3156                                                     //sweep
3157                                                     if ((tutoriallevel != 1 || !attackweapon) &&
3158                                                             distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3159                                                             randattack == 0 &&
3160                                                             animation[Person::players[i]->animTarget].height != lowheight)
3161                                                         Person::players[k]->animTarget = sweepanim;
3162                                                     //knifeslashstart
3163                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3164                                                              attackweapon == knife &&
3165                                                              Person::players[k]->weaponmissdelay <= 0)
3166                                                         Person::players[k]->animTarget = knifeslashstartanim;
3167                                                     //swordslash
3168                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
3169                                                                Person::players[0]->hasvictim &&
3170                                                                Person::players[0]->animTarget == swordslashanim) &&
3171                                                              attackweapon == sword &&
3172                                                              Person::players[k]->weaponmissdelay <= 0)
3173                                                         Person::players[k]->animTarget = swordslashanim;
3174                                                     //staffhit
3175                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
3176                                                                Person::players[0]->hasvictim &&
3177                                                                Person::players[0]->animTarget == swordslashanim) &&
3178                                                              attackweapon == staff &&
3179                                                              Person::players[k]->weaponmissdelay <= 0 &&
3180                                                              randattack < 3)
3181                                                         Person::players[k]->animTarget = staffhitanim;
3182                                                     //staffspinhit
3183                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
3184                                                                Person::players[0]->hasvictim &&
3185                                                                Person::players[0]->animTarget == swordslashanim) &&
3186                                                              attackweapon == staff &&
3187                                                              Person::players[k]->weaponmissdelay <= 0 &&
3188                                                              randattack >= 3)
3189                                                         Person::players[k]->animTarget = staffspinhitanim;
3190                                                     //spinkick
3191                                                     else if ((tutoriallevel != 1 || !attackweapon) &&
3192                                                              distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3193                                                              randattack == 1 &&
3194                                                              animation[Person::players[i]->animTarget].height != lowheight)
3195                                                         Person::players[k]->animTarget = spinkickanim;
3196                                                     //lowkick
3197                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3198                                                              animation[Person::players[i]->animTarget].height == lowheight &&
3199                                                              animation[Person::players[k]->animTarget].attack != normalattack)
3200                                                         Person::players[k]->animTarget = lowkickanim;
3201                                                 }
3202                                             }
3203                                         }
3204                                         //upunch becomes wolfslap
3205                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3206                                             Person::players[k]->animTarget = wolfslapanim;
3207                                     }
3208                                     //sneak attacks
3209                                     if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3210                                             Person::players[i]->howactive < typedead1 &&
3211                                             distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3212                                             !Person::players[i]->skeleton.free &&
3213                                             Person::players[i]->animTarget != getupfrombackanim &&
3214                                             Person::players[i]->animTarget != getupfromfrontanim &&
3215                                             (Person::players[i]->surprised > 0 ||
3216                                              Person::players[i]->aitype == passivetype ||
3217                                              attackweapon && Person::players[i]->stunned > 0) &&
3218                                             normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3219                                         //sneakattack
3220                                         if (!attackweapon) {
3221                                             Person::players[k]->animCurrent = sneakattackanim;
3222                                             Person::players[k]->animTarget = sneakattackanim;
3223                                             Person::players[i]->animCurrent = sneakattackedanim;
3224                                             Person::players[i]->animTarget = sneakattackedanim;
3225                                             Person::players[k]->oldcoords = Person::players[k]->coords;
3226                                             Person::players[k]->coords = Person::players[i]->coords;
3227                                         }
3228                                         //knifesneakattack
3229                                         if (attackweapon == knife) {
3230                                             Person::players[k]->animCurrent = knifesneakattackanim;
3231                                             Person::players[k]->animTarget = knifesneakattackanim;
3232                                             Person::players[i]->animCurrent = knifesneakattackedanim;
3233                                             Person::players[i]->animTarget = knifesneakattackedanim;
3234                                             Person::players[i]->oldcoords = Person::players[i]->coords;
3235                                             Person::players[i]->coords = Person::players[k]->coords;
3236                                         }
3237                                         //swordsneakattack
3238                                         if (attackweapon == sword) {
3239                                             Person::players[k]->animCurrent = swordsneakattackanim;
3240                                             Person::players[k]->animTarget = swordsneakattackanim;
3241                                             Person::players[i]->animCurrent = swordsneakattackedanim;
3242                                             Person::players[i]->animTarget = swordsneakattackedanim;
3243                                             Person::players[i]->oldcoords = Person::players[i]->coords;
3244                                             Person::players[i]->coords = Person::players[k]->coords;
3245                                         }
3246                                         if (attackweapon != staff) {
3247                                             Person::players[k]->victim = Person::players[i];
3248                                             Person::players[k]->hasvictim = 1;
3249                                             Person::players[i]->targettilt2 = 0;
3250                                             Person::players[i]->frameTarget = 1;
3251                                             Person::players[i]->frameCurrent = 0;
3252                                             Person::players[i]->target = 0;
3253                                             Person::players[i]->velocity = 0;
3254                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3255                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3256                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3257                                             Person::players[k]->target = Person::players[i]->target;
3258                                             Person::players[k]->velocity = 0;
3259                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
3260                                             Person::players[k]->yaw = Person::players[i]->yaw;
3261                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
3262                                         }
3263                                     }
3264                                     if (animation[Person::players[k]->animTarget].attack == normalattack &&
3265                                             Person::players[k]->victim == Person::players[i] &&
3266                                             (!Person::players[i]->skeleton.free)) {
3267                                         oldattackkey = 1;
3268                                         Person::players[k]->frameTarget = 0;
3269                                         Person::players[k]->target = 0;
3270
3271                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3272                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3273                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3274                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3275                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
3276                                     }
3277                                     if (Person::players[k]->animTarget == knifefollowanim &&
3278                                             Person::players[k]->victim == Person::players[i]) {
3279                                         oldattackkey = 1;
3280                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3281                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3282                                         Person::players[k]->victim = Person::players[i];
3283                                         Person::players[k]->hasvictim = 1;
3284                                         Person::players[i]->animTarget = knifefollowedanim;
3285                                         Person::players[i]->animCurrent = knifefollowedanim;
3286                                         Person::players[i]->targettilt2 = 0;
3287                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3288                                         Person::players[i]->frameTarget = 1;
3289                                         Person::players[i]->frameCurrent = 0;
3290                                         Person::players[i]->target = 0;
3291                                         Person::players[i]->velocity = 0;
3292                                         Person::players[k]->animCurrent = knifefollowanim;
3293                                         Person::players[k]->animTarget = knifefollowanim;
3294                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3295                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3296                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3297                                         Person::players[k]->target = Person::players[i]->target;
3298                                         Person::players[k]->velocity = 0;
3299                                         Person::players[k]->oldcoords = Person::players[k]->coords;
3300                                         Person::players[i]->coords = Person::players[k]->coords;
3301                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3302                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
3303                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
3304                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
3305                                     }
3306                                 }
3307                         }
3308                     const bool hasstaff = attackweapon == staff;
3309                     if (k == 0 && Person::players.size() > 1)
3310                         for (unsigned i = 0; i < Person::players.size(); i++) {
3311                             if (i == k)
3312                                 continue;
3313                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3314                                     animation[Person::players[k]->animTarget].attack == neutral) {
3315                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3316                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3317                                     if (Person::players[i]->skeleton.free)
3318                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3319                                                 (Person::players[i]->dead ||
3320                                                  Person::players[i]->skeleton.longdead > 1000 ||
3321                                                  Person::players[k]->isRun() ||
3322                                                  hasstaff ||
3323                                                  (attackweapon &&
3324                                                   (Person::players[i]->skeleton.longdead > 2000 ||
3325                                                    Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3326                                                    Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3327                                                   distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3328                                             Person::players[k]->victim = Person::players[i];
3329                                             Person::players[k]->hasvictim = 1;
3330                                             if (attackweapon && tutoriallevel != 1) {
3331                                                 //crouchstab
3332                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3333                                                     Person::players[k]->animTarget = crouchstabanim;
3334                                                 //swordgroundstab
3335                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3336                                                     Person::players[k]->animTarget = swordgroundstabanim;
3337                                                 //staffgroundsmash
3338                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3339                                                     Person::players[k]->animTarget = staffgroundsmashanim;
3340                                             }
3341                                             if (distance < 2.5 &&
3342                                                     Person::players[k]->crouchkeydown &&
3343                                                     Person::players[k]->animTarget != crouchstabanim &&
3344                                                     !attackweapon &&
3345                                                     Person::players[i]->dead &&
3346                                                     Person::players[i]->skeleton.free &&
3347                                                     Person::players[i]->skeleton.longdead > 1000) {
3348                                                 Person::players[k]->animTarget = killanim;
3349                                                 //TODO: refactor this out, what does it do?
3350                                                 for (int j = 0; j < terrain.numdecals; j++) {
3351                                                     if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3352                                                             terrain.decalalivetime[j] < 2)
3353                                                         terrain.DeleteDecal(j);
3354                                                 }
3355                                                 for (int l = 0; l < objects.numobjects; l++) {
3356                                                     if (objects.model[l].type == decalstype)
3357                                                         for (int j = 0; j < objects.model[l].numdecals; j++) {
3358                                                             if ((objects.model[l].decaltype[j] == blooddecal ||
3359                                                                     objects.model[l].decaltype[j] == blooddecalslow) &&
3360                                                                     objects.model[l].decalalivetime[j] < 2)
3361                                                                 objects.model[l].DeleteDecal(j);
3362                                                         }
3363                                                 }
3364                                             }
3365                                             if (!Person::players[i]->dead || musictype != 2)
3366                                                 if (distance < 3.5 &&
3367                                                         (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3368                                                         Person::players[k]->staggerdelay <= 0 &&
3369                                                         (Person::players[i]->dead ||
3370                                                          Person::players[i]->skeleton.longdead < 300 &&
3371                                                          Person::players[k]->lastattack != spinkickanim &&
3372                                                          Person::players[i]->skeleton.free) &&
3373                                                         (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3374                                                     Person::players[k]->animTarget = dropkickanim;
3375                                                     for (int j = 0; j < terrain.numdecals; j++) {
3376                                                         if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3377                                                                 terrain.decalalivetime[j] < 2) {
3378                                                             terrain.DeleteDecal(j);
3379                                                         }
3380                                                     }
3381                                                     for (int l = 0; l < objects.numobjects; l++) {
3382                                                         if (objects.model[l].type == decalstype)
3383                                                             for (int j = 0; j < objects.model[l].numdecals; j++) {
3384                                                                 if ((objects.model[l].decaltype[j] == blooddecal ||
3385                                                                         objects.model[l].decaltype[j] == blooddecalslow) &&
3386                                                                         objects.model[l].decalalivetime[j] < 2) {
3387                                                                     objects.model[l].DeleteDecal(j);
3388                                                                 }
3389                                                             }
3390                                                     }
3391                                                 }
3392                                         }
3393                                 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3394                                         Person::players[k]->victim == Person::players[i] &&
3395                                         (!Person::players[i]->skeleton.free ||
3396                                          Person::players[k]->animTarget == killanim ||
3397                                          Person::players[k]->animTarget == crouchstabanim ||
3398                                          Person::players[k]->animTarget == swordgroundstabanim ||
3399                                          Person::players[k]->animTarget == staffgroundsmashanim ||
3400                                          Person::players[k]->animTarget == dropkickanim)) {
3401                                     oldattackkey = 1;
3402                                     Person::players[k]->frameTarget = 0;
3403                                     Person::players[k]->target = 0;
3404
3405                                     XYZ targetpoint = Person::players[i]->coords;
3406                                     if (Person::players[k]->animTarget == crouchstabanim ||
3407                                             Person::players[k]->animTarget == swordgroundstabanim ||
3408                                             Person::players[k]->animTarget == staffgroundsmashanim) {
3409                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
3410                                                         Person::players[i]->jointPos(neck)) / 2 *
3411                                                        Person::players[i]->scale;
3412                                     }
3413                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3414                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3415
3416                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3417                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3418                                     }
3419
3420                                     if (Person::players[k]->animTarget == staffgroundsmashanim)
3421                                         Person::players[k]->targettilt2 += 10;
3422
3423                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3424                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3425                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
3426
3427                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
3428                                         Person::players[k]->targetyaw += 30;
3429                                     }
3430                                 }
3431                             }
3432                         }
3433                     if (!Person::players[k]->hasvictim) {
3434                         //find victim
3435                         for (unsigned i = 0; i < Person::players.size(); i++) {
3436                             if (i == k || !(i == 0 || k == 0))
3437                                 continue;
3438                             if (!Person::players[i]->skeleton.free) {
3439                                 if (Person::players[k]->hasvictim) {
3440                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3441                                             distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3442                                         Person::players[k]->victim = Person::players[i];
3443                                 } else {
3444                                     Person::players[k]->victim = Person::players[i];
3445                                     Person::players[k]->hasvictim = 1;
3446                                 }
3447                             }
3448                         }
3449                     }
3450                     if (Person::players[k]->aitype == playercontrolled)
3451                         //rabbit kick
3452                         if (Person::players[k]->attackkeydown &&
3453                                 Person::players[k]->isRun() &&
3454                                 Person::players[k]->wasRun() &&
3455                                 ((Person::players[k]->hasvictim &&
3456                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3457                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3458                                   !Person::players[k]->victim->skeleton.free &&
3459                                   Person::players[k]->victim->animTarget != getupfrombackanim &&
3460                                   Person::players[k]->victim->animTarget != getupfromfrontanim &&
3461                                   animation[Person::players[k]->victim->animTarget].height != lowheight &&
3462                                   Person::players[k]->aitype != playercontrolled && //wat???
3463                                   normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3464                                   Person::players[k]->rabbitkickenabled) ||
3465                                  Person::players[k]->jumpkeydown)) {
3466                             oldattackkey = 1;
3467                             Person::players[k]->setAnimation(rabbitkickanim);
3468                         }
3469                     //update counts
3470                     if (animation[Person::players[k]->animTarget].attack && k == 0) {
3471                         numattacks++;
3472                         switch (attackweapon) {
3473                         case 0:
3474                             numunarmedattack++;
3475                             break;
3476                         case knife:
3477                             numknifeattack++;
3478                             break;
3479                         case sword:
3480                             numswordattack++;
3481                             break;
3482                         case staff:
3483                             numstaffattack++;
3484                             break;
3485                         }
3486                     }
3487                 }
3488             }
3489         }
3490     }
3491 }
3492
3493 void doPlayerCollisions()
3494 {
3495     static XYZ rotatetarget;
3496     static float collisionradius;
3497     if (Person::players.size() > 1)
3498         for (unsigned k = 0; k < Person::players.size(); k++)
3499             for (unsigned i = k + 1; i < Person::players.size(); i++) {
3500                 //neither player is part of a reversal
3501                 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3502                         animation[Person::players[i]->animTarget].attack != reversal &&
3503                         animation[Person::players[k]->animTarget].attack != reversed &&
3504                         animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3505                     if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3506                             animation[Person::players[i]->animCurrent].attack != reversal &&
3507                             animation[Person::players[k]->animCurrent].attack != reversed &&
3508                             animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3509                         //neither is sleeping
3510                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3511                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3512                                 //in same patch, neither is climbing
3513                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3514                                         Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3515                                         Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3516                                         Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3517                                         Person::players[i]->animTarget != climbanim &&
3518                                         Person::players[i]->animTarget != hanganim &&
3519                                         Person::players[k]->animTarget != climbanim &&
3520                                         Person::players[k]->animTarget != hanganim)
3521                                     //players are close (bounding box test)
3522                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3523                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3524                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3525                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3526                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3527                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3528                                                             //spread fire from player to player
3529                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3530                                                                     < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3531                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3532                                                                     if (!Person::players[i]->onfire)
3533                                                                         Person::players[i]->CatchFire();
3534                                                                     if (!Person::players[k]->onfire)
3535                                                                         Person::players[k]->CatchFire();
3536                                                                 }
3537                                                             }
3538
3539                                                             XYZ tempcoords1 = Person::players[i]->coords;
3540                                                             XYZ tempcoords2 = Person::players[k]->coords;
3541                                                             if (!Person::players[i]->skeleton.oldfree)
3542                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3543                                                             if (!Person::players[k]->skeleton.oldfree)
3544                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3545                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3546                                                             if (Person::players[0]->hasvictim)
3547                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3548                                                                     collisionradius = 3;
3549                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3550                                                                     (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3551                                                                      distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3552                                                                 //jump down on a dead body
3553                                                                 if (k == 0 || i == 0) {
3554                                                                     int l = i ? i : k;
3555                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
3556                                                                             !Person::players[0]->skeleton.oldfree &&
3557                                                                             !Person::players[0]->skeleton.free &&
3558                                                                             Person::players[l]->skeleton.oldfree &&
3559                                                                             Person::players[l]->skeleton.free &&
3560                                                                             Person::players[l]->dead &&
3561                                                                             Person::players[0]->lastcollide <= 0 &&
3562                                                                             fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3563                                                                             distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3564                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
3565                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
3566                                                                         Person::players[l]->skeleton.free = 0;
3567                                                                         Person::players[l]->yaw = 0;
3568                                                                         Person::players[l]->RagDoll(0);
3569                                                                         Person::players[l]->DoDamage(20);
3570                                                                         camerashake += .3;
3571                                                                         Person::players[l]->skeleton.longdead = 0;
3572                                                                         Person::players[0]->lastcollide = 1;
3573                                                                     }
3574                                                                 }
3575
3576                                                                 if (     (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3577                                                                          (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3578                                                                          (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3579                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3580                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3581                                                                             Person::players[i]->skeleton.free) &&
3582                                                                             (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3583                                                                              Person::players[k]->skeleton.free))
3584                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3585                                                                                 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3586                                                                                 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3587                                                                                 (k == 0 ||
3588                                                                                  k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3589                                                                                  /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3590                                                                                 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3591                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3592                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3593                                                                             //If hit by body
3594                                                                             if (     (i != 0 || Person::players[i]->skeleton.free) &&
3595                                                                                      (k != 0 || Person::players[k]->skeleton.free) ||
3596                                                                                      (animation[Person::players[i]->animTarget].height == highheight &&
3597                                                                                       animation[Person::players[k]->animTarget].height == highheight)) {
3598                                                                                 if (tutoriallevel != 1) {
3599                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3600                                                                                 }
3601
3602                                                                                 Person::players[i]->RagDoll(0);
3603                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3604                                                                                     award_bonus(0, aimbonus);
3605                                                                                 }
3606                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3607                                                                                 Person::players[k]->RagDoll(0);
3608                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3609                                                                                     award_bonus(0, aimbonus); // Huh, again?
3610                                                                                 }
3611                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3612
3613                                                                                 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3614                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3615                                                                                 }
3616                                                                                 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3617                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3618                                                                                 }
3619
3620                                                                             }
3621                                                                         }
3622                                                                     if (     (animation[Person::players[i]->animTarget].attack == neutral ||
3623                                                                               animation[Person::players[i]->animTarget].attack == normalattack) &&
3624                                                                              (animation[Person::players[k]->animTarget].attack == neutral ||
3625                                                                               animation[Person::players[k]->animTarget].attack == normalattack)) {
3626                                                                         //If bumped
3627                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3628                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3629                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3630                                                                                 Normalise(&rotatetarget);
3631                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3632                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3633                                                                                                    * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3634                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3635                                                                                 if (Person::players[k]->howactive == typeactive || hostile)
3636                                                                                     if (Person::players[k]->isIdle()) {
3637                                                                                         if (Person::players[k]->howactive < typesleeping)
3638                                                                                             Person::players[k]->setAnimation(Person::players[k]->getStop());
3639                                                                                         else if (Person::players[k]->howactive == typesleeping)
3640                                                                                             Person::players[k]->setAnimation(getupfromfrontanim);
3641                                                                                         if (!editorenabled)
3642                                                                                             Person::players[k]->howactive = typeactive;
3643                                                                                     }
3644                                                                                 if (Person::players[i]->howactive == typeactive || hostile)
3645                                                                                     if (Person::players[i]->isIdle()) {
3646                                                                                         if (Person::players[i]->howactive < typesleeping)
3647                                                                                             Person::players[i]->setAnimation(Person::players[k]->getStop());
3648                                                                                         else
3649                                                                                             Person::players[i]->setAnimation(getupfromfrontanim);
3650                                                                                         if (!editorenabled)
3651                                                                                             Person::players[i]->howactive = typeactive;
3652                                                                                     }
3653                                                                             }
3654                                                                             //jump down on player
3655                                                                             if (hostile) {
3656                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3657                                                                                         !Person::players[i]->isCrouch() &&
3658                                                                                         Person::players[i]->animTarget != rollanim &&
3659                                                                                         !Person::players[k]->skeleton.oldfree && !
3660                                                                                         Person::players[k]->skeleton.free &&
3661                                                                                         Person::players[k]->lastcollide <= 0 &&
3662                                                                                         Person::players[k]->velocity.y < -10) {
3663                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
3664                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3665                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3666                                                                                     Person::players[i]->DoDamage(20);
3667                                                                                     Person::players[i]->RagDoll(0);
3668                                                                                     Person::players[k]->lastcollide = 1;
3669                                                                                     award_bonus(k, AboveBonus);
3670                                                                                 }
3671                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3672                                                                                         !Person::players[k]->isCrouch() &&
3673                                                                                         Person::players[k]->animTarget != rollanim &&
3674                                                                                         !Person::players[i]->skeleton.oldfree &&
3675                                                                                         !Person::players[i]->skeleton.free &&
3676                                                                                         Person::players[i]->lastcollide <= 0 &&
3677                                                                                         Person::players[i]->velocity.y < -10) {
3678                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
3679                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3680                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3681                                                                                     Person::players[k]->DoDamage(20);
3682                                                                                     Person::players[k]->RagDoll(0);
3683                                                                                     Person::players[i]->lastcollide = 1;
3684                                                                                     award_bonus(i, AboveBonus);
3685                                                                                 }
3686                                                                             }
3687                                                                         }
3688                                                                     }
3689                                                                 }
3690                                                                 Person::players[i]->CheckKick();
3691                                                                 Person::players[k]->CheckKick();
3692                                                             }
3693                                                         }
3694             }
3695 }
3696
3697 void doAI(unsigned i)
3698 {
3699     static bool connected;
3700     if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3701         Person::players[i]->jumpclimb = 0;
3702         //disable movement in editor
3703         if (editorenabled)
3704             Person::players[i]->stunned = 1;
3705
3706         Person::players[i]->pause = 0;
3707         if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3708                 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3709                 !Person::players[0]->onterrain)
3710             Person::players[i]->pause = 1;
3711
3712         //pathfinding
3713         if (Person::players[i]->aitype == pathfindtype) {
3714             if (Person::players[i]->finalpathfindpoint == -1) {
3715                 float closestdistance;
3716                 float tempdist;
3717                 int closest;
3718                 XYZ colpoint;
3719                 closest = -1;
3720                 closestdistance = -1;
3721                 for (int j = 0; j < numpathpoints; j++)
3722                     if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3723                         closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3724                         closest = j;
3725                         Person::players[i]->finaltarget = pathpoint[j];
3726                     }
3727                 Person::players[i]->finalpathfindpoint = closest;
3728                 for (int j = 0; j < numpathpoints; j++)
3729                     for (int k = 0; k < numpathpointconnect[j]; k++) {
3730                         DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3731                         if (sq(tempdist) < closestdistance)
3732                             if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3733                                     findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3734                                 closestdistance = sq(tempdist);
3735                                 closest = j;
3736                                 Person::players[i]->finaltarget = colpoint;
3737                             }
3738                     }
3739                 Person::players[i]->finalpathfindpoint = closest;
3740
3741             }
3742             if (Person::players[i]->targetpathfindpoint == -1) {
3743                 float closestdistance;
3744                 float tempdist;
3745                 int closest;
3746                 XYZ colpoint;
3747                 closest = -1;
3748                 closestdistance = -1;
3749                 if (Person::players[i]->lastpathfindpoint == -1) {
3750                     for (int j = 0; j < numpathpoints; j++) {
3751                         if (j != Person::players[i]->lastpathfindpoint)
3752                             if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3753                                 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3754                                 closest = j;
3755                             }
3756                     }
3757                     Person::players[i]->targetpathfindpoint = closest;
3758                     for (int j = 0; j < numpathpoints; j++)
3759                         if (j != Person::players[i]->lastpathfindpoint)
3760                             for (int k = 0; k < numpathpointconnect[j]; k++) {
3761                                 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3762                                 if (sq(tempdist) < closestdistance) {
3763                                     if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3764                                             findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3765                                         closestdistance = sq(tempdist);
3766                                         closest = j;
3767                                     }
3768                                 }
3769                             }
3770                     Person::players[i]->targetpathfindpoint = closest;
3771                 } else {
3772                     for (int j = 0; j < numpathpoints; j++)
3773                         if (j != Person::players[i]->lastpathfindpoint &&
3774                                 j != Person::players[i]->lastpathfindpoint2 &&
3775                                 j != Person::players[i]->lastpathfindpoint3 &&
3776                                 j != Person::players[i]->lastpathfindpoint4) {
3777                             connected = 0;
3778                             if (numpathpointconnect[j])
3779                                 for (int k = 0; k < numpathpointconnect[j]; k++)
3780                                     if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3781                                         connected = 1;
3782                             if (!connected)
3783                                 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3784                                     for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3785                                         if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3786                                             connected = 1;
3787                             if (connected) {
3788                                 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3789                                 if (closest == -1 || tempdist < closestdistance) {
3790                                     closestdistance = tempdist;
3791                                     closest = j;
3792                                 }
3793                             }
3794                         }
3795                     Person::players[i]->targetpathfindpoint = closest;
3796                 }
3797             }
3798             Person::players[i]->losupdatedelay -= multiplier;
3799
3800             Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3801             Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3802
3803             //reached target point
3804             if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3805                 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3806                 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3807                 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3808                 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3809                 if (Person::players[i]->lastpathfindpoint2 == -1)
3810                     Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3811                 if (Person::players[i]->lastpathfindpoint3 == -1)
3812                     Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3813                 if (Person::players[i]->lastpathfindpoint4 == -1)
3814                     Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3815                 Person::players[i]->targetpathfindpoint = -1;
3816             }
3817             if (     distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3818                      distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3819                      distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3820                      Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3821                 Person::players[i]->aitype = passivetype;
3822             }
3823
3824             Person::players[i]->forwardkeydown = 1;
3825             Person::players[i]->leftkeydown = 0;
3826             Person::players[i]->backkeydown = 0;
3827             Person::players[i]->rightkeydown = 0;
3828             Person::players[i]->crouchkeydown = 0;
3829             Person::players[i]->attackkeydown = 0;
3830             Person::players[i]->throwkeydown = 0;
3831
3832             if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3833                 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3834
3835             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3836                 Person::players[i]->jumpkeydown = 0;
3837             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3838                 Person::players[i]->jumpkeydown = 1;
3839
3840             if ((tutoriallevel != 1 || cananger) &&
3841                     hostile &&
3842                     !Person::players[0]->dead &&
3843                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3844                     Person::players[i]->occluded < 25) {
3845                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3846                         animation[Person::players[0]->animTarget].height != lowheight &&
3847                         !editorenabled &&
3848                         (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3849                     Person::players[i]->aitype = attacktypecutoff;
3850                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3851                         animation[Person::players[0]->animTarget].height == highheight &&
3852                         !editorenabled)
3853                     Person::players[i]->aitype = attacktypecutoff;
3854
3855                 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3856                     Person::players[i]->losupdatedelay = .2;
3857                     for (unsigned j = 0; j < Person::players.size(); j++)
3858                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3859                             if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
3860                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3861                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3862                                         if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3863                                             if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3864                                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3865                                                         *Person::players[i]->scale + Person::players[i]->coords,
3866                                                         DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3867                                                         *Person::players[j]->scale + Person::players[j]->coords) ||
3868                                                     (Person::players[j]->animTarget == hanganim &&
3869                                                      normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3870                                                 Person::players[i]->aitype = searchtype;
3871                                                 Person::players[i]->lastchecktime = 12;
3872                                                 Person::players[i]->lastseen = Person::players[j]->coords;
3873                                                 Person::players[i]->lastseentime = 12;
3874                                             }
3875                 }
3876             }
3877             if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3878                 if (Person::players[i]->creature != wolftype) {
3879                     Person::players[i]->stunned = .6;
3880                     Person::players[i]->surprised = .6;
3881                 }
3882         }
3883
3884         if (Person::players[i]->aitype != passivetype && leveltime > .5)
3885             Person::players[i]->howactive = typeactive;
3886
3887         if (Person::players[i]->aitype == passivetype) {
3888             Person::players[i]->aiupdatedelay -= multiplier;
3889             Person::players[i]->losupdatedelay -= multiplier;
3890             Person::players[i]->lastseentime += multiplier;
3891             Person::players[i]->pausetime -= multiplier;
3892             if (Person::players[i]->lastseentime > 1)
3893                 Person::players[i]->lastseentime = 1;
3894
3895             if (Person::players[i]->aiupdatedelay < 0) {
3896                 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3897                     Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3898                     Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3899                     Person::players[i]->aiupdatedelay = .05;
3900
3901                     if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3902                         if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3903                             Person::players[i]->pausetime = 4;
3904                         Person::players[i]->waypoint++;
3905                         if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3906                             Person::players[i]->waypoint = 0;
3907
3908                     }
3909                 }
3910
3911                 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3912                     Person::players[i]->forwardkeydown = 1;
3913                 else
3914                     Person::players[i]->forwardkeydown = 0;
3915                 Person::players[i]->leftkeydown = 0;
3916                 Person::players[i]->backkeydown = 0;
3917                 Person::players[i]->rightkeydown = 0;
3918                 Person::players[i]->crouchkeydown = 0;
3919                 Person::players[i]->attackkeydown = 0;
3920                 Person::players[i]->throwkeydown = 0;
3921
3922                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3923                     if (!Person::players[i]->avoidsomething)
3924                         Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3925                     else {
3926                         XYZ leftpos, rightpos;
3927                         float leftdist, rightdist;
3928                         leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3929                         rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3930                         leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3931                         rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3932                         if (leftdist < rightdist)
3933                             Person::players[i]->targetyaw += 90;
3934                         else
3935                             Person::players[i]->targetyaw -= 90;
3936                     }
3937                 }
3938             }
3939             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3940                 Person::players[i]->jumpkeydown = 0;
3941             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3942                 Person::players[i]->jumpkeydown = 1;
3943
3944
3945             //hearing sounds
3946             if (!editorenabled) {
3947                 if (Person::players[i]->howactive <= typesleeping)
3948                     if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3949                         for (int j = 0; j < numenvsounds; j++) {
3950                             float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3951                             if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3952                                     2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3953                                 Person::players[i]->aitype = attacktypecutoff;
3954                         }
3955
3956                 if (Person::players[i]->aitype != passivetype) {
3957                     if (Person::players[i]->howactive == typesleeping)
3958                         Person::players[i]->setAnimation(getupfromfrontanim);
3959                     Person::players[i]->howactive = typeactive;
3960                 }
3961             }
3962
3963             if (Person::players[i]->howactive < typesleeping &&
3964                     ((tutoriallevel != 1 || cananger) && hostile) &&
3965                     !Person::players[0]->dead &&
3966                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3967                     Person::players[i]->occluded < 25) {
3968                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3969                         animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3970                     Person::players[i]->aitype = attacktypecutoff;
3971                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3972                         animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
3973                     Person::players[i]->aitype = attacktypecutoff;
3974
3975                 //wolf smell
3976                 if (Person::players[i]->creature == wolftype) {
3977                     XYZ windsmell;
3978                     for (unsigned j = 0; j < Person::players.size(); j++) {
3979                         if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3980                             float smelldistance = 50;
3981                             if (j == 0 && Person::players[j]->num_weapons > 0) {
3982                                 if (weapons[Person::players[j]->weaponids[0]].bloody)
3983                                     smelldistance = 100;
3984                                 if (Person::players[j]->num_weapons == 2)
3985                                     if (weapons[Person::players[j]->weaponids[1]].bloody)
3986                                         smelldistance = 100;
3987                             }
3988                             if (j != 0)
3989                                 smelldistance = 100;
3990                             windsmell = windvector;
3991                             Normalise(&windsmell);
3992                             windsmell = windsmell * 2 + Person::players[j]->coords;
3993                             if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3994                                 Person::players[i]->aitype = attacktypecutoff;
3995                         }
3996                     }
3997                 }
3998
3999                 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4000                     Person::players[i]->losupdatedelay = .2;
4001                     for (unsigned j = 0; j < Person::players.size(); j++) {
4002                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4003                             if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4004                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4005                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4006                                         if ((-1 == checkcollide(
4007                                                     DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4008                                                     Person::players[i]->scale + Person::players[i]->coords,
4009                                                     DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4010                                                     Person::players[j]->scale + Person::players[j]->coords) &&
4011                                                 !Person::players[j]->isWallJump()) ||
4012                                                 (Person::players[j]->animTarget == hanganim &&
4013                                                  normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4014                                             Person::players[i]->lastseentime -= .2;
4015                                             if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4016                                                 Person::players[i]->lastseentime -= .4;
4017                                             else
4018                                                 Person::players[i]->lastseentime -= .6;
4019                                         }
4020                             if (Person::players[i]->lastseentime <= 0) {
4021                                 Person::players[i]->aitype = searchtype;
4022                                 Person::players[i]->lastchecktime = 12;
4023                                 Person::players[i]->lastseen = Person::players[j]->coords;
4024                                 Person::players[i]->lastseentime = 12;
4025                             }
4026                         }
4027                     }
4028                 }
4029             }
4030             //alerted surprise
4031             if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4032                 if (Person::players[i]->creature != wolftype) {
4033                     Person::players[i]->stunned = .6;
4034                     Person::players[i]->surprised = .6;
4035                 }
4036                 if (Person::players[i]->creature == wolftype) {
4037                     Person::players[i]->stunned = .47;
4038                     Person::players[i]->surprised = .47;
4039                 }
4040                 numseen++;
4041             }
4042         }
4043
4044         //search for player
4045         int j;
4046         if (Person::players[i]->aitype == searchtype) {
4047             Person::players[i]->aiupdatedelay -= multiplier;
4048             Person::players[i]->losupdatedelay -= multiplier;
4049             if (!Person::players[i]->pause)
4050                 Person::players[i]->lastseentime -= multiplier;
4051             Person::players[i]->lastchecktime -= multiplier;
4052
4053             if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4054                 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4055                     XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4056                     test2.y += 5;
4057                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4058                     test.y -= 10;
4059                     j = checkcollide(test2, test, Person::players[i]->laststanding);
4060                     if (j == -1)
4061                         j = checkcollide(test2, test);
4062                     if (j == -1) {
4063                         Person::players[i]->velocity = 0;
4064                         Person::players[i]->setAnimation(Person::players[i]->getStop());
4065                         Person::players[i]->targetyaw += 180;
4066                         Person::players[i]->stunned = .5;
4067                         //Person::players[i]->aitype=passivetype;
4068                         Person::players[i]->aitype = pathfindtype;
4069                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4070                         Person::players[i]->finalpathfindpoint = -1;
4071                         Person::players[i]->targetpathfindpoint = -1;
4072                         Person::players[i]->lastpathfindpoint = -1;
4073                         Person::players[i]->lastpathfindpoint2 = -1;
4074                         Person::players[i]->lastpathfindpoint3 = -1;
4075                         Person::players[i]->lastpathfindpoint4 = -1;
4076                     } else
4077                         Person::players[i]->laststanding = j;
4078                 }
4079             }
4080             //check out last seen location
4081             if (Person::players[i]->aiupdatedelay < 0) {
4082                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4083                 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4084                 Person::players[i]->aiupdatedelay = .05;
4085                 Person::players[i]->forwardkeydown = 1;
4086
4087                 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4088                     Person::players[i]->forwardkeydown = 0;
4089                     Person::players[i]->aiupdatedelay = 1;
4090                     Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4091                     Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4092                     Person::players[i]->lastchecktime = 3;
4093                 }
4094
4095                 Person::players[i]->leftkeydown = 0;
4096                 Person::players[i]->backkeydown = 0;
4097                 Person::players[i]->rightkeydown = 0;
4098                 Person::players[i]->crouchkeydown = 0;
4099                 Person::players[i]->attackkeydown = 0;
4100                 Person::players[i]->throwkeydown = 0;
4101
4102                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4103                     if (!Person::players[i]->avoidsomething)
4104                         Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4105                     else {
4106                         XYZ leftpos, rightpos;
4107                         float leftdist, rightdist;
4108                         leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4109                         rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4110                         leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4111                         rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4112                         if (leftdist < rightdist)
4113                             Person::players[i]->targetyaw += 90;
4114                         else
4115                             Person::players[i]->targetyaw -= 90;
4116                     }
4117                 }
4118             }
4119             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4120                 Person::players[i]->jumpkeydown = 0;
4121             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4122                 Person::players[i]->jumpkeydown = 1;
4123
4124             if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4125                 for (int k = 0; k < numenvsounds; k++) {
4126                     if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4127                         Person::players[i]->aitype = attacktypecutoff;
4128                     }
4129                 }
4130
4131             if (!Person::players[0]->dead &&
4132                     Person::players[i]->losupdatedelay < 0 &&
4133                     !editorenabled &&
4134                     Person::players[i]->occluded < 2 &&
4135                     ((tutoriallevel != 1 || cananger) && hostile)) {
4136                 Person::players[i]->losupdatedelay = .2;
4137                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4138                     Person::players[i]->aitype = attacktypecutoff;
4139                     Person::players[i]->lastseentime = 1;
4140                 }
4141                 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4142                     //TODO: factor out canSeePlayer()
4143                     if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4144                         if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4145                             if ((checkcollide(
4146                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4147                                         Person::players[i]->scale + Person::players[i]->coords,
4148                                         DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4149                                         Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4150                                     (Person::players[0]->animTarget == hanganim && normaldotproduct(
4151                                          Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4152                                 /* //TODO: changed j to 0 on a whim, make sure this is correct
4153                                 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4154                                     Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4155                                 */
4156                                 Person::players[i]->aitype = attacktypecutoff;
4157                                 Person::players[i]->lastseentime = 1;
4158                             }
4159             }
4160             //player escaped
4161             if (Person::players[i]->lastseentime < 0) {
4162                 //Person::players[i]->aitype=passivetype;
4163                 numescaped++;
4164                 Person::players[i]->aitype = pathfindtype;
4165                 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4166                 Person::players[i]->finalpathfindpoint = -1;
4167                 Person::players[i]->targetpathfindpoint = -1;
4168                 Person::players[i]->lastpathfindpoint = -1;
4169                 Person::players[i]->lastpathfindpoint2 = -1;
4170                 Person::players[i]->lastpathfindpoint3 = -1;
4171                 Person::players[i]->lastpathfindpoint4 = -1;
4172             }
4173         }
4174
4175         if (Person::players[i]->aitype != gethelptype)
4176             Person::players[i]->runninghowlong = 0;
4177
4178         //get help from buddies
4179         if (Person::players[i]->aitype == gethelptype) {
4180             Person::players[i]->runninghowlong += multiplier;
4181             Person::players[i]->aiupdatedelay -= multiplier;
4182
4183             if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4184                 Person::players[i]->aiupdatedelay = .2;
4185
4186                 //find closest ally
4187                 //TODO: factor out closest search somehow
4188                 if (!Person::players[i]->ally) {
4189                     int closest = -1;
4190                     float closestdist = -1;
4191                     for (unsigned k = 0; k < Person::players.size(); k++) {
4192                         if (k != i && k != 0 && !Person::players[k]->dead &&
4193                                 Person::players[k]->howactive < typedead1 &&
4194                                 !Person::players[k]->skeleton.free &&
4195                                 Person::players[k]->aitype == passivetype) {
4196                             float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4197                             if (closestdist == -1 || distance < closestdist) {
4198                                 closestdist = distance;
4199                                 closest = k;
4200                             }
4201                             closest = k;
4202                         }
4203                     }
4204                     if (closest != -1)
4205                         Person::players[i]->ally = closest;
4206                     else
4207                         Person::players[i]->ally = 0;
4208                     Person::players[i]->lastseen = Person::players[0]->coords;
4209                     Person::players[i]->lastseentime = 12;
4210                 }
4211
4212
4213                 Person::players[i]->lastchecktime = 12;
4214
4215                 XYZ facing = Person::players[i]->coords;
4216                 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4217                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4218                 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4219                 if (-1 != checkcollide(facing, flatfacing))
4220                     Person::players[i]->lastseentime -= .1;
4221
4222                 //no available ally, run back to player
4223                 if (Person::players[i]->ally <= 0 ||
4224                         Person::players[Person::players[i]->ally]->skeleton.free ||
4225                         Person::players[Person::players[i]->ally]->aitype != passivetype ||
4226                         Person::players[i]->lastseentime <= 0) {
4227                     Person::players[i]->aitype = searchtype;
4228                     Person::players[i]->lastseentime = 12;
4229                 }
4230
4231                 //seek out ally
4232                 if (Person::players[i]->ally > 0) {
4233                     Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4234                     Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4235                     Person::players[i]->aiupdatedelay = .05;
4236                     Person::players[i]->forwardkeydown = 1;
4237
4238                     if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4239                         Person::players[i]->aitype = searchtype;
4240                         Person::players[i]->lastseentime = 12;
4241                         Person::players[Person::players[i]->ally]->aitype = searchtype;
4242                         if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4243                             Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4244                             Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4245                             Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4246                         }
4247                     }
4248
4249                     if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4250                         if (!Person::players[i]->avoidsomething)
4251                             Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4252                         else {
4253                             XYZ leftpos, rightpos;
4254                             float leftdist, rightdist;
4255                             leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4256                             rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4257                             leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4258                             rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4259                             if (leftdist < rightdist)
4260                                 Person::players[i]->targetyaw += 90;
4261                             else
4262                                 Person::players[i]->targetyaw -= 90;
4263                         }
4264                     }
4265                 }
4266
4267                 Person::players[i]->leftkeydown = 0;
4268                 Person::players[i]->backkeydown = 0;
4269                 Person::players[i]->rightkeydown = 0;
4270                 Person::players[i]->crouchkeydown = 0;
4271                 Person::players[i]->attackkeydown = 0;
4272             }
4273             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4274                 Person::players[i]->jumpkeydown = 0;
4275             if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4276                 Person::players[i]->jumpkeydown = 1;
4277         }
4278
4279         //retreiving a weapon on the ground
4280         if (Person::players[i]->aitype == getweapontype) {
4281             Person::players[i]->aiupdatedelay -= multiplier;
4282             Person::players[i]->lastchecktime -= multiplier;
4283
4284             if (Person::players[i]->aiupdatedelay < 0) {
4285                 Person::players[i]->aiupdatedelay = .2;
4286
4287                 //ALLY IS WEPON
4288                 if (Person::players[i]->ally < 0) {
4289                     int closest = -1;
4290                     float closestdist = -1;
4291                     for (unsigned k = 0; k < weapons.size(); k++)
4292                         if (weapons[k].owner == -1) {
4293                             float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4294                             if (closestdist == -1 || distance < closestdist) {
4295                                 closestdist = distance;
4296                                 closest = k;
4297                             }
4298                             closest = k;
4299                         }
4300                     if (closest != -1)
4301                         Person::players[i]->ally = closest;
4302                     else
4303                         Person::players[i]->ally = -1;
4304                 }
4305
4306                 Person::players[i]->lastseentime = 12;
4307
4308                 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4309                     if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4310                         Person::players[i]->aitype = attacktypecutoff;
4311                         Person::players[i]->lastseentime = 1;
4312                     }
4313                 if (!Person::players[0]->dead)
4314                     if (Person::players[i]->ally >= 0) {
4315                         if (weapons[Person::players[i]->ally].owner != -1 ||
4316                                 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4317                             Person::players[i]->aitype = attacktypecutoff;
4318                             Person::players[i]->lastseentime = 1;
4319                         }
4320                         //TODO: factor these out as moveToward()
4321                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4322                         Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4323                         Person::players[i]->aiupdatedelay = .05;
4324                         Person::players[i]->forwardkeydown = 1;
4325
4326
4327                         if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4328                             if (!Person::players[i]->avoidsomething)
4329                                 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4330                             else {
4331                                 XYZ leftpos, rightpos;
4332                                 float leftdist, rightdist;
4333                                 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4334                                 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4335                                 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4336                                 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4337                                 if (leftdist < rightdist)
4338                                     Person::players[i]->targetyaw += 90;
4339                                 else
4340                                     Person::players[i]->targetyaw -= 90;
4341                             }
4342                         }
4343                     }
4344
4345                 Person::players[i]->leftkeydown = 0;
4346                 Person::players[i]->backkeydown = 0;
4347                 Person::players[i]->rightkeydown = 0;
4348                 Person::players[i]->attackkeydown = 0;
4349                 Person::players[i]->throwkeydown = 1;
4350                 Person::players[i]->crouchkeydown = 0;
4351                 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4352                         Person::players[i]->animTarget != removeknifeanim)
4353                     Person::players[i]->throwtogglekeydown = 0;
4354                 Person::players[i]->drawkeydown = 0;
4355             }
4356             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4357                 Person::players[i]->jumpkeydown = 0;
4358             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4359                 Person::players[i]->jumpkeydown = 1;
4360         }
4361
4362         if (Person::players[i]->aitype == attacktypecutoff) {
4363             Person::players[i]->aiupdatedelay -= multiplier;
4364             //dodge or reverse rabbit kicks, knife throws, flips
4365             if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4366                 if ((Person::players[0]->animTarget == rabbitkickanim ||
4367                         Person::players[0]->animTarget == knifethrowanim ||
4368                         (Person::players[0]->isFlip() &&
4369                          normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4370                         !Person::players[0]->skeleton.free &&
4371                         (Person::players[i]->aiupdatedelay < .1)) {
4372                     Person::players[i]->attackkeydown = 0;
4373                     if (Person::players[i]->isIdle())
4374                         Person::players[i]->crouchkeydown = 1;
4375                     if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4376                         if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4377                             if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4378                                 if (abs(Random() % 2) == 0)
4379                                     Person::players[i]->setAnimation(backhandspringanim);
4380                                 else
4381                                     Person::players[i]->setAnimation(rollanim);
4382                                 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4383                                 Person::players[i]->wentforweapon = 0;
4384                             }
4385                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4386                                 Person::players[i]->setAnimation(flipanim);
4387                         }
4388                     }
4389                     Person::players[i]->forwardkeydown = 0;
4390                     Person::players[i]->aiupdatedelay = .02;
4391                 }
4392             //get confused by flips
4393             if (Person::players[0]->isFlip() &&
4394                     !Person::players[0]->skeleton.free &&
4395                     Person::players[0]->animTarget != walljumprightkickanim &&
4396                     Person::players[0]->animTarget != walljumpleftkickanim) {
4397                 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4398                     if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4399                         Person::players[i]->stunned = 1;
4400             }
4401             //go for weapon on the ground
4402             if (Person::players[i]->wentforweapon < 3)
4403                 for (unsigned k = 0; k < weapons.size(); k++)
4404                     if (Person::players[i]->creature != wolftype)
4405                         if (Person::players[i]->num_weapons == 0 &&
4406                                 weapons[k].owner == -1 &&
4407                                 weapons[i].velocity.x == 0 &&
4408                                 weapons[i].velocity.z == 0 &&
4409                                 weapons[i].velocity.y == 0) {
4410                             if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4411                                 Person::players[i]->wentforweapon++;
4412                                 Person::players[i]->lastchecktime = 6;
4413                                 Person::players[i]->aitype = getweapontype;
4414                                 Person::players[i]->ally = -1;
4415                             }
4416                         }
4417             //dodge/reverse walljump kicks
4418             if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4419                 if (animation[Person::players[i]->animTarget].height != highheight)
4420                     if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4421                             ((Person::players[0]->animTarget == walljumprightkickanim ||
4422                               Person::players[0]->animTarget == walljumpleftkickanim) &&
4423                              ((Person::players[i]->aiupdatedelay < .15 &&
4424                                difficulty == 2) ||
4425                               (Person::players[i]->aiupdatedelay < .08 &&
4426                                difficulty != 2)))) {
4427                         Person::players[i]->crouchkeydown = 1;
4428                     }
4429             //walked off a ledge (?)
4430             if (Person::players[i]->isRun() && !Person::players[i]->onground)
4431                 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4432                     XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4433                     test2.y += 5;
4434                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4435                     test.y -= 10;
4436                     j = checkcollide(test2, test, Person::players[i]->laststanding);
4437                     if (j == -1)
4438                         j = checkcollide(test2, test);
4439                     if (j == -1) {
4440                         Person::players[i]->velocity = 0;
4441                         Person::players[i]->setAnimation(Person::players[i]->getStop());
4442                         Person::players[i]->targetyaw += 180;
4443                         Person::players[i]->stunned = .5;
4444                         Person::players[i]->aitype = pathfindtype;
4445                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4446                         Person::players[i]->finalpathfindpoint = -1;
4447                         Person::players[i]->targetpathfindpoint = -1;
4448                         Person::players[i]->lastpathfindpoint = -1;
4449                         Person::players[i]->lastpathfindpoint2 = -1;
4450                         Person::players[i]->lastpathfindpoint3 = -1;
4451                         Person::players[i]->lastpathfindpoint4 = -1;
4452                     } else
4453                         Person::players[i]->laststanding = j;
4454                 }
4455             //lose sight of player in the air (?)
4456             if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4457                     animation[Person::players[0]->animTarget].height != highheight &&
4458                     !Person::players[0]->onterrain) {
4459                 Person::players[i]->aitype = pathfindtype;
4460                 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4461                 Person::players[i]->finalpathfindpoint = -1;
4462                 Person::players[i]->targetpathfindpoint = -1;
4463                 Person::players[i]->lastpathfindpoint = -1;
4464                 Person::players[i]->lastpathfindpoint2 = -1;
4465                 Person::players[i]->lastpathfindpoint3 = -1;
4466                 Person::players[i]->lastpathfindpoint4 = -1;
4467             }
4468             //it's time to think (?)
4469             if (Person::players[i]->aiupdatedelay < 0 &&
4470                     !animation[Person::players[i]->animTarget].attack &&
4471                     Person::players[i]->animTarget != staggerbackhighanim &&
4472                     Person::players[i]->animTarget != staggerbackhardanim &&
4473                     Person::players[i]->animTarget != backhandspringanim &&
4474                     Person::players[i]->animTarget != dodgebackanim) {
4475                 //draw weapon
4476                 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4477                     Person::players[i]->drawkeydown = Random() % 2;
4478                 else
4479                     Person::players[i]->drawkeydown = 0;
4480                 Person::players[i]->rabbitkickenabled = Random() % 2;
4481                 //chase player
4482                 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4483                 XYZ targetpoint = Person::players[0]->coords;
4484                 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4485                         distsq(&rotatetarget, &Person::players[i]->coords))
4486                     targetpoint += Person::players[0]->velocity *
4487                                    findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4488                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4489                 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4490                 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4491
4492                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4493                     Person::players[i]->forwardkeydown = 1;
4494                 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4495                           distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4496                          Person::players[0]->weaponactive != -1)
4497                     Person::players[i]->forwardkeydown = 1;
4498                 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4499                     Person::players[i]->forwardkeydown = 1;
4500                 else
4501                     Person::players[i]->forwardkeydown = 0;
4502                 //chill out around the corpse
4503                 if (Person::players[0]->dead) {
4504                     Person::players[i]->forwardkeydown = 0;
4505                     if (Random() % 10 == 0)
4506                         Person::players[i]->forwardkeydown = 1;
4507                     if (Random() % 100 == 0) {
4508                         Person::players[i]->aitype = pathfindtype;
4509                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4510                         Person::players[i]->finalpathfindpoint = -1;
4511                         Person::players[i]->targetpathfindpoint = -1;
4512                         Person::players[i]->lastpathfindpoint = -1;
4513                         Person::players[i]->lastpathfindpoint2 = -1;
4514                         Person::players[i]->lastpathfindpoint3 = -1;
4515                         Person::players[i]->lastpathfindpoint4 = -1;
4516                     }
4517                 }
4518                 Person::players[i]->leftkeydown = 0;
4519                 Person::players[i]->backkeydown = 0;
4520                 Person::players[i]->rightkeydown = 0;
4521                 Person::players[i]->crouchkeydown = 0;
4522                 Person::players[i]->throwkeydown = 0;
4523
4524                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4525                     Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4526                 //attack!!!
4527                 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4528                     Person::players[i]->attackkeydown = 1;
4529                 else
4530                     Person::players[i]->attackkeydown = 0;
4531                 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4532                     Person::players[i]->attackkeydown = 0;
4533
4534                 //TODO: wat
4535                 if (Person::players[i]->aitype != playercontrolled &&
4536                         (Person::players[i]->isIdle() ||
4537                          Person::players[i]->isCrouch() ||
4538                          Person::players[i]->isRun())) {
4539                     int target = -2;
4540                     for (unsigned j = 0; j < Person::players.size(); j++)
4541                         if (j != i && !Person::players[j]->skeleton.free &&
4542                                 Person::players[j]->hasvictim &&
4543                                 (tutoriallevel == 1 && reversaltrain ||
4544                                  Random() % 2 == 0 && difficulty == 2 ||
4545                                  Random() % 4 == 0 && difficulty == 1 ||
4546                                  Random() % 8 == 0 && difficulty == 0 ||
4547                                  Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4548                                  Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4549                                  (Random() % 2 == 0 || difficulty == 2) ||
4550                                  (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4551                                  Person::players[j]->weaponactive != -1 ||
4552                                  Person::players[j]->animTarget == swordslashanim &&
4553                                  Person::players[i]->weaponactive != -1 ||
4554                                  Person::players[j]->animTarget == staffhitanim ||
4555                                  Person::players[j]->animTarget == staffspinhitanim))
4556                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4557                                     Person::players[j]->victim == Person::players[i] &&
4558                                     (Person::players[j]->animTarget == sweepanim ||
4559                                      Person::players[j]->animTarget == spinkickanim ||
4560                                      Person::players[j]->animTarget == staffhitanim ||
4561                                      Person::players[j]->animTarget == staffspinhitanim ||
4562                                      Person::players[j]->animTarget == winduppunchanim ||
4563                                      Person::players[j]->animTarget == upunchanim ||
4564                                      Person::players[j]->animTarget == wolfslapanim ||
4565                                      Person::players[j]->animTarget == knifeslashstartanim ||
4566                                      Person::players[j]->animTarget == swordslashanim &&
4567                                      (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4568                                       Person::players[i]->weaponactive != -1))) {
4569                                 if (target >= 0)
4570                                     target = -1;
4571                                 else
4572                                     target = j;
4573                             }
4574                     if (target >= 0)
4575                         Person::players[target]->Reverse();
4576                 }
4577
4578                 if (Person::players[i]->collided < 1)
4579                     Person::players[i]->jumpkeydown = 0;
4580                 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4581                         distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4582                         Person::players[i]->onterrain &&
4583                         Person::players[i]->creature == rabbittype)
4584                     Person::players[i]->jumpkeydown = 1;
4585                 //TODO: why are we controlling the human?
4586                 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4587                     Person::players[0]->jumpkeydown = 0;
4588                 if (Person::players[0]->animTarget == jumpdownanim &&
4589                         distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4590                     Person::players[i]->crouchkeydown = 1;
4591                 if (Person::players[i]->jumpkeydown)
4592                     Person::players[i]->attackkeydown = 0;
4593
4594                 if (tutoriallevel == 1)
4595                     if (!canattack)
4596                         Person::players[i]->attackkeydown = 0;
4597
4598
4599                 XYZ facing = Person::players[i]->coords;
4600                 XYZ flatfacing = Person::players[0]->coords;
4601                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4602                 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4603                 if (Person::players[i]->occluded >= 2)
4604                     if (-1 != checkcollide(facing, flatfacing)) {
4605                         if (!Person::players[i]->pause)
4606                             Person::players[i]->lastseentime -= .2;
4607                         if (Person::players[i]->lastseentime <= 0 &&
4608                                 (Person::players[i]->creature != wolftype ||
4609                                  Person::players[i]->weaponstuck == -1)) {
4610                             Person::players[i]->aitype = searchtype;
4611                             Person::players[i]->lastchecktime = 12;
4612                             Person::players[i]->lastseen = Person::players[0]->coords;
4613                             Person::players[i]->lastseentime = 12;
4614                         }
4615                     } else
4616                         Person::players[i]->lastseentime = 1;
4617             }
4618         }
4619         if (animation[Person::players[0]->animTarget].height == highheight &&
4620                 (Person::players[i]->aitype == attacktypecutoff ||
4621                  Person::players[i]->aitype == searchtype))
4622             if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4623                 XYZ test = Person::players[0]->coords;
4624                 test.y -= 40;
4625                 if (-1 == checkcollide(Person::players[0]->coords, test))
4626                     Person::players[i]->stunned = 1;
4627             }
4628         //stunned
4629         if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4630                 Person::players[i]->stunned > 0 ||
4631                 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4632             if (Person::players[i]->pause)
4633                 Person::players[i]->lastseentime = 1;
4634             Person::players[i]->targetyaw = Person::players[i]->yaw;
4635             Person::players[i]->forwardkeydown = 0;
4636             Person::players[i]->leftkeydown = 0;
4637             Person::players[i]->backkeydown = 0;
4638             Person::players[i]->rightkeydown = 0;
4639             Person::players[i]->jumpkeydown = 0;
4640             Person::players[i]->attackkeydown = 0;
4641             Person::players[i]->crouchkeydown = 0;
4642             Person::players[i]->throwkeydown = 0;
4643         }
4644
4645
4646         XYZ facing;
4647         facing = 0;
4648         facing.z = -1;
4649
4650         XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4651         facing = flatfacing;
4652
4653         if (Person::players[i]->aitype == attacktypecutoff) {
4654             Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4655             Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4656         } else if (Person::players[i]->howactive >= typesleeping) {
4657             Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4658             Person::players[i]->targetheadpitch = 0;
4659         } else {
4660             if (Person::players[i]->interestdelay <= 0) {
4661                 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4662                 Person::players[i]->headtarget = Person::players[i]->coords;
4663                 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4664                 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4665                 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4666                 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4667             }
4668             Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4669             Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4670         }
4671     }
4672 }
4673
4674
4675
4676 void updateSettingsMenu()
4677 {
4678     char sbuf[256];
4679     if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4680         sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4681     else
4682         sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4683     Menu::setText(0, sbuf);
4684     Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4685     if (newdetail == 0) Menu::setText(1, "Detail: Low");
4686     if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4687     if (newdetail == 2) Menu::setText(1, "Detail: High");
4688     if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4689     if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4690     if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4691     if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4692     if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4693     if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4694     Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4695     Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4696     Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4697     Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4698     sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4699     Menu::setText(10, sbuf);
4700     sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4701     Menu::setText(11, sbuf);
4702     Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4703     if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4704         sprintf (sbuf, "Back");
4705     else
4706         sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4707     Menu::setText(8, sbuf);
4708 }
4709
4710 void updateStereoConfigMenu()
4711 {
4712     char sbuf[256];
4713     sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4714     Menu::setText(0, sbuf);
4715     sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4716     Menu::setText(1, sbuf);
4717     sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4718     Menu::setText(2, sbuf);
4719 }
4720
4721 void updateControlsMenu()
4722 {
4723     Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4724     Menu::setText(1, (string)"Back: "    + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4725     Menu::setText(2, (string)"Left: "    + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4726     Menu::setText(3, (string)"Right: "   + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4727     Menu::setText(4, (string)"Crouch: "  + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4728     Menu::setText(5, (string)"Jump: "    + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4729     Menu::setText(6, (string)"Draw: "    + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4730     Menu::setText(7, (string)"Throw: "   + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4731     Menu::setText(8, (string)"Attack: "  + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4732     if (debugmode)
4733         Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4734 }
4735
4736 /*
4737 Values of mainmenu :
4738 1 Main menu
4739 2 Menu pause (resume/end game)
4740 3 Option menu
4741 4 Controls configuration menu
4742 5 Main game menu (choose level or challenge)
4743 6 Deleting user menu
4744 7 User managment menu (select/add)
4745 8 Choose difficulty menu
4746 9 Challenge level selection menu
4747 10 End of the campaign congratulation (is that really a menu?)
4748 11 Same that 9 ??? => unused
4749 18 stereo configuration
4750 */
4751
4752 void Game::LoadMenu()
4753 {
4754     Menu::clearMenu();
4755     switch (mainmenu) {
4756     case 1:
4757     case 2:
4758         Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4759         Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4760         Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4761         Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4762         break;
4763     case 3:
4764         Menu::addButton( 0, "", 10 + 20, 440);
4765         Menu::addButton(14, "", 10 + 400, 440);
4766         Menu::addButton( 1, "", 10 + 60, 405);
4767         Menu::addButton( 2, "", 10 + 70, 370);
4768         Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4769         Menu::addButton( 4, "", 10   , 335);
4770         Menu::addButton( 5, "", 10 + 60, 300);
4771         Menu::addButton( 6, "", 10 + 70, 265);
4772         Menu::addButton( 9, "", 10   , 230);
4773         Menu::addButton(10, "", 20   , 195);
4774         Menu::addButton(11, "", 10 + 60, 160);
4775         Menu::addButton(13, "", 30   , 125);
4776         Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4777         Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4778         Menu::addButton(8, "Back", 10, 10);
4779         updateSettingsMenu();
4780         break;
4781     case 4:
4782         Menu::addButton(0, "", 10   , 400);
4783         Menu::addButton(1, "", 10 + 40, 360);
4784         Menu::addButton(2, "", 10 + 40, 320);
4785         Menu::addButton(3, "", 10 + 30, 280);
4786         Menu::addButton(4, "", 10 + 20, 240);
4787         Menu::addButton(5, "", 10 + 40, 200);
4788         Menu::addButton(6, "", 10 + 40, 160);
4789         Menu::addButton(7, "", 10 + 30, 120);
4790         Menu::addButton(8, "", 10 + 20, 80);
4791         if (debugmode)
4792             Menu::addButton(9, "", 10 + 10, 40);
4793         Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4794         updateControlsMenu();
4795         break;
4796     case 5: {
4797         LoadCampaign();
4798         Menu::addLabel(-1, accountactive->getName(), 5, 400);
4799         Menu::addButton(1, "Tutorial", 5, 300);
4800         Menu::addButton(2, "Challenge", 5, 240);
4801         Menu::addButton(3, "Delete User", 400, 10);
4802         Menu::addButton(4, "Main Menu", 5, 10);
4803         Menu::addButton(5, "Change User", 5, 180);
4804         Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4805
4806         //show campaign map
4807         //with (2,-5) offset from old code
4808         Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4809         //show levels
4810         int numlevels = accountactive->getCampaignChoicesMade();
4811         numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4812         for (int i = 0; i < numlevels; i++) {
4813             XYZ midpoint = campaignlevels[i].getCenter();
4814             float itemsize = campaignlevels[i].getWidth();
4815             const bool active = i >= accountactive->getCampaignChoicesMade();
4816             if (!active)
4817                 itemsize /= 2;
4818
4819             if (i >= 1) {
4820                 XYZ start = campaignlevels[i - 1].getCenter();
4821                 Menu::addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0);
4822             }
4823             Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4824                                midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4825
4826             if (active) {
4827                 Menu::addMapLabel(-2, campaignlevels[i].description,
4828                                   campaignlevels[i].getStartX() + 10,
4829                                   campaignlevels[i].getStartY() - 4);
4830             }
4831         }
4832     }
4833     break;
4834     case 6:
4835         Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4836         Menu::addButton(1, "Yes", 10, 360);
4837         Menu::addButton(2, "No", 10, 320);
4838         break;
4839     case 7:
4840         if (Account::getNbAccounts() < 8)
4841             Menu::addButton(0, "New User", 10, 400);
4842         else
4843             Menu::addLabel(0, "No More Users", 10, 400);
4844         Menu::addLabel(-2, "", 20, 400);
4845         Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
4846         for (int i = 0; i < Account::getNbAccounts(); i++)
4847             Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
4848         break;
4849     case 8:
4850         Menu::addButton(0, "Easier", 10, 400);
4851         Menu::addButton(1, "Difficult", 10, 360);
4852         Menu::addButton(2, "Insane", 10, 320);
4853         break;
4854     case 9:
4855         for (int i = 0; i < numchallengelevels; i++) {
4856             char temp[255];
4857             string name = "";
4858             sprintf (temp, "Level %d", i + 1);
4859             for (int j = strlen(temp); j < 17; j++)
4860                 strcat(temp, " ");
4861             name += temp;
4862             sprintf (temp, "%d", (int)accountactive->getHighScore(i));
4863             for (int j = strlen(temp); j < (32 - 17); j++)
4864                 strcat(temp, " ");
4865             name += temp;
4866             sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
4867             if ((int)(accountactive->getFastTime(i)) % 60 < 10)
4868                 strcat(temp, "0");
4869             name += temp;
4870             sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
4871             name += temp;
4872
4873             Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
4874         }
4875
4876         Menu::addButton(-1, "             High Score      Best Time", 10, 440);
4877         Menu::addButton(numchallengelevels, "Back", 10, 10);
4878         break;
4879     case 10: {
4880         Menu::addLabel(0, "Congratulations!", 220, 330);
4881         Menu::addLabel(1, "You have avenged your family and", 140, 300);
4882         Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
4883         Menu::addButton(3, "Back", 10, 10);
4884         char sbuf[256];
4885         sprintf(sbuf, "Your score:         %d", (int)accountactive->getCampaignScore());
4886         Menu::addLabel(4, sbuf, 190, 200);
4887         sprintf(sbuf, "Highest score:      %d", (int)accountactive->getCampaignHighScore());
4888         Menu::addLabel(5, sbuf, 190, 180);
4889     }
4890     break;
4891     case 18:
4892         Menu::addButton(0, "", 70, 400);
4893         Menu::addButton(1, "", 10, 360);
4894         Menu::addButton(2, "", 40, 320);
4895         Menu::addButton(3, "Back", 10, 10);
4896         updateStereoConfigMenu();
4897         break;
4898     }
4899 }
4900
4901 extern set<pair<int,int>> resolutions;
4902
4903 void MenuTick()
4904 {
4905     //menu buttons
4906     selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
4907
4908     // some specific case where we do something even if the left mouse button is not pressed.
4909     if ((mainmenu == 5) && (endgame == 2)) {
4910         accountactive->endGame();
4911         endgame = 0;
4912     }
4913     if (mainmenu == 10)
4914         endgame = 2;
4915     if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
4916         stereoseparation -= 0.001;
4917         updateStereoConfigMenu();
4918     }
4919
4920     static int oldmainmenu = mainmenu;
4921
4922     if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
4923         set<pair<int,int>>::iterator newscreenresolution;
4924         switch (mainmenu) {
4925         case 1:
4926         case 2:
4927             switch (selected) {
4928             case 1:
4929                 if (gameon) { //resume
4930                     mainmenu = 0;
4931                     pause_sound(stream_menutheme);
4932                     resume_stream(leveltheme);
4933                 } else { //new game
4934                     fireSound(firestartsound);
4935                     flash();
4936                     mainmenu = (accountactive ? 5 : 7);
4937                     selected = -1;
4938                 }
4939                 break;
4940             case 2: //options
4941                 fireSound();
4942                 flash();
4943                 mainmenu = 3;
4944                 if (newdetail > 2)
4945                     newdetail = detail;
4946                 if (newdetail < 0)
4947                     newdetail = detail;
4948                 if (newscreenwidth > 3000)
4949                     newscreenwidth = screenwidth;
4950                 if (newscreenwidth < 0)
4951                     newscreenwidth = screenwidth;
4952                 if (newscreenheight > 3000)
4953                     newscreenheight = screenheight;
4954                 if (newscreenheight < 0)
4955                     newscreenheight = screenheight;
4956                 break;
4957             case 3:
4958                 fireSound();
4959                 flash();
4960                 if (gameon) { //end game
4961                     gameon = 0;
4962                     mainmenu = 1;
4963                 } else { //quit
4964                     tryquit = 1;
4965                     pause_sound(stream_menutheme);
4966                 }
4967                 break;
4968             }
4969             break;
4970         case 3:
4971             fireSound();
4972             switch (selected) {
4973             case 0:
4974                 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
4975                 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
4976                 newscreenresolution++;
4977                 if (newscreenresolution == resolutions.end()) {
4978                     /* It was the last one (or not found), go back to the beginning */
4979                     newscreenresolution = resolutions.begin();
4980                 }
4981                 newscreenwidth  = newscreenresolution->first;
4982                 newscreenheight = newscreenresolution->second;
4983                 break;
4984             case 1:
4985                 newdetail++;
4986                 if (newdetail > 2)
4987                     newdetail = 0;
4988                 break;
4989             case 2:
4990                 bloodtoggle++;
4991                 if (bloodtoggle > 2)
4992                     bloodtoggle = 0;
4993                 break;
4994             case 3:
4995                 difficulty++;
4996                 if (difficulty > 2)
4997                     difficulty = 0;
4998                 break;
4999             case 4:
5000                 ismotionblur = !ismotionblur;
5001                 break;
5002             case 5:
5003                 decals = !decals;
5004                 break;
5005             case 6:
5006                 musictoggle = !musictoggle;
5007                 if (musictoggle) {
5008                     emit_stream_np(stream_menutheme);
5009                 } else {
5010                     pause_sound(leveltheme);
5011                     pause_sound(stream_fighttheme);
5012                     pause_sound(stream_menutheme);
5013
5014                     for (int i = 0; i < 4; i++) {
5015                         oldmusicvolume[i] = 0;
5016                         musicvolume[i] = 0;
5017                     }
5018                 }
5019                 break;
5020             case 7: // controls
5021                 flash();
5022                 mainmenu = 4;
5023                 selected = -1;
5024                 keyselect = -1;
5025                 break;
5026             case 8:
5027                 flash();
5028                 SaveSettings();
5029                 mainmenu = gameon ? 2 : 1;
5030                 break;
5031             case 9:
5032                 invertmouse = !invertmouse;
5033                 break;
5034             case 10:
5035                 usermousesensitivity += .2;
5036                 if (usermousesensitivity > 2)
5037                     usermousesensitivity = .2;
5038                 break;
5039             case 11:
5040                 volume += .1f;
5041                 if (volume > 1.0001f)
5042                     volume = 0;
5043                 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5044                 break;
5045             case 12:
5046                 flash();
5047                 newstereomode = stereomode;
5048                 mainmenu = 18;
5049                 keyselect = -1;
5050                 break;
5051             case 13:
5052                 showdamagebar = !showdamagebar;
5053                 break;
5054             case 14:
5055                 toggleFullscreen();
5056                 break;
5057             }
5058             updateSettingsMenu();
5059             break;
5060         case 4:
5061             if (!waiting) {
5062                 fireSound();
5063                 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5064                     keyselect = selected;
5065                 if (keyselect != -1)
5066                     setKeySelected();
5067                 if (selected == (debugmode ? 10 : 9)) {
5068                     flash();
5069                     mainmenu = 3;
5070                 }
5071             }
5072             updateControlsMenu();
5073             break;
5074         case 5:
5075             fireSound();
5076             flash();
5077             if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5078                 startbonustotal = 0;
5079
5080                 loading = 2;
5081                 loadtime = 0;
5082                 targetlevel = 7;
5083                 if (firstload)
5084                     TickOnceAfter();
5085                 else
5086                     LoadStuff();
5087                 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5088                 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5089                 visibleloading = 1;
5090                 stillloading = 1;
5091                 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5092                 campaign = 1;
5093                 mainmenu = 0;
5094                 gameon = 1;
5095                 pause_sound(stream_menutheme);
5096             }
5097             switch (selected) {
5098             case 1:
5099                 startbonustotal = 0;
5100
5101                 loading = 2;
5102                 loadtime = 0;
5103                 targetlevel = -1;
5104                 if (firstload) {
5105                     TickOnceAfter();
5106                 } else
5107                     LoadStuff();
5108                 Loadlevel(-1);
5109
5110                 mainmenu = 0;
5111                 gameon = 1;
5112                 pause_sound(stream_menutheme);
5113                 break;
5114             case 2:
5115                 mainmenu = 9;
5116                 break;
5117             case 3:
5118                 mainmenu = 6;
5119                 break;
5120             case 4:
5121                 mainmenu = (gameon ? 2 : 1);
5122                 break;
5123             case 5:
5124                 mainmenu = 7;
5125                 break;
5126             case 6:
5127                 vector<string> campaigns = ListCampaigns();
5128                 vector<string>::iterator c;
5129                 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5130                     if (!campaigns.empty())
5131                         accountactive->setCurrentCampaign(campaigns.front());
5132                 } else {
5133                     c++;
5134                     if (c == campaigns.end())
5135                         c = campaigns.begin();
5136                     accountactive->setCurrentCampaign(*c);
5137                 }
5138                 LoadMenu();
5139                 break;
5140             }
5141             break;
5142         case 6:
5143             fireSound();
5144             if (selected == 1) {
5145                 flash();
5146                 accountactive = Account::destroy(accountactive);
5147                 mainmenu = 7;
5148             } else if (selected == 2) {
5149                 flash();
5150                 mainmenu = 5;
5151             }
5152             break;
5153         case 7:
5154             fireSound();
5155             if (selected == 0 && Account::getNbAccounts() < 8) {
5156                 entername = 1;
5157             } else if (selected < Account::getNbAccounts() + 1) {
5158                 flash();
5159                 mainmenu = 5;
5160                 accountactive = Account::get(selected - 1);
5161             } else if (selected == Account::getNbAccounts() + 1) {
5162                 flash();
5163                 if (accountactive)
5164                     mainmenu = 5;
5165                 else
5166                     mainmenu = 1;
5167                 displaytext[0].clear();
5168                 displayselected = 0;
5169                 entername = 0;
5170             }
5171             break;
5172         case 8:
5173             fireSound();
5174             flash();
5175             if (selected <= 2)
5176                 accountactive->setDifficulty(selected);
5177             mainmenu = 5;
5178             break;
5179         case 9:
5180             if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5181                 fireSound();
5182                 flash();
5183
5184                 startbonustotal = 0;
5185
5186                 loading = 2;
5187                 loadtime = 0;
5188                 targetlevel = selected;
5189                 if (firstload)
5190                     TickOnceAfter();
5191                 else
5192                     LoadStuff();
5193                 Loadlevel(selected);
5194                 campaign = 0;
5195
5196                 mainmenu = 0;
5197                 gameon = 1;
5198                 pause_sound(stream_menutheme);
5199             }
5200             if (selected == numchallengelevels) {
5201                 fireSound();
5202                 flash();
5203                 mainmenu = 5;
5204             }
5205             break;
5206         case 10:
5207             if (selected == 3) {
5208                 fireSound();
5209                 flash();
5210                 mainmenu = 5;
5211             }
5212             break;
5213         case 18:
5214             if (selected == 1)
5215                 stereoseparation += 0.001;
5216             else {
5217                 fireSound();
5218                 if (selected == 0) {
5219                     newstereomode = (StereoMode)(newstereomode + 1);
5220                     while (!CanInitStereo(newstereomode)) {
5221                         printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5222                         newstereomode = (StereoMode)(newstereomode + 1);
5223                         if (newstereomode >= stereoCount)
5224                             newstereomode = stereoNone;
5225                     }
5226                 } else if (selected == 2) {
5227                     stereoreverse = !stereoreverse;
5228                 } else if (selected == 3) {
5229                     flash();
5230                     mainmenu = 3;
5231
5232                     stereomode = newstereomode;
5233                     InitStereo(stereomode);
5234                 }
5235             }
5236             updateStereoConfigMenu();
5237             break;
5238         }
5239     }
5240
5241     OPENAL_SetFrequency(channels[stream_menutheme]);
5242
5243     if (entername) {
5244         inputText(displaytext[0], &displayselected);
5245         if (!waiting) { // the input as finished
5246             if (!displaytext[0].empty()) { // with enter
5247                 accountactive = Account::add(string(displaytext[0]));
5248
5249                 mainmenu = 8;
5250
5251                 flash();
5252
5253                 fireSound(firestartsound);
5254
5255                 displaytext[0].clear();
5256
5257                 displayselected = 0;
5258             }
5259             entername = 0;
5260             LoadMenu();
5261         }
5262
5263         displayblinkdelay -= multiplier;
5264         if (displayblinkdelay <= 0) {
5265             displayblinkdelay = .3;
5266             displayblink = !displayblink;
5267         }
5268     }
5269
5270     if (entername) {
5271         Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5272         Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5273     }
5274
5275     if (oldmainmenu != mainmenu)
5276         LoadMenu();
5277     oldmainmenu = mainmenu;
5278
5279 }
5280
5281 void Game::Tick()
5282 {
5283     static XYZ facing, flatfacing;
5284     static int target;
5285
5286     for (int i = 0; i < 15; i++) {
5287         displaytime[i] += multiplier;
5288     }
5289
5290     Input::Tick();
5291
5292     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5293         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5294             stereoreverse = true;
5295         else
5296             stereoreverse = false;
5297
5298         if (stereoreverse)
5299             printf("Stereo reversed\n");
5300         else
5301             printf("Stereo unreversed\n");
5302     }
5303
5304     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5305         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5306             stereoseparation -= 0.001;
5307         else
5308             stereoseparation -= 0.010;
5309         printf("Stereo decreased increased to %f\n", stereoseparation);
5310     }
5311
5312     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5313         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5314             stereoseparation += 0.001;
5315         else
5316             stereoseparation += 0.010;
5317         printf("Stereo separation increased to %f\n", stereoseparation);
5318     }
5319
5320
5321     if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5322         if (tutorialstage != 51)
5323             tutorialstagetime = tutorialmaxtime;
5324         emit_sound_np(consolefailsound, 128.);
5325     }
5326
5327     /*
5328     Values of mainmenu :
5329     1 Main menu
5330     2 Menu pause (resume/end game)
5331     3 Option menu
5332     4 Controls configuration menu
5333     5 Main game menu (choose level or challenge)
5334     6 Deleting user menu
5335     7 User managment menu (select/add)
5336     8 Choose difficulty menu
5337     9 Challenge level selection menu
5338     10 End of the campaign congratulation (is that really a menu?)
5339     11 Same that 9 ??? => unused
5340     18 stereo configuration
5341     */
5342
5343     if (!console) {
5344         //campaign over?
5345         if (mainmenu && endgame == 1)
5346             mainmenu = 10;
5347         //go to level select after completing a campaign level
5348         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5349             mainmenu = 5;
5350             gameon = 0;
5351             winfreeze = 0;
5352             fireSound();
5353             flash();
5354             if (musictoggle) {
5355                 OPENAL_SetFrequency(OPENAL_ALL);
5356                 emit_stream_np(stream_menutheme);
5357                 pause_sound(leveltheme);
5358             }
5359             LoadMenu();
5360         }
5361         //escape key pressed
5362         if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5363                 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5364             selected = -1;
5365             if (mainmenu == 0 && !winfreeze)
5366                 mainmenu = 2; //pause
5367             else if (mainmenu == 1 || mainmenu == 2) {
5368                 mainmenu = 0; //unpause
5369             }
5370             //play menu theme
5371             if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5372                 OPENAL_SetFrequency(OPENAL_ALL);
5373                 emit_stream_np(stream_menutheme);
5374                 pause_sound(leveltheme);
5375             }
5376             //on resume, play level music
5377             if (!mainmenu) {
5378                 pause_sound(stream_menutheme);
5379                 resume_stream(leveltheme);
5380             }
5381             //finished with settings menu
5382             if (mainmenu == 3) {
5383                 SaveSettings();
5384             }
5385             //effects
5386             if (mainmenu >= 3 && mainmenu != 8) {
5387                 fireSound();
5388                 flash();
5389             }
5390             //go back
5391             switch (mainmenu) {
5392             case 3:
5393             case 5:
5394                 mainmenu = gameon ? 2 : 1;
5395                 break;
5396             case 4:
5397             case 18:
5398                 mainmenu = 3;
5399                 break;
5400             case 6:
5401             case 7:
5402             case 9:
5403             case 10:
5404                 mainmenu = 5;
5405                 break;
5406             }
5407         }
5408     }
5409
5410     if (mainmenu) {
5411         MenuTick();
5412     }
5413
5414     if (!mainmenu) {
5415         if (hostile == 1)
5416             hostiletime += multiplier;
5417         else
5418             hostiletime = 0;
5419         if (!winfreeze)
5420             leveltime += multiplier;
5421
5422         //keys
5423         if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5424             freeze = !freeze;
5425             if (freeze) {
5426                 OPENAL_SetFrequency(OPENAL_ALL);
5427             }
5428         }
5429
5430         if (Input::isKeyPressed(consolekey) && debugmode) {
5431             console = !console;
5432             if (console) {
5433                 OPENAL_SetFrequency(OPENAL_ALL);
5434             } else {
5435                 freeze = 0;
5436                 waiting = false;
5437             }
5438         }
5439
5440         if (console)
5441             freeze = 1;
5442         if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5443             inputText(consoletext[0], &consoleselected);
5444             if (!waiting) {
5445                 if (!consoletext[0].empty()) {
5446                     cmd_dispatch(consoletext[0]);
5447                     for (int k = 14; k >= 1; k--) {
5448                         consoletext[k] = consoletext[k - 1];
5449                     }
5450                     consoletext[0].clear();
5451                     consoleselected = 0;
5452                 }
5453             }
5454
5455             consoleblinkdelay -= multiplier;
5456             if (consoleblinkdelay <= 0) {
5457                 consoleblinkdelay = .3;
5458                 consoleblink = !consoleblink;
5459             }
5460         }
5461
5462         static int oldwinfreeze;
5463         if (winfreeze && !oldwinfreeze) {
5464             OPENAL_SetFrequency(OPENAL_ALL);
5465             emit_sound_np(consolesuccesssound);
5466         }
5467         if (winfreeze == 0)
5468             oldwinfreeze = winfreeze;
5469         else
5470             oldwinfreeze++;
5471
5472         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5473             if (winfreeze)
5474                 winfreeze = 0;
5475         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5476             if (console) {
5477                 console = false;
5478                 freeze = 0;
5479             } else if (winfreeze) {
5480                 mainmenu = 9;
5481                 gameon = 0;
5482             }
5483         }
5484
5485
5486
5487         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5488
5489             //dialogues
5490             static float talkdelay = 0;
5491
5492             if (Dialog::inDialog())
5493                 talkdelay = 1;
5494             talkdelay -= multiplier;
5495
5496             if (talkdelay <= 0 && !Dialog::inDialog() && animation[Person::players[0]->animTarget].height != highheight) {
5497                 for (int i = 0; i < Dialog::dialogs.size(); i++) {
5498                     Dialog::dialogs[i].tick(i);
5499                 }
5500             }
5501
5502             windvar += multiplier;
5503             smoketex += multiplier;
5504             tutorialstagetime += multiplier;
5505
5506             //hotspots
5507             static float hotspotvisual[40];
5508             if (numhotspots) {
5509                 XYZ hotspotsprite;
5510                 if (editorenabled)
5511                     for (int i = 0; i < numhotspots; i++)
5512                         hotspotvisual[i] -= multiplier / 320;
5513
5514                 for (int i = 0; i < numhotspots; i++) {
5515                     while (hotspotvisual[i] < 0) {
5516                         hotspotsprite = 0;
5517                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5518                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5519                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5520                         hotspotsprite += hotspot[i];
5521                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5522                         hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5523                     }
5524                 }
5525
5526                 for (int i = 0; i < numhotspots; i++) {
5527                     if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5528                         hotspot[i] = Person::players[hotspottype[i]]->coords;
5529                     }
5530                 }
5531             }
5532
5533             //Tutorial
5534             if (tutoriallevel) {
5535                 doTutorial();
5536             }
5537
5538             //bonuses
5539             if (tutoriallevel != 1) {
5540                 if (bonustime == 0 &&
5541                         bonus != solidhit &&
5542                         bonus != spinecrusher &&
5543                         bonus != tracheotomy &&
5544                         bonus != backstab &&
5545                         bonusvalue > 10) {
5546                     emit_sound_np(consolesuccesssound);
5547                 }
5548             } else if (bonustime == 0) {
5549                 emit_sound_np(fireendsound);
5550             }
5551             if (bonustime == 0) {
5552                 if (bonus != solidhit &&
5553                         bonus != twoxcombo &&
5554                         bonus != threexcombo &&
5555                         bonus != fourxcombo &&
5556                         bonus != megacombo)
5557                     bonusnum[bonus]++;
5558                 else
5559                     bonusnum[bonus] += 0.15;
5560                 if (tutoriallevel)
5561                     bonusvalue = 0;
5562                 bonusvalue /= bonusnum[bonus];
5563                 bonustotal += bonusvalue;
5564             }
5565             bonustime += multiplier;
5566
5567             //snow effects
5568             if (environment == snowyenvironment) {
5569                 precipdelay -= multiplier;
5570                 while (precipdelay < 0) {
5571                     precipdelay += .04;
5572                     if (!detail)
5573                         precipdelay += .04;
5574                     XYZ footvel, footpoint;
5575
5576                     footvel = 0;
5577                     footpoint = viewer + viewerfacing * 6;
5578                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5579                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5580                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5581                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5582                 }
5583             }
5584
5585
5586             doAerialAcrobatics();
5587
5588
5589             static XYZ oldviewer;
5590
5591             //control keys
5592             if (!Dialog::inDialog()) {
5593                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5594                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5595                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5596                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5597                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5598                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5599                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5600                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5601             } else {
5602                 Person::players[0]->forwardkeydown = 0;
5603                 Person::players[0]->leftkeydown = 0;
5604                 Person::players[0]->backkeydown = 0;
5605                 Person::players[0]->rightkeydown = 0;
5606                 Person::players[0]->jumpkeydown = 0;
5607                 Person::players[0]->crouchkeydown = 0;
5608                 Person::players[0]->drawkeydown = 0;
5609                 Person::players[0]->throwkeydown = 0;
5610             }
5611
5612             if (!Person::players[0]->jumpkeydown)
5613                 Person::players[0]->jumpclimb = 0;
5614
5615
5616             if (Dialog::inDialog()) {
5617                 cameramode = 1;
5618                 if (Dialog::directing) {
5619                     facing = 0;
5620                     facing.z = -1;
5621
5622                     facing = DoRotation(facing, -pitch, 0, 0);
5623                     facing = DoRotation(facing, 0, 0 - yaw, 0);
5624
5625                     flatfacing = 0;
5626                     flatfacing.z = -1;
5627
5628                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5629
5630                     if (Input::isKeyDown(forwardkey))
5631                         viewer += facing * multiplier * 4;
5632                     if (Input::isKeyDown(backkey))
5633                         viewer -= facing * multiplier * 4;
5634                     if (Input::isKeyDown(leftkey))
5635                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5636                     if (Input::isKeyDown(rightkey))
5637                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5638                     if (Input::isKeyDown(jumpkey))
5639                         viewer.y += multiplier * 4;
5640                     if (Input::isKeyDown(crouchkey))
5641                         viewer.y -= multiplier * 4;
5642                     if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
5643                              Input::isKeyPressed(SDL_SCANCODE_2) ||
5644                              Input::isKeyPressed(SDL_SCANCODE_3) ||
5645                              Input::isKeyPressed(SDL_SCANCODE_4) ||
5646                              Input::isKeyPressed(SDL_SCANCODE_5) ||
5647                              Input::isKeyPressed(SDL_SCANCODE_6) ||
5648                              Input::isKeyPressed(SDL_SCANCODE_7) ||
5649                              Input::isKeyPressed(SDL_SCANCODE_8) ||
5650                              Input::isKeyPressed(SDL_SCANCODE_9) ||
5651                              Input::isKeyPressed(SDL_SCANCODE_0) ||
5652                              Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5653                         int whichend;
5654                         if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5655                         if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5656                         if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5657                         if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5658                         if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5659                         if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5660                         if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5661                         if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5662                         if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5663                         if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5664                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5665                             whichend = -1;
5666                         if (whichend != -1) {
5667                             Dialog::currentScene().participantfocus = whichend;
5668                             Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
5669                             Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
5670                         }
5671                         if (whichend == -1) {
5672                             Dialog::currentScene().participantfocus = -1;
5673                         }
5674                         /* FIXME: potentially accessing -1 in Person::players! */
5675                         if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5676                             Dialog::indialogue = -1;
5677                             Dialog::directing = false;
5678                             cameramode = 0;
5679                         }
5680                         Dialog::currentScene().camera = viewer;
5681                         Dialog::currentScene().camerayaw = yaw;
5682                         Dialog::currentScene().camerapitch = pitch;
5683                         Dialog::indialogue++;
5684                         if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5685                             if (Dialog::currentScene().sound != 0) {
5686                                 playdialoguescenesound();
5687                             }
5688                         }
5689
5690                         for (unsigned j = 0; j < Person::players.size(); j++) {
5691                             Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
5692                         }
5693                     }
5694                     //TODO: should these be KeyDown or KeyPressed?
5695                     if (     Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5696                              Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5697                              Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5698                              Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5699                              Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5700                              Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5701                              Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5702                              Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5703                              Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5704                              Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5705                         int whichend;
5706                         if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5707                         if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5708                         if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5709                         if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5710                         if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5711                         if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5712                         if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5713                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5714                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5715                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5716                         Dialog::currentScene().participantfacing[whichend] = facing;
5717                     }
5718                     if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5719                         Dialog::indialogue = -1;
5720                         Dialog::directing = false;
5721                         cameramode = 0;
5722                     }
5723                 }
5724                 if (!Dialog::directing) {
5725                     pause_sound(whooshsound);
5726                     viewer = Dialog::currentScene().camera;
5727                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5728                     yaw = Dialog::currentScene().camerayaw;
5729                     pitch = Dialog::currentScene().camerapitch;
5730                     if (Dialog::dialoguetime > 0.5) {
5731                         if (Input::isKeyPressed(attackkey)) {
5732                             Dialog::indialogue++;
5733                             if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5734                                 if (Dialog::currentScene().sound != 0) {
5735                                     playdialoguescenesound();
5736                                     if (Dialog::currentScene().sound == -5) {
5737                                         hotspot[numhotspots] = Person::players[0]->coords;
5738                                         hotspotsize[numhotspots] = 10;
5739                                         hotspottype[numhotspots] = -1;
5740
5741                                         numhotspots++;
5742                                     }
5743                                     if (Dialog::currentScene().sound == -6) {
5744                                         hostile = 1;
5745                                     }
5746
5747                                     if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5748                                         Dialog::indialogue = -1;
5749                                         Dialog::directing = false;
5750                                         cameramode = 0;
5751                                     }
5752                                 }
5753                             }
5754                         }
5755                     }
5756                     if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5757                         Dialog::indialogue = -1;
5758                         Dialog::directing = false;
5759                         cameramode = 0;
5760                         if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
5761                             hostile = 1;
5762                         }
5763                         if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
5764                             windialogue = true;
5765                         }
5766                         if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
5767                             hostile = 1;
5768                             for (unsigned i = 1; i < Person::players.size(); i++) {
5769                                 Person::players[i]->aitype = attacktypecutoff;
5770                             }
5771                         }
5772                     }
5773                 }
5774             }
5775
5776             if (!Person::players[0]->jumpkeydown) {
5777                 Person::players[0]->jumptogglekeydown = 0;
5778             }
5779             if (Person::players[0]->jumpkeydown &&
5780                     Person::players[0]->animTarget != jumpupanim &&
5781                     Person::players[0]->animTarget != jumpdownanim &&
5782                     !Person::players[0]->isFlip())
5783                 Person::players[0]->jumptogglekeydown = 1;
5784
5785
5786             Dialog::dialoguetime += multiplier;
5787             hawkyaw += multiplier * 25;
5788             realhawkcoords = 0;
5789             realhawkcoords.x = 25;
5790             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
5791             hawkcalldelay -= multiplier / 2;
5792
5793             if (hawkcalldelay <= 0) {
5794                 emit_sound_at(hawksound, realhawkcoords);
5795
5796                 hawkcalldelay = 16 + abs(Random() % 8);
5797             }
5798
5799             doDebugKeys();
5800
5801             doAttacks();
5802
5803             doPlayerCollisions();
5804
5805             doJumpReversals();
5806
5807             for (unsigned k = 0; k < Person::players.size(); k++)
5808                 if (k != 0 && Person::players[k]->immobile)
5809                     Person::players[k]->coords = Person::players[k]->realoldcoords;
5810
5811             for (unsigned k = 0; k < Person::players.size(); k++) {
5812                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5813                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5814                         Person::players[k]->DoDamage(1000);
5815                     }
5816                 }
5817             }
5818
5819             //respawn
5820             static bool respawnkeydown;
5821             if (!editorenabled &&
5822                     (whichlevel != -2 &&
5823                      (Input::isKeyDown(SDL_SCANCODE_Z) &&
5824                       Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5825                       debugmode) ||
5826                      (Input::isKeyDown(jumpkey) &&
5827                       !respawnkeydown &&
5828                       !oldattackkey &&
5829                       Person::players[0]->dead))) {
5830                 targetlevel = whichlevel;
5831                 loading = 1;
5832                 leveltime = 5;
5833             }
5834             if (!Input::isKeyDown(jumpkey))
5835                 respawnkeydown = 0;
5836             if (Input::isKeyDown(jumpkey))
5837                 respawnkeydown = 1;
5838
5839
5840
5841
5842             static bool movekey;
5843
5844             //?
5845             for (unsigned i = 0; i < Person::players.size(); i++) {
5846                 static float oldtargetyaw;
5847                 if (!Person::players[i]->skeleton.free) {
5848                     oldtargetyaw = Person::players[i]->targetyaw;
5849                     if (i == 0 && !Dialog::inDialog()) {
5850                         //TODO: refactor repetitive code
5851                         if (!animation[Person::players[0]->animTarget].attack &&
5852                                 Person::players[0]->animTarget != staggerbackhighanim &&
5853                                 Person::players[0]->animTarget != staggerbackhardanim &&
5854                                 Person::players[0]->animTarget != crouchremoveknifeanim &&
5855                                 Person::players[0]->animTarget != removeknifeanim &&
5856                                 Person::players[0]->animTarget != backhandspringanim &&
5857                                 Person::players[0]->animTarget != dodgebackanim &&
5858                                 Person::players[0]->animTarget != walljumprightkickanim &&
5859                                 Person::players[0]->animTarget != walljumpleftkickanim) {
5860                             if (cameramode)
5861                                 Person::players[0]->targetyaw = 0;
5862                             else
5863                                 Person::players[0]->targetyaw = -yaw + 180;
5864                         }
5865
5866                         facing = 0;
5867                         facing.z = -1;
5868
5869                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5870                         if (cameramode) {
5871                             facing = flatfacing;
5872                         } else {
5873                             facing = DoRotation(facing, -pitch, 0, 0);
5874                             facing = DoRotation(facing, 0, 0 - yaw, 0);
5875                         }
5876
5877                         Person::players[0]->lookyaw = -yaw;
5878
5879                         Person::players[i]->targetheadyaw = yaw;
5880                         Person::players[i]->targetheadpitch = pitch;
5881                     }
5882                     if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5883                         if (!animation[Person::players[i]->animTarget].attack &&
5884                                 Person::players[i]->animTarget != staggerbackhighanim &&
5885                                 Person::players[i]->animTarget != staggerbackhardanim &&
5886                                 Person::players[i]->animTarget != crouchremoveknifeanim &&
5887                                 Person::players[i]->animTarget != removeknifeanim &&
5888                                 Person::players[i]->animTarget != backhandspringanim &&
5889                                 Person::players[i]->animTarget != dodgebackanim &&
5890                                 Person::players[i]->animTarget != walljumprightkickanim &&
5891                                 Person::players[i]->animTarget != walljumpleftkickanim) {
5892                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5893                         }
5894
5895                         facing = 0;
5896                         facing.z = -1;
5897
5898                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5899
5900                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5901                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5902
5903                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5904                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5905                     }
5906                     if (Dialog::inDialog()) {
5907                         Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5908                         Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5909                     }
5910
5911                     if (leveltime < .5)
5912                         numenvsounds = 0;
5913
5914                     Person::players[i]->avoidsomething = 0;
5915
5916                     //avoid flaming things
5917                     for (int j = 0; j < objects.numobjects; j++)
5918                         if (objects.onfire[j])
5919                             if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5920                                 if (     distsq(&Person::players[i]->coords, &objects.position[j]) <
5921                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5922                                     Person::players[i]->collided = 0;
5923                                     Person::players[i]->avoidcollided = 1;
5924                                     if (Person::players[i]->avoidsomething == 0 ||
5925                                             distsq(&Person::players[i]->coords, &objects.position[j]) <
5926                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5927                                         Person::players[i]->avoidwhere = objects.position[j];
5928                                         Person::players[i]->avoidsomething = 1;
5929                                     }
5930                                 }
5931
5932                     //avoid flaming players
5933                     for (unsigned j = 0; j < Person::players.size(); j++)
5934                         if (Person::players[j]->onfire)
5935                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5936                                 if (     distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5937                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5938                                     Person::players[i]->collided = 0;
5939                                     Person::players[i]->avoidcollided = 1;
5940                                     if (Person::players[i]->avoidsomething == 0 ||
5941                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5942                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5943                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
5944                                         Person::players[i]->avoidsomething = 1;
5945                                     }
5946                                 }
5947
5948                     if (Person::players[i]->collided > .8)
5949                         Person::players[i]->avoidcollided = 0;
5950
5951                     doAI(i);
5952
5953                     if (animation[Person::players[i]->animTarget].attack == reversed) {
5954                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
5955                         Person::players[i]->forwardkeydown = 0;
5956                         Person::players[i]->leftkeydown = 0;
5957                         Person::players[i]->backkeydown = 0;
5958                         Person::players[i]->rightkeydown = 0;
5959                         Person::players[i]->jumpkeydown = 0;
5960                         Person::players[i]->attackkeydown = 0;
5961                         //Person::players[i]->crouchkeydown=0;
5962                         Person::players[i]->throwkeydown = 0;
5963                     }
5964
5965                     if (Dialog::inDialog()) {
5966                         Person::players[i]->forwardkeydown = 0;
5967                         Person::players[i]->leftkeydown = 0;
5968                         Person::players[i]->backkeydown = 0;
5969                         Person::players[i]->rightkeydown = 0;
5970                         Person::players[i]->jumpkeydown = 0;
5971                         Person::players[i]->crouchkeydown = 0;
5972                         Person::players[i]->drawkeydown = 0;
5973                         Person::players[i]->throwkeydown = 0;
5974                     }
5975
5976                     if (Person::players[i]->collided < -.3)
5977                         Person::players[i]->collided = -.3;
5978                     if (Person::players[i]->collided > 1)
5979                         Person::players[i]->collided = 1;
5980                     Person::players[i]->collided -= multiplier * 4;
5981                     Person::players[i]->whichdirectiondelay -= multiplier;
5982                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5983                         Person::players[i]->avoidcollided = -.3;
5984                         Person::players[i]->whichdirection = abs(Random() % 2);
5985                         Person::players[i]->whichdirectiondelay = .4;
5986                     }
5987                     if (Person::players[i]->avoidcollided > 1)
5988                         Person::players[i]->avoidcollided = 1;
5989                     Person::players[i]->avoidcollided -= multiplier / 4;
5990                     if (!Person::players[i]->skeleton.free) {
5991                         Person::players[i]->stunned -= multiplier;
5992                         Person::players[i]->surprised -= multiplier;
5993                     }
5994                     if (i != 0 && Person::players[i]->surprised <= 0 &&
5995                             Person::players[i]->aitype == attacktypecutoff &&
5996                             !Person::players[i]->dead &&
5997                             !Person::players[i]->skeleton.free &&
5998                             animation[Person::players[i]->animTarget].attack == neutral)
5999                         numresponded = 1;
6000
6001                     if (!Person::players[i]->throwkeydown)
6002                         Person::players[i]->throwtogglekeydown = 0;
6003
6004                     //pick up weapon
6005                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6006                         if (Person::players[i]->weaponactive == -1 &&
6007                                 Person::players[i]->num_weapons < 2 &&
6008                                 (Person::players[i]->isIdle() ||
6009                                  Person::players[i]->isCrouch() ||
6010                                  Person::players[i]->animTarget == sneakanim ||
6011                                  Person::players[i]->animTarget == rollanim ||
6012                                  Person::players[i]->animTarget == backhandspringanim ||
6013                                  Person::players[i]->isFlip() ||
6014                                  Person::players[i]->aitype != playercontrolled)) {
6015                             for (unsigned j = 0; j < weapons.size(); j++) {
6016                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6017                                         Person::players[i]->aitype == playercontrolled) &&
6018                                         weapons[j].owner == -1 &&
6019                                         Person::players[i]->weaponactive == -1)
6020                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6021                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6022                                             if (Person::players[i]->isCrouch() ||
6023                                                     Person::players[i]->animTarget == sneakanim ||
6024                                                     Person::players[i]->isRun() ||
6025                                                     Person::players[i]->isIdle() ||
6026                                                     Person::players[i]->aitype != playercontrolled) {
6027                                                 Person::players[i]->throwtogglekeydown = 1;
6028                                                 Person::players[i]->setAnimation(crouchremoveknifeanim);
6029                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6030                                                 Person::players[i]->hasvictim = 0;
6031                                             }
6032                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6033                                                 Person::players[i]->throwtogglekeydown = 1;
6034                                                 Person::players[i]->hasvictim = 0;
6035
6036                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6037                                                         Person::players[i]->aitype == playercontrolled) &&
6038                                                         weapons[j].owner == -1 ||
6039                                                         Person::players[i]->victim &&
6040                                                         weapons[j].owner == int(Person::players[i]->victim->id))
6041                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6042                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6043                                                             if (weapons[j].getType() != staff)
6044                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6045
6046                                                             Person::players[i]->takeWeapon(j);
6047                                                         }
6048                                             }
6049                                         } else if ((Person::players[i]->isIdle() ||
6050                                                     Person::players[i]->isFlip() ||
6051                                                     Person::players[i]->aitype != playercontrolled) &&
6052                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6053                                                    Person::players[i]->coords.y < weapons[j].position.y) {
6054                                             if (!Person::players[i]->isFlip()) {
6055                                                 Person::players[i]->throwtogglekeydown = 1;
6056                                                 Person::players[i]->setAnimation(removeknifeanim);
6057                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6058                                             }
6059                                             if (Person::players[i]->isFlip()) {
6060                                                 Person::players[i]->throwtogglekeydown = 1;
6061                                                 Person::players[i]->hasvictim = 0;
6062
6063                                                 for (unsigned k = 0; k < weapons.size(); k++) {
6064                                                     if (Person::players[i]->weaponactive == -1)
6065                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6066                                                                 Person::players[i]->aitype == playercontrolled) &&
6067                                                                 weapons[k].owner == -1 ||
6068                                                                 Person::players[i]->victim &&
6069                                                                 weapons[k].owner == int(Person::players[i]->victim->id))
6070                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6071                                                                     Person::players[i]->weaponactive == -1) {
6072                                                                 if (weapons[k].getType() != staff)
6073                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6074
6075                                                                 Person::players[i]->takeWeapon(k);
6076                                                             }
6077                                                 }
6078                                             }
6079                                         }
6080                                     }
6081                             }
6082                             if (Person::players[i]->isCrouch() ||
6083                                     Person::players[i]->animTarget == sneakanim ||
6084                                     Person::players[i]->isRun() ||
6085                                     Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6086                                     Person::players[i]->animTarget == backhandspringanim) {
6087                                 if (Person::players.size() > 1)
6088                                     for (unsigned j = 0; j < Person::players.size(); j++) {
6089                                         if (Person::players[i]->weaponactive == -1)
6090                                             if (j != i)
6091                                                 if (Person::players[j]->num_weapons &&
6092                                                         Person::players[j]->skeleton.free &&
6093                                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6094                                                         (((Person::players[j]->skeleton.forward.y < 0 &&
6095                                                            Person::players[j]->weaponstuckwhere == 0) ||
6096                                                           (Person::players[j]->skeleton.forward.y > 0 &&
6097                                                            Person::players[j]->weaponstuckwhere == 1)) ||
6098                                                          Person::players[j]->weaponstuck == -1 ||
6099                                                          Person::players[j]->num_weapons > 1)) {
6100                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6101                                                         Person::players[i]->throwtogglekeydown = 1;
6102                                                         Person::players[i]->victim = Person::players[j];
6103                                                         Person::players[i]->hasvictim = 1;
6104                                                         Person::players[i]->setAnimation(crouchremoveknifeanim);
6105                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6106                                                     }
6107                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6108                                                         Person::players[i]->throwtogglekeydown = 1;
6109                                                         Person::players[i]->victim = Person::players[j];
6110                                                         Person::players[i]->hasvictim = 1;
6111                                                         int k = Person::players[j]->weaponids[0];
6112                                                         if (Person::players[i]->hasvictim) {
6113                                                             bool fleshstuck;
6114                                                             fleshstuck = 0;
6115                                                             if (Person::players[i]->victim->weaponstuck != -1) {
6116                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6117                                                                     fleshstuck = 1;
6118                                                                 }
6119                                                             }
6120                                                             if (!fleshstuck) {
6121                                                                 if (weapons[k].getType() != staff)
6122                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6123                                                             }
6124                                                             if (fleshstuck)
6125                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6126
6127                                                             if (weapons[k].owner != -1) {
6128                                                                 if (Person::players[i]->victim->num_weapons == 1)
6129                                                                     Person::players[i]->victim->num_weapons = 0;
6130                                                                 else
6131                                                                     Person::players[i]->victim->num_weapons = 1;
6132
6133                                                                 Person::players[i]->victim->skeleton.longdead = 0;
6134                                                                 Person::players[i]->victim->skeleton.free = 1;
6135                                                                 Person::players[i]->victim->skeleton.broken = 0;
6136
6137                                                                 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6138                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6139                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
6140                                                                 }
6141
6142                                                                 XYZ relative;
6143                                                                 relative = 0;
6144                                                                 relative.y = 10;
6145                                                                 Normalise(&relative);
6146                                                                 XYZ footvel, footpoint;
6147                                                                 footvel = 0;
6148                                                                 footpoint = weapons[k].position;
6149                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
6150                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6151                                                                         if (bloodtoggle)
6152                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6153                                                                         weapons[k].bloody = 2;
6154                                                                         weapons[k].blooddrip = 5;
6155                                                                         Person::players[i]->victim->weaponstuck = -1;
6156                                                                         Person::players[i]->victim->bloodloss += 2000;
6157                                                                         Person::players[i]->victim->DoDamage(2000);
6158                                                                     }
6159                                                                 }
6160                                                                 if (Person::players[i]->victim->num_weapons > 0) {
6161                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6162                                                                         Person::players[i]->victim->weaponstuck = 0;
6163                                                                     if (Person::players[i]->victim->weaponids[0] == k)
6164                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6165                                                                 }
6166
6167                                                                 Person::players[i]->victim->weaponactive = -1;
6168
6169                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6170                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
6171                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6172                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6173                                                             }
6174                                                             Person::players[i]->takeWeapon(k);
6175                                                         }
6176                                                     }
6177                                                 }
6178                                     }
6179                             }
6180                         }
6181                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6182                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6183                                 if (Person::players[i]->isIdle() ||
6184                                         Person::players[i]->isRun() ||
6185                                         Person::players[i]->isCrouch() ||
6186                                         Person::players[i]->animTarget == sneakanim ||
6187                                         Person::players[i]->isFlip())
6188                                     if (Person::players.size() > 1)
6189                                         for (unsigned j = 0; j < Person::players.size(); j++) {
6190                                             if (i != j)
6191                                                 if (tutoriallevel != 1 || tutorialstage == 49)
6192                                                     if (hostile)
6193                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6194                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6195                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6196                                                                 !Person::players[j]->skeleton.free &&
6197                                                                 -1 == 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)) {
6198                                                             if (!Person::players[i]->isFlip()) {
6199                                                                 Person::players[i]->throwtogglekeydown = 1;
6200                                                                 Person::players[i]->victim = Person::players[j];
6201                                                                 Person::players[i]->setAnimation(knifethrowanim);
6202                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6203                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6204                                                             }
6205                                                             if (Person::players[i]->isFlip()) {
6206                                                                 if (Person::players[i]->weaponactive != -1) {
6207                                                                     Person::players[i]->throwtogglekeydown = 1;
6208                                                                     Person::players[i]->victim = Person::players[j];
6209                                                                     XYZ aim;
6210                                                                     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);
6211                                                                     Normalise(&aim);
6212
6213                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6214
6215                                                                     weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6216                                                                     Person::players[i]->num_weapons--;
6217                                                                     if (Person::players[i]->num_weapons) {
6218                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6219                                                                     }
6220                                                                     Person::players[i]->weaponactive = -1;
6221                                                                 }
6222                                                             }
6223                                                         }
6224                                         }
6225                             }
6226                         }
6227                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6228                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6229                                 Person::players[i]->throwtogglekeydown = 1;
6230                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
6231                                 if (tempVelocity.x == 0)
6232                                     tempVelocity.x = .1;
6233                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6234                                 Person::players[i]->num_weapons--;
6235                                 if (Person::players[i]->num_weapons) {
6236                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6237                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6238                                         Person::players[i]->weaponstuck = 0;
6239                                 }
6240
6241                                 Person::players[i]->weaponactive = -1;
6242                                 for (unsigned j = 0; j < Person::players.size(); j++) {
6243                                     Person::players[j]->wentforweapon = 0;
6244                                 }
6245                             }
6246                         }
6247
6248                     }
6249
6250                     //draw weapon
6251                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6252                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6253                                 (Person::players[i]->num_weapons == 2) &&
6254                                 (Person::players[i]->weaponactive == -1) &&
6255                                 Person::players[i]->isIdle() ||
6256                                 Person::players[0]->dead &&
6257                                 (Person::players[i]->weaponactive != -1) &&
6258                                 i != 0) {
6259                             bool isgood = true;
6260                             if (Person::players[i]->weaponactive != -1)
6261                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6262                                     isgood = false;
6263                             if (isgood && Person::players[i]->creature != wolftype) {
6264                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6265                                     Person::players[i]->setAnimation(drawrightanim);
6266                                     Person::players[i]->drawtogglekeydown = 1;
6267                                 }
6268                                 if ((Person::players[i]->isIdle() ||
6269                                         (Person::players[i]->aitype != playercontrolled &&
6270                                          Person::players[0]->weaponactive != -1 &&
6271                                          Person::players[i]->isRun())) &&
6272                                         Person::players[i]->num_weapons &&
6273                                         weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6274                                     Person::players[i]->setAnimation(drawleftanim);
6275                                     Person::players[i]->drawtogglekeydown = 1;
6276                                 }
6277                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6278                                     Person::players[i]->setAnimation(crouchdrawrightanim);
6279                                     Person::players[i]->drawtogglekeydown = 1;
6280                                 }
6281                             }
6282                         }
6283                     }
6284
6285                     //clean weapon
6286                     if (Person::players[i]->weaponactive != -1) {
6287                         if (Person::players[i]->isCrouch() &&
6288                                 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6289                                 bloodtoggle &&
6290                                 Person::players[i]->onterrain &&
6291                                 Person::players[i]->num_weapons &&
6292                                 Person::players[i]->attackkeydown &&
6293                                 musictype != stream_fighttheme) {
6294                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6295                                 Person::players[i]->setAnimation(crouchstabanim);
6296                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6297                                 Person::players[i]->setAnimation(swordgroundstabanim);
6298                             Person::players[i]->hasvictim = 0;
6299                         }
6300                     }
6301
6302                     if (!Person::players[i]->drawkeydown)
6303                         Person::players[i]->drawtogglekeydown = 0;
6304
6305                     XYZ absflatfacing;
6306                     if (i == 0) {
6307                         absflatfacing = 0;
6308                         absflatfacing.z = -1;
6309
6310                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6311                     } else
6312                         absflatfacing = flatfacing;
6313
6314                     if (Dialog::inDialog()) {
6315                         Person::players[i]->forwardkeydown = 0;
6316                         Person::players[i]->leftkeydown = 0;
6317                         Person::players[i]->backkeydown = 0;
6318                         Person::players[i]->rightkeydown = 0;
6319                         Person::players[i]->jumpkeydown = 0;
6320                         Person::players[i]->crouchkeydown = 0;
6321                         Person::players[i]->drawkeydown = 0;
6322                         Person::players[i]->throwkeydown = 0;
6323                     }
6324                     movekey = 0;
6325                     //Do controls
6326                     if (!animation[Person::players[i]->animTarget].attack &&
6327                             Person::players[i]->animTarget != staggerbackhighanim &&
6328                             Person::players[i]->animTarget != staggerbackhardanim &&
6329                             Person::players[i]->animTarget != backhandspringanim &&
6330                             Person::players[i]->animTarget != dodgebackanim) {
6331                         if (!Person::players[i]->forwardkeydown)
6332                             Person::players[i]->forwardstogglekeydown = 0;
6333                         if (Person::players[i]->crouchkeydown) {
6334                             //Crouch
6335                             target = -2;
6336                             if (i == 0) {
6337                                 Person::players[i]->superruntoggle = 1;
6338                                 if (Person::players.size() > 1)
6339                                     for (unsigned j = 0; j < Person::players.size(); j++)
6340                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6341                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6342                                                 Person::players[i]->superruntoggle = 0;
6343                             }
6344
6345                             if (Person::players.size() > 1)
6346                                 for (unsigned j = 0; j < Person::players.size(); j++) {
6347                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6348                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6349                                                 Person::players[j]->victim == Person::players[i] &&
6350                                                 (Person::players[j]->animTarget == sweepanim ||
6351                                                  Person::players[j]->animTarget == upunchanim ||
6352                                                  Person::players[j]->animTarget == wolfslapanim ||
6353                                                  ((Person::players[j]->animTarget == swordslashanim ||
6354                                                    Person::players[j]->animTarget == knifeslashstartanim ||
6355                                                    Person::players[j]->animTarget == staffhitanim ||
6356                                                    Person::players[j]->animTarget == staffspinhitanim) &&
6357                                                   distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6358                                             if (target >= 0)
6359                                                 target = -1;
6360                                             else
6361                                                 target = j;
6362                                         }
6363                                     }
6364                                 }
6365                             if (target >= 0)
6366                                 Person::players[target]->Reverse();
6367                             Person::players[i]->lowreversaldelay = .5;
6368
6369                             if (Person::players[i]->isIdle()) {
6370                                 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6371                                 Person::players[i]->transspeed = 10;
6372                             }
6373                             if (Person::players[i]->isRun() ||
6374                                     (Person::players[i]->isStop() &&
6375                                      (Person::players[i]->leftkeydown ||
6376                                       Person::players[i]->rightkeydown ||
6377                                       Person::players[i]->forwardkeydown ||
6378                                       Person::players[i]->backkeydown))) {
6379                                 Person::players[i]->setAnimation(rollanim);
6380                                 Person::players[i]->transspeed = 20;
6381                             }
6382                         }
6383                         if (!Person::players[i]->crouchkeydown) {
6384                             //Uncrouch
6385                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6386                                 Person::players[i]->superruntoggle = 0;
6387                             target = -2;
6388                             if (Person::players[i]->isCrouch()) {
6389                                 if (Person::players.size() > 1)
6390                                     for (unsigned j = 0; j < Person::players.size(); j++) {
6391                                         if (j != i &&
6392                                                 !Person::players[j]->skeleton.free &&
6393                                                 Person::players[j]->victim &&
6394                                                 Person::players[i]->highreversaldelay <= 0) {
6395                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6396                                                     Person::players[j]->victim == Person::players[i] &&
6397                                                     (Person::players[j]->animTarget == spinkickanim) &&
6398                                                     Person::players[i]->isCrouch()) {
6399                                                 if (target >= 0)
6400                                                     target = -1;
6401                                                 else
6402                                                     target = j;
6403                                             }
6404                                         }
6405                                     }
6406                                 if (target >= 0)
6407                                     Person::players[target]->Reverse();
6408                                 Person::players[i]->highreversaldelay = .5;
6409
6410                                 if (Person::players[i]->isCrouch()) {
6411                                     if (!Person::players[i]->wasCrouch()) {
6412                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6413                                         Person::players[i]->frameCurrent = 0;
6414                                     }
6415                                     Person::players[i]->setAnimation(Person::players[i]->getIdle());
6416                                     Person::players[i]->transspeed = 10;
6417                                 }
6418                             }
6419                             if (Person::players[i]->animTarget == sneakanim) {
6420                                 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6421                                 Person::players[i]->transspeed = 10;
6422                             }
6423                         }
6424                         if (Person::players[i]->forwardkeydown) {
6425                             if (Person::players[i]->isIdle() ||
6426                                     (Person::players[i]->isStop() &&
6427                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6428                                     (Person::players[i]->isLanding() &&
6429                                      Person::players[i]->frameTarget > 0 &&
6430                                      !Person::players[i]->jumpkeydown) ||
6431                                     (Person::players[i]->isLandhard() &&
6432                                      Person::players[i]->frameTarget > 0 &&
6433                                      !Person::players[i]->jumpkeydown &&
6434                                      Person::players[i]->crouchkeydown)) {
6435                                 if (Person::players[i]->aitype == passivetype)
6436                                     Person::players[i]->setAnimation(walkanim);
6437                                 else
6438                                     Person::players[i]->setAnimation(Person::players[i]->getRun());
6439                             }
6440                             if (Person::players[i]->isCrouch()) {
6441                                 Person::players[i]->animTarget = sneakanim;
6442                                 if (Person::players[i]->wasCrouch())
6443                                     Person::players[i]->target = 0;
6444                                 Person::players[i]->frameTarget = 0;
6445                             }
6446                             if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6447                                 Person::players[i]->setAnimation(climbanim);
6448                                 Person::players[i]->frameTarget = 1;
6449                                 Person::players[i]->jumpclimb = 1;
6450                             }
6451                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6452                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6453                             }
6454                             Person::players[i]->forwardstogglekeydown = 1;
6455                             movekey = 1;
6456                         }
6457                         if (Person::players[i]->rightkeydown) {
6458                             if (Person::players[i]->isIdle() ||
6459                                     (Person::players[i]->isStop() &&
6460                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6461                                     (Person::players[i]->isLanding() &&
6462                                      Person::players[i]->frameTarget > 0 &&
6463                                      !Person::players[i]->jumpkeydown) ||
6464                                     (Person::players[i]->isLandhard() &&
6465                                      Person::players[i]->frameTarget > 0 &&
6466                                      !Person::players[i]->jumpkeydown &&
6467                                      Person::players[i]->crouchkeydown)) {
6468                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
6469                             }
6470                             if (Person::players[i]->isCrouch()) {
6471                                 Person::players[i]->animTarget = sneakanim;
6472                                 if (Person::players[i]->wasCrouch())
6473                                     Person::players[i]->target = 0;
6474                                 Person::players[i]->frameTarget = 0;
6475                             }
6476                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6477                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6478                             }
6479                             Person::players[i]->targetyaw -= 90;
6480                             if (Person::players[i]->forwardkeydown)
6481                                 Person::players[i]->targetyaw += 45;
6482                             if (Person::players[i]->backkeydown)
6483                                 Person::players[i]->targetyaw -= 45;
6484                             movekey = 1;
6485                         }
6486                         if ( Person::players[i]->leftkeydown) {
6487                             if (Person::players[i]->isIdle() ||
6488                                     (Person::players[i]->isStop() &&
6489                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6490                                     (Person::players[i]->isLanding() &&
6491                                      Person::players[i]->frameTarget > 0 &&
6492                                      !Person::players[i]->jumpkeydown) ||
6493                                     (Person::players[i]->isLandhard() &&
6494                                      Person::players[i]->frameTarget > 0 &&
6495                                      !Person::players[i]->jumpkeydown &&
6496                                      Person::players[i]->crouchkeydown)) {
6497                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
6498                             }
6499                             if (Person::players[i]->isCrouch()) {
6500                                 Person::players[i]->animTarget = sneakanim;
6501                                 if (Person::players[i]->wasCrouch())
6502                                     Person::players[i]->target = 0;
6503                                 Person::players[i]->frameTarget = 0;
6504                             }
6505                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6506                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6507                             }
6508                             Person::players[i]->targetyaw += 90;
6509                             if (Person::players[i]->forwardkeydown)
6510                                 Person::players[i]->targetyaw -= 45;
6511                             if (Person::players[i]->backkeydown)
6512                                 Person::players[i]->targetyaw += 45;
6513                             movekey = 1;
6514                         }
6515                         if (Person::players[i]->backkeydown) {
6516                             if (Person::players[i]->isIdle() ||
6517                                     (Person::players[i]->isStop() &&
6518                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6519                                     (Person::players[i]->isLanding() &&
6520                                      Person::players[i]->frameTarget > 0 &&
6521                                      !Person::players[i]->jumpkeydown) ||
6522                                     (Person::players[i]->isLandhard() &&
6523                                      Person::players[i]->frameTarget > 0 &&
6524                                      !Person::players[i]->jumpkeydown &&
6525                                      Person::players[i]->crouchkeydown)) {
6526                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
6527                             }
6528                             if (Person::players[i]->isCrouch()) {
6529                                 Person::players[i]->animTarget = sneakanim;
6530                                 if (Person::players[i]->wasCrouch())
6531                                     Person::players[i]->target = 0;
6532                                 Person::players[i]->frameTarget = 0;
6533                             }
6534                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6535                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6536                             }
6537                             if (Person::players[i]->animTarget == hanganim) {
6538                                 Person::players[i]->animCurrent = jumpdownanim;
6539                                 Person::players[i]->animTarget = jumpdownanim;
6540                                 Person::players[i]->target = 0;
6541                                 Person::players[i]->frameCurrent = 0;
6542                                 Person::players[i]->frameTarget = 1;
6543                                 Person::players[i]->velocity = 0;
6544                                 Person::players[i]->velocity.y += gravity;
6545                                 Person::players[i]->coords.y -= 1.4;
6546                                 Person::players[i]->grabdelay = 1;
6547                             }
6548                             if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6549                                 Person::players[i]->targetyaw += 180;
6550                             movekey = 1;
6551                         }
6552                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6553                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6554                                     Person::players[i]->isRun() ||
6555                                     Person::players[i]->animTarget == walkanim ||
6556                                     Person::players[i]->isCrouch() ||
6557                                     Person::players[i]->animTarget == sneakanim) &&
6558                                     Person::players[i]->jumppower > 1) &&
6559                                     ((Person::players[i]->animTarget != rabbitrunninganim &&
6560                                       Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6561                                 Person::players[i]->jumpstart = 0;
6562                                 Person::players[i]->setAnimation(jumpupanim);
6563                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
6564                                 Person::players[i]->transspeed = 20;
6565                                 Person::players[i]->FootLand(leftfoot, 1);
6566                                 Person::players[i]->FootLand(rightfoot, 1);
6567
6568                                 facing = 0;
6569                                 facing.z = -1;
6570                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6571
6572                                 if (movekey)
6573                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6574                                 if (!movekey)
6575                                     Person::players[i]->velocity = 0;
6576
6577                                 //Dodge sweep?
6578                                 target = -2;
6579                                 if (Person::players.size() > 1)
6580                                     for (unsigned j = 0; j < Person::players.size(); j++) {
6581                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6582                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6583                                                     (Person::players[j]->victim == Person::players[i]) &&
6584                                                     (Person::players[j]->animTarget == sweepanim)) {
6585                                                 if (target >= 0)
6586                                                     target = -1;
6587                                                 else
6588                                                     target = j;
6589                                             }
6590                                         }
6591                                     }
6592                                 if (target >= 0)
6593                                     Person::players[i]->velocity.y = 1;
6594                                 else
6595                                     if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6596                                     Person::players[i]->velocity.y = 7;
6597                                     Person::players[i]->crouchtogglekeydown = 1;
6598                                 } else Person::players[i]->velocity.y = 5;
6599
6600                                 if (mousejump && i == 0 && debugmode) {
6601                                     if (!Person::players[i]->isLanding())
6602                                         Person::players[i]->tempdeltav = deltav;
6603                                     if (Person::players[i]->tempdeltav < 0)
6604                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6605                                 }
6606
6607                                 Person::players[i]->coords.y += .2;
6608                                 Person::players[i]->jumppower -= 1;
6609
6610                                 if (!i)
6611                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6612
6613                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6614                             }
6615                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6616                                 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6617                                 Person::players[i]->frameTarget = 2;
6618                                 Person::players[i]->landhard = 0;
6619                                 Person::players[i]->jumpstart = 1;
6620                                 Person::players[i]->tempdeltav = deltav;
6621                             }
6622                             if (Person::players[i]->animTarget == jumpupanim &&
6623                                     (((!floatjump &&
6624                                        !editorenabled) ||
6625                                       !debugmode) ||
6626                                      Person::players[i]->aitype != playercontrolled)) {
6627                                 if (Person::players[i]->jumppower > multiplier * 6) {
6628                                     Person::players[i]->velocity.y += multiplier * 6;
6629                                     Person::players[i]->jumppower -= multiplier * 6;
6630                                 }
6631                                 if (Person::players[i]->jumppower <= multiplier * 6) {
6632                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
6633                                     Person::players[i]->jumppower = 0;
6634                                 }
6635                             }
6636                             if (((floatjump || editorenabled) && debugmode) && i == 0)
6637                                 Person::players[i]->velocity.y += multiplier * 30;
6638                         }
6639
6640                         if (!movekey) {
6641                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6642                                 Person::players[i]->setAnimation(Person::players[i]->getStop());
6643                             if (Person::players[i]->animTarget == sneakanim) {
6644                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6645                                 if (Person::players[i]->animCurrent == sneakanim)
6646                                     Person::players[i]->target = 0;
6647                                 Person::players[i]->frameTarget = 0;
6648                             }
6649                         }
6650                         if (Person::players[i]->animTarget == walkanim &&
6651                                 (Person::players[i]->aitype == attacktypecutoff ||
6652                                  Person::players[i]->aitype == searchtype ||
6653                                  (Person::players[i]->aitype == passivetype &&
6654                                   Person::players[i]->numwaypoints <= 1)))
6655                             Person::players[i]->setAnimation(Person::players[i]->getStop());
6656                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6657                             Person::players[i]->setAnimation(Person::players[i]->getStop());
6658                     }
6659                 }
6660                 if (Person::players[i]->animTarget == rollanim)
6661                     Person::players[i]->targetyaw = oldtargetyaw;
6662             }
6663
6664             //Rotation
6665             for (unsigned k = 0; k < Person::players.size(); k++) {
6666                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6667                     if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6668                         Person::players[k]->yaw -= 360;
6669                     else
6670                         Person::players[k]->yaw += 360;
6671                 }
6672
6673                 //stop to turn in right direction
6674                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6675                     Person::players[k]->setAnimation(Person::players[k]->getStop());
6676
6677                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6678                     Person::players[k]->targettilt = 0;
6679
6680                 if (Person::players[k]->animTarget != jumpupanim &&
6681                         Person::players[k]->animTarget != backhandspringanim &&
6682                         Person::players[k]->animTarget != jumpdownanim &&
6683                         !Person::players[k]->isFlip()) {
6684                     Person::players[k]->targettilt = 0;
6685                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6686                         Person::players[k]->jumppower = 0;
6687                     Person::players[k]->jumppower += multiplier * 7;
6688                     if (Person::players[k]->isCrouch())
6689                         Person::players[k]->jumppower += multiplier * 7;
6690                     if (Person::players[k]->jumppower > 5)
6691                         Person::players[k]->jumppower = 5;
6692                 }
6693
6694                 if (Person::players[k]->isRun())
6695                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6696
6697                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6698                 Person::players[k]->grabdelay -= multiplier;
6699             }
6700
6701             //do animations
6702             for (unsigned k = 0; k < Person::players.size(); k++) {
6703                 Person::players[k]->DoAnimations();
6704                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6705                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6706             }
6707
6708             //do stuff
6709             objects.DoStuff();
6710
6711             for (int j = numenvsounds - 1; j >= 0; j--) {
6712                 envsoundlife[j] -= multiplier;
6713                 if (envsoundlife[j] < 0) {
6714                     numenvsounds--;
6715                     envsoundlife[j] = envsoundlife[numenvsounds];
6716                     envsound[j] = envsound[numenvsounds];
6717                 }
6718             }
6719             OPENAL_SetFrequency(OPENAL_ALL, slomo);
6720
6721             if (tutoriallevel == 1) {
6722                 XYZ temp;
6723                 XYZ temp2;
6724                 XYZ temp3;
6725                 XYZ oldtemp;
6726                 XYZ oldtemp2;
6727                 temp.x = 1011;
6728                 temp.y = 84;
6729                 temp.z = 491;
6730                 temp2.x = 1025;
6731                 temp2.y = 75;
6732                 temp2.z = 447;
6733                 temp3.x = 1038;
6734                 temp3.y = 76;
6735                 temp3.z = 453;
6736                 oldtemp = temp;
6737                 oldtemp2 = temp2;
6738                 if (tutorialstage >= 51)
6739                     if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6740                         OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6741                         OPENAL_SetFrequency(OPENAL_ALL);
6742
6743                         emit_stream_np(stream_menutheme);
6744
6745                         gameon = 0;
6746                         mainmenu = 5;
6747
6748                         fireSound();
6749
6750                         flash();
6751                     }
6752                 if (tutorialstage < 51)
6753                     if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6754                         emit_sound_at(fireendsound, Person::players[0]->coords);
6755
6756                         Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6757
6758                         flash();
6759                     }
6760                 if (tutorialstage >= 14 && tutorialstage < 50)
6761                     if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6762                         emit_sound_at(fireendsound, Person::players[1]->coords);
6763
6764                         for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6765                             if (Random() % 2 == 0) {
6766                                 if (!Person::players[1]->skeleton.free)
6767                                     temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6768                                 if (Person::players[1]->skeleton.free)
6769                                     temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6770                                 if (!Person::players[1]->skeleton.free)
6771                                     temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
6772                                 if (Person::players[1]->skeleton.free)
6773                                     temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6774                                 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6775                             }
6776                         }
6777
6778                         Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6779                         for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6780                             Person::players[1]->skeleton.joints[i].velocity = 0;
6781                             if (Random() % 2 == 0) {
6782                                 if (!Person::players[1]->skeleton.free)
6783                                     temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6784                                 if (Person::players[1]->skeleton.free)
6785                                     temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6786                                 if (!Person::players[1]->skeleton.free)
6787                                     temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
6788                                 if (Person::players[1]->skeleton.free)
6789                                     temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6790                                 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6791                             }
6792                         }
6793                     }
6794             }
6795
6796
6797             //3d sound
6798             static float gLoc[3];
6799             gLoc[0] = viewer.x;
6800             gLoc[1] = viewer.y;
6801             gLoc[2] = viewer.z;
6802             static float vel[3];
6803             vel[0] = (viewer.x - oldviewer.x) / multiplier;
6804             vel[1] = (viewer.y - oldviewer.y) / multiplier;
6805             vel[2] = (viewer.z - oldviewer.z) / multiplier;
6806
6807             //Set orientation with forward and up vectors
6808             static XYZ upvector;
6809             upvector = 0;
6810             upvector.z = -1;
6811
6812             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
6813             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
6814
6815             facing = 0;
6816             facing.z = -1;
6817
6818             facing = DoRotation(facing, -pitch, 0, 0);
6819             facing = DoRotation(facing, 0, 0 - yaw, 0);
6820
6821
6822             static float ori[6];
6823             ori[0] = -facing.x;
6824             ori[1] = facing.y;
6825             ori[2] = -facing.z;
6826             ori[3] = -upvector.x;
6827             ori[4] = upvector.y;
6828             ori[5] = -upvector.z;
6829
6830             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6831             OPENAL_Update();
6832
6833             oldviewer = viewer;
6834         }
6835     }
6836
6837     if (Input::isKeyPressed(SDL_SCANCODE_F1))
6838         Screenshot();
6839 }
6840
6841 void Game::TickOnce()
6842 {
6843     if (mainmenu) {
6844         yaw += multiplier * 5;
6845     } else if (Dialog::directing || !Dialog::inDialog()) {
6846         yaw += deltah * .7;
6847         if (invertmouse) {
6848             pitch -= deltav * .7;
6849         } else {
6850             pitch += deltav * .7;
6851         }
6852         if (pitch > 90)
6853             pitch = 90;
6854         if (pitch < -70)
6855             pitch = -70;
6856     }
6857 }
6858
6859 void Game::TickOnceAfter()
6860 {
6861     static XYZ colviewer;
6862     static XYZ coltarget;
6863     static XYZ target;
6864     static XYZ col;
6865     static XYZ facing;
6866     static float changedelay;
6867     static bool alldead;
6868     static float unseendelay;
6869     static float cameraspeed;
6870
6871     if (!mainmenu) {
6872         static int oldmusictype = musictype;
6873
6874         if (environment == snowyenvironment)
6875             leveltheme = stream_snowtheme;
6876         if (environment == grassyenvironment)
6877             leveltheme = stream_grasstheme;
6878         if (environment == desertenvironment)
6879             leveltheme = stream_deserttheme;
6880
6881         realthreat = 0;
6882
6883         musictype = leveltheme;
6884         for (unsigned i = 0; i < Person::players.size(); i++) {
6885             if ((Person::players[i]->aitype == attacktypecutoff ||
6886                     Person::players[i]->aitype == getweapontype ||
6887                     Person::players[i]->aitype == gethelptype ||
6888                     Person::players[i]->aitype == searchtype) &&
6889                     !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6890                     (Person::players[i]->animTarget != sneakattackedanim &&
6891                      Person::players[i]->animTarget != knifesneakattackedanim &&
6892                      Person::players[i]->animTarget != swordsneakattackedanim)) {
6893                 musictype = stream_fighttheme;
6894                 realthreat = 1;
6895             }
6896         }
6897         if (Person::players[0]->dead)
6898             musictype = stream_menutheme;
6899
6900
6901         if (musictype == stream_fighttheme)
6902             unseendelay = 1;
6903
6904         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6905             unseendelay -= multiplier;
6906             if (unseendelay > 0)
6907                 musictype = stream_fighttheme;
6908         }
6909
6910
6911         if (loading == 2) {
6912             musictype = stream_menutheme;
6913             musicvolume[2] = 512;
6914             musicvolume[0] = 0;
6915             musicvolume[1] = 0;
6916             musicvolume[3] = 0;
6917         }
6918
6919         if (musictoggle)
6920             if (musictype != oldmusictype && musictype == stream_fighttheme)
6921                 emit_sound_np(alarmsound);
6922         musicselected = musictype;
6923
6924         if (musicselected == leveltheme)
6925             musicvolume[0] += multiplier * 450;
6926         else
6927             musicvolume[0] -= multiplier * 450;
6928         if (musicselected == stream_fighttheme)
6929             musicvolume[1] += multiplier * 450;
6930         else
6931             musicvolume[1] -= multiplier * 450;
6932         if (musicselected == stream_menutheme)
6933             musicvolume[2] += multiplier * 450;
6934         else
6935             musicvolume[2] -= multiplier * 450;
6936
6937         for (int i = 0; i < 3; i++) {
6938             if (musicvolume[i] < 0)
6939                 musicvolume[i] = 0;
6940             if (musicvolume[i] > 512)
6941                 musicvolume[i] = 512;
6942         }
6943
6944         if (musicvolume[2] > 128 && !loading && !mainmenu)
6945             musicvolume[2] = 128;
6946
6947         if (musictoggle) {
6948             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6949                 emit_stream_np(leveltheme, musicvolume[0]);
6950             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6951                 emit_stream_np(stream_fighttheme, musicvolume[1]);
6952             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6953                 emit_stream_np(stream_menutheme, musicvolume[2]);
6954             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6955                 pause_sound(leveltheme);
6956             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6957                 pause_sound(stream_fighttheme);
6958             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6959                 pause_sound(stream_menutheme);
6960
6961             if (musicvolume[0] != oldmusicvolume[0])
6962                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6963             if (musicvolume[1] != oldmusicvolume[1])
6964                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6965             if (musicvolume[2] != oldmusicvolume[2])
6966                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6967
6968             for (int i = 0; i < 3; i++)
6969                 oldmusicvolume[i] = musicvolume[i];
6970         } else {
6971             pause_sound(leveltheme);
6972             pause_sound(stream_fighttheme);
6973             pause_sound(stream_menutheme);
6974
6975             for (int i = 0; i < 4; i++) {
6976                 oldmusicvolume[i] = 0;
6977                 musicvolume[i] = 0;
6978             }
6979         }
6980
6981         killhotspot = 2;
6982         for (int i = 0; i < numhotspots; i++) {
6983             if (hotspottype[i] > 10 && hotspottype[i] < 20) {
6984                 if (Person::players[hotspottype[i] - 10]->dead == 0)
6985                     killhotspot = 0;
6986                 else if (killhotspot == 2)
6987                     killhotspot = 1;
6988             }
6989         }
6990         if (killhotspot == 2)
6991             killhotspot = 0;
6992
6993
6994         winhotspot = false;
6995         for (int i = 0; i < numhotspots; i++)
6996             if (hotspottype[i] == -1)
6997                 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
6998                     winhotspot = true;
6999
7000         int numalarmed = 0;
7001         for (unsigned i = 1; i < Person::players.size(); i++)
7002             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7003                 numalarmed++;
7004         if (numalarmed > maxalarmed)
7005             maxalarmed = numalarmed;
7006
7007         if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7008             if (Person::players[0]->dead && changedelay <= 0) {
7009                 changedelay = 1;
7010                 targetlevel = whichlevel;
7011             }
7012             alldead = true;
7013             for (unsigned i = 1; i < Person::players.size(); i++) {
7014                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7015                     alldead = false;
7016                     break;
7017                 }
7018             }
7019
7020
7021             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7022                 changedelay = 1;
7023                 targetlevel = whichlevel + 1;
7024                 if (targetlevel > numchallengelevels - 1)
7025                     targetlevel = 0;
7026             }
7027             if (winhotspot || windialogue) {
7028                 changedelay = 0.1;
7029                 targetlevel = whichlevel + 1;
7030                 if (targetlevel > numchallengelevels - 1)
7031                     targetlevel = 0;
7032             }
7033
7034
7035             if (killhotspot) {
7036                 changedelay = 1;
7037                 targetlevel = whichlevel + 1;
7038                 if (targetlevel > numchallengelevels - 1)
7039                     targetlevel = 0;
7040             }
7041
7042             if (changedelay > 0 && !Person::players[0]->dead && !won) {
7043                 //high scores, awards, win
7044                 if (campaign) {
7045                     accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7046                     scoreadded = 1;
7047                 } else {
7048                     accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7049                 }
7050                 won = 1;
7051             }
7052         }
7053
7054         if (!winfreeze) {
7055
7056             if (leveltime < 1) {
7057                 loading = 0;
7058                 changedelay = .1;
7059                 alldead = false;
7060                 winhotspot = false;
7061                 killhotspot = 0;
7062             }
7063
7064             if (!editorenabled && gameon && !mainmenu) {
7065                 if (changedelay != -999)
7066                     changedelay -= multiplier / 7;
7067                 if (Person::players[0]->dead)
7068                     targetlevel = whichlevel;
7069                 if (loading == 2 && !campaign) {
7070                     flash();
7071
7072                     fireSound(firestartsound);
7073
7074                     if (!Person::players[0]->dead && targetlevel != whichlevel)
7075                         startbonustotal = bonustotal;
7076                     if (Person::players[0]->dead)
7077                         Loadlevel(whichlevel);
7078                     else
7079                         Loadlevel(targetlevel);
7080
7081                     fireSound();
7082
7083                     loading = 3;
7084                 }
7085                 if (loading == 2 && targetlevel == whichlevel) {
7086                     flash();
7087                     loadtime = 0;
7088
7089                     fireSound(firestartsound);
7090
7091                     Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7092
7093                     fireSound();
7094
7095                     loading = 3;
7096                 }
7097                 if (changedelay <= -999 &&
7098                         whichlevel != -2 &&
7099                         !loading &&
7100                         (Person::players[0]->dead ||
7101                          (alldead && maptype == mapkilleveryone) ||
7102                          (winhotspot) ||
7103                          (killhotspot)))
7104                     loading = 1;
7105                 if ((Person::players[0]->dead ||
7106                         (alldead && maptype == mapkilleveryone) ||
7107                         (winhotspot) ||
7108                         (windialogue) ||
7109                         (killhotspot)) &&
7110                         changedelay <= 0) {
7111                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7112                         winfreeze = true;
7113                         changedelay = -999;
7114                     }
7115                     if (Person::players[0]->dead)
7116                         loading = 1;
7117                 }
7118             }
7119
7120             if (campaign) {
7121                 // campaignchoosenext determines what to do when the level is complete:
7122                 // 0 = load next level
7123                 // 1 = go back to level select screen
7124                 // 2 = stealthload next level
7125                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7126                     if (campaignlevels[actuallevel].nextlevel.empty())
7127                         endgame = 1;
7128                 } else if (mainmenu == 0 && winfreeze) {
7129                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7130
7131                     if (!stealthloading) {
7132                         fireSound(firestartsound);
7133
7134                         flash();
7135                     }
7136
7137                     startbonustotal = 0;
7138
7139                     LoadCampaign();
7140
7141                     loading = 2;
7142                     loadtime = 0;
7143                     targetlevel = 7;
7144                     if (!firstload)
7145                         LoadStuff();
7146                     whichchoice = 0;
7147                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
7148                     visibleloading = 1;
7149                     stillloading = 1;
7150                     Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7151                     campaign = 1;
7152                     mainmenu = 0;
7153                     gameon = 1;
7154                     pause_sound(stream_menutheme);
7155
7156                     stealthloading = 0;
7157                 }
7158             }
7159
7160             if (loading == 3)
7161                 loading = 0;
7162
7163         }
7164
7165         oldmusictype = musictype;
7166     }
7167
7168     facing = 0;
7169     facing.z = -1;
7170
7171     facing = DoRotation(facing, -pitch, 0, 0);
7172     facing = DoRotation(facing, 0, 0 - yaw, 0);
7173     viewerfacing = facing;
7174
7175     if (!cameramode) {
7176         if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7177             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;
7178         else
7179             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;
7180         target.y += .1;
7181         if (Person::players[0]->skeleton.free) {
7182             for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7183                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7184                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7185             }
7186             target.y += .1;
7187         }
7188         if (Person::players[0]->skeleton.free != 2) {
7189             cameraspeed = 20;
7190             if (findLengthfast(&Person::players[0]->velocity) > 400) {
7191                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7192             }
7193             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7194                 target.y += 1.4;
7195             coltarget = target - cameraloc;
7196             if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7197                 cameraloc = target;
7198             else {
7199                 Normalise(&coltarget);
7200                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7201                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7202                 else
7203                     cameraloc = cameraloc + coltarget * multiplier * 8;
7204             }
7205             if (editorenabled)
7206                 cameraloc = target;
7207             cameradist += multiplier * 5;
7208             if (cameradist > 2.3)
7209                 cameradist = 2.3;
7210             viewer = cameraloc - facing * cameradist;
7211             colviewer = viewer;
7212             coltarget = cameraloc;
7213             objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7214             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7215                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7216                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7217                     colviewer = viewer;
7218                     coltarget = cameraloc;
7219                     if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7220                         viewer = col;
7221                 }
7222             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7223                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7224                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7225                     colviewer = viewer;
7226                     if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7227                         viewer = colviewer;
7228                     }
7229                 }
7230             cameradist = findDistance(&viewer, &target);
7231             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7232             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7233                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7234             }
7235         }
7236         if (camerashake > .8)
7237             camerashake = .8;
7238         woozy += multiplier;
7239         if (Person::players[0]->dead)
7240             camerashake = 0;
7241         if (Person::players[0]->dead)
7242             woozy = 0;
7243         camerashake -= multiplier * 2;
7244         blackout -= multiplier * 2;
7245         if (camerashake < 0)
7246             camerashake = 0;
7247         if (blackout < 0)
7248             blackout = 0;
7249         if (camerashake) {
7250             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7251             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7252             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
7253         }
7254     }
7255 }
7256