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1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
4
5 This file is part of Lugaru.
6
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
19 */
20
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
23
24 #include "Game.hpp"
25
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "Tutorial.hpp"
35 #include "User/Settings.hpp"
36 #include "Utils/Folders.hpp"
37 #include "Utils/Input.hpp"
38
39 #if PLATFORM_UNIX
40 #include <sys/stat.h>
41 #include <sys/types.h>
42 #include <unistd.h>
43 #else
44 #include <direct.h>
45 #endif
46
47 #include <algorithm>
48 #include <cmath>
49 #include <ctime>
50 #include <dirent.h>
51 #include <limits>
52 #include <set>
53
54 using namespace std;
55 using namespace Game;
56
57 // Added more evilness needed for MSVC
58 #ifdef _MSC_VER
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
61 #endif
62
63 extern float multiplier;
64 extern XYZ viewer;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
68 extern float gravity;
69 extern int detail;
70 extern float texdetail;
71 extern int slomo;
72 extern float slomodelay;
73 extern bool floatjump;
74 extern float volume;
75 extern Light light;
76 extern float camerashake;
77 extern float woozy;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
84 extern float windvar;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
90 extern bool freeze;
91 extern XYZ windvector;
92 extern bool devtools;
93 int leveltheme;
94 extern int mainmenu;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool decalstoggle;
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern float smoketex;
116 extern bool againbonus;
117 extern bool reversaltrain;
118 extern bool canattack;
119 extern bool cananger;
120 extern float damagedealt;
121 extern int maptype;
122 extern int editoractive;
123 extern int editorpathtype;
124
125 extern float hostiletime;
126
127 extern bool gamestarted;
128
129 extern int hostile;
130
131 extern bool stillloading;
132 extern bool winfreeze;
133
134 extern bool campaign;
135
136 extern void toggleFullscreen();
137
138 bool won = false;
139 int whichchoice = 0;
140 bool winhotspot = false;
141 bool windialogue = false;
142 bool realthreat = 0;
143 XYZ cameraloc;
144 float cameradist = 0;
145 bool oldattackkey = 0;
146 int whichlevel = 0;
147 float musicvolume[4] = {};
148 float oldmusicvolume[4] = {};
149 int musicselected = 0;
150
151 const char* rabbitskin[] = {
152     "Textures/Fur3.jpg",
153     "Textures/Fur.jpg",
154     "Textures/Fur2.jpg",
155     "Textures/Lynx.jpg",
156     "Textures/Otter.jpg",
157     "Textures/Opal.jpg",
158     "Textures/Sable.jpg",
159     "Textures/Chocolate.jpg",
160     "Textures/BW2.jpg",
161     "Textures/WB2.jpg"
162 };
163
164 const char* wolfskin[] = {
165     "Textures/Wolf.jpg",
166     "Textures/DarkWolf.jpg",
167     "Textures/SnowWolf.jpg"
168 };
169
170 const char** creatureskin[] = { rabbitskin, wolfskin };
171
172 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
173 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
174
175 // utility functions
176
177 // TODO: this is slightly incorrect
178 float roughDirection(XYZ vec)
179 {
180     Normalise(&vec);
181     float angle = -asin(-vec.x) * 180 / M_PI;
182     if (vec.z < 0) {
183         angle = 180 - angle;
184     }
185     return angle;
186 }
187 float roughDirectionTo(XYZ start, XYZ end)
188 {
189     return roughDirection(end - start);
190 }
191 inline float pitchOf(XYZ vec)
192 {
193     Normalise(&vec);
194     return -asin(vec.y) * 180 / M_PI;
195 }
196 float pitchTo(XYZ start, XYZ end)
197 {
198     return pitchOf(end - start);
199 }
200 float sq(float n)
201 {
202     return n * n;
203 }
204 inline float stepTowardf(float from, float to, float by)
205 {
206     if (fabs(from - to) < by) {
207         return to;
208     } else if (from > to) {
209         return from - by;
210     } else {
211         return from + by;
212     }
213 }
214
215 void Game::playdialoguescenesound()
216 {
217     XYZ temppos;
218     temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
219     temppos = temppos - viewer;
220     Normalise(&temppos);
221     temppos += viewer;
222
223     int sound = -1;
224     switch (Dialog::currentScene().sound) {
225         case -6:
226             sound = alarmsound;
227             break;
228         case -4:
229             sound = consolefailsound;
230             break;
231         case -3:
232             sound = consolesuccesssound;
233             break;
234         case -2:
235             sound = firestartsound;
236             break;
237         case -1:
238             sound = fireendsound;
239             break;
240         case 1:
241             sound = rabbitchitter;
242             break;
243         case 2:
244             sound = rabbitchitter2;
245             break;
246         case 3:
247             sound = rabbitpainsound;
248             break;
249         case 4:
250             sound = rabbitpain1sound;
251             break;
252         case 5:
253             sound = rabbitattacksound;
254             break;
255         case 6:
256             sound = rabbitattack2sound;
257             break;
258         case 7:
259             sound = rabbitattack3sound;
260             break;
261         case 8:
262             sound = rabbitattack4sound;
263             break;
264         case 9:
265             sound = growlsound;
266             break;
267         case 10:
268             sound = growl2sound;
269             break;
270         case 11:
271             sound = snarlsound;
272             break;
273         case 12:
274             sound = snarl2sound;
275             break;
276         case 13:
277             sound = barksound;
278             break;
279         case 14:
280             sound = bark2sound;
281             break;
282         case 15:
283             sound = bark3sound;
284             break;
285         case 16:
286             sound = barkgrowlsound;
287             break;
288         default:
289             break;
290     }
291     if (sound != -1) {
292         emit_sound_at(sound, temppos);
293     }
294 }
295
296 // ================================================================
297
298 int Game::findClosestPlayer()
299 {
300     int closest = -1;
301     float closestdist = std::numeric_limits<float>::max();
302
303     for (unsigned int i = 1; i < Person::players.size(); i++) {
304         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
305         if (distance < closestdist) {
306             closestdist = distance;
307             closest = (int)i;
308         }
309     }
310     return closest;
311 }
312
313 static int findClosestObject()
314 {
315     int closest = -1;
316     float closestdist = std::numeric_limits<float>::max();
317
318     for (unsigned int i = 0; i < Object::objects.size(); i++) {
319         float distance = distsq(&Object::objects[i]->position,
320                                 &Person::players[0]->coords);
321         if (distance < closestdist) {
322             closestdist = distance;
323             closest = (int)i;
324         }
325     }
326     return closest;
327 }
328
329 static void cmd_dispatch(const string cmd)
330 {
331     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
332
333     for (i = 0; i < n_cmds; i++) {
334         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
335             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
336             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
337             break;
338         }
339     }
340     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
341 }
342
343 /********************> Tick() <*****/
344 extern bool save_screenshot(const char* fname);
345 void Screenshot(void)
346 {
347     char filename[1024];
348     time_t t = time(NULL);
349     struct tm* tme = localtime(&t);
350     sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
351             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
352
353     save_screenshot(filename);
354 }
355
356 void Game::SetUpLighting()
357 {
358     if (environment == snowyenvironment) {
359         light.setColors(.65, .65, .7, .4, .4, .44);
360     }
361     if (environment == desertenvironment) {
362         light.setColors(.95, .95, .95, .4, .35, .3);
363     }
364     if (environment == grassyenvironment) {
365         light.setColors(.95, .95, 1, .4, .4, .44);
366     }
367     if (!skyboxtexture) {
368         light.setColors(1, 1, 1, .4, .4, .4);
369     }
370     float average;
371     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
372     light.color[0] *= (skyboxlightr + average) / 2;
373     light.color[1] *= (skyboxlightg + average) / 2;
374     light.color[2] *= (skyboxlightb + average) / 2;
375     light.ambient[0] *= (skyboxlightr + average) / 2;
376     light.ambient[1] *= (skyboxlightg + average) / 2;
377     light.ambient[2] *= (skyboxlightb + average) / 2;
378 }
379
380 void Setenvironment(int which)
381 {
382     LOGFUNC;
383
384     LOG(" Setting environment...");
385
386     float temptexdetail;
387     environment = which;
388
389     pause_sound(stream_snowtheme);
390     pause_sound(stream_grasstheme);
391     pause_sound(stream_deserttheme);
392     pause_sound(stream_wind);
393     pause_sound(stream_desertambient);
394
395     if (environment == snowyenvironment) {
396         windvector = 0;
397         windvector.z = 3;
398         if (ambientsound) {
399             emit_stream_np(stream_wind);
400         }
401
402         Object::treetextureptr.load("Textures/SnowTree.png", 0);
403         Object::bushtextureptr.load("Textures/BushSnow.png", 0);
404         Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
405         Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
406
407         footstepsound = footstepsn1;
408         footstepsound2 = footstepsn2;
409         footstepsound3 = footstepst1;
410         footstepsound4 = footstepst2;
411
412         terraintexture.load("Textures/Snow.jpg", 1);
413         terraintexture2.load("Textures/Rock.jpg", 1);
414
415         temptexdetail = texdetail;
416         if (texdetail > 1) {
417             texdetail = 4;
418         }
419         skybox->load("Textures/Skybox(snow)/Front.jpg",
420                      "Textures/Skybox(snow)/Left.jpg",
421                      "Textures/Skybox(snow)/Back.jpg",
422                      "Textures/Skybox(snow)/Right.jpg",
423                      "Textures/Skybox(snow)/Up.jpg",
424                      "Textures/Skybox(snow)/Down.jpg");
425
426         texdetail = temptexdetail;
427     } else if (environment == desertenvironment) {
428         windvector = 0;
429         windvector.z = 2;
430         Object::treetextureptr.load("Textures/DesertTree.png", 0);
431         Object::bushtextureptr.load("Textures/BushDesert.png", 0);
432         Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
433         Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
434
435         if (ambientsound) {
436             emit_stream_np(stream_desertambient);
437         }
438
439         footstepsound = footstepsn1;
440         footstepsound2 = footstepsn2;
441         footstepsound3 = footstepsn1;
442         footstepsound4 = footstepsn2;
443
444         terraintexture.load("Textures/Sand.jpg", 1);
445         terraintexture2.load("Textures/SandSlope.jpg", 1);
446
447         temptexdetail = texdetail;
448         if (texdetail > 1) {
449             texdetail = 4;
450         }
451         skybox->load("Textures/Skybox(sand)/Front.jpg",
452                      "Textures/Skybox(sand)/Left.jpg",
453                      "Textures/Skybox(sand)/Back.jpg",
454                      "Textures/Skybox(sand)/Right.jpg",
455                      "Textures/Skybox(sand)/Up.jpg",
456                      "Textures/Skybox(sand)/Down.jpg");
457
458         texdetail = temptexdetail;
459     } else if (environment == grassyenvironment) {
460         windvector = 0;
461         windvector.z = 2;
462         Object::treetextureptr.load("Textures/Tree.png", 0);
463         Object::bushtextureptr.load("Textures/Bush.png", 0);
464         Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
465         Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
466
467         if (ambientsound) {
468             emit_stream_np(stream_wind, 100.);
469         }
470
471         footstepsound = footstepgr1;
472         footstepsound2 = footstepgr2;
473         footstepsound3 = footstepst1;
474         footstepsound4 = footstepst2;
475
476         terraintexture.load("Textures/GrassDirt.jpg", 1);
477         terraintexture2.load("Textures/MossRock.jpg", 1);
478
479         temptexdetail = texdetail;
480         if (texdetail > 1) {
481             texdetail = 4;
482         }
483         skybox->load("Textures/Skybox(grass)/Front.jpg",
484                      "Textures/Skybox(grass)/Left.jpg",
485                      "Textures/Skybox(grass)/Back.jpg",
486                      "Textures/Skybox(grass)/Right.jpg",
487                      "Textures/Skybox(grass)/Up.jpg",
488                      "Textures/Skybox(grass)/Down.jpg");
489
490         texdetail = temptexdetail;
491     }
492     temptexdetail = texdetail;
493     texdetail = 1;
494     terrain.load("Textures/HeightMap.png");
495
496     texdetail = temptexdetail;
497 }
498
499 bool Game::LoadLevel(int which)
500 {
501     stealthloading = 0;
502     whichlevel = which;
503
504     if (which == -1) {
505         return LoadLevel("tutorial", true);
506     } else if (which >= 0 && which <= 15) {
507         char buf[32];
508         snprintf(buf, 32, "map%d", which + 1); // challenges
509         return LoadLevel(buf);
510     } else {
511         return LoadLevel("mapsave");
512     }
513 }
514
515 bool Game::LoadLevel(const std::string& name, bool tutorial)
516 {
517     const std::string level_path = Folders::getResourcePath("Maps/" + name);
518     if (!Folders::file_exists(level_path)) {
519         perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
520         return false;
521     }
522
523     int indemo; // FIXME this should be removed
524     int templength;
525     float lamefloat;
526
527     LOGFUNC;
528
529     LOG(std::string("Loading level...") + name);
530
531     if (!gameon) {
532         visibleloading = true;
533     }
534     if (stealthloading) {
535         visibleloading = false;
536     }
537     if (!stillloading) {
538         loadtime = 0;
539     }
540     gamestarted = 1;
541
542     numenvsounds = 0;
543
544     Tutorial::active = tutorial;
545
546     if (Tutorial::active) {
547         Tutorial::stage = 0;
548     }
549     if (Tutorial::stage == 0) {
550         Tutorial::stagetime = 0;
551         Tutorial::maxtime = 1;
552     }
553     pause_sound(whooshsound);
554     pause_sound(stream_firesound);
555
556     int mapvers;
557     FILE* tfile;
558     errno = 0;
559     tfile = Folders::openMandatoryFile(level_path, "rb");
560
561     pause_sound(stream_firesound);
562     scoreadded = 0;
563     windialogue = false;
564     hostiletime = 0;
565     won = 0;
566
567     //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
568
569     Dialog::dialogs.clear();
570
571     Dialog::indialogue = -1;
572     cameramode = 0;
573
574     damagedealt = 0;
575     damagetaken = 0;
576
577     if (Account::hasActive()) {
578         difficulty = Account::active().getDifficulty();
579     }
580
581     Hotspot::hotspots.clear();
582     Hotspot::current = -1;
583     bonustime = 1;
584
585     skyboxtexture = 1;
586     skyboxr = 1;
587     skyboxg = 1;
588     skyboxb = 1;
589
590     freeze = 0;
591     winfreeze = 0;
592
593     for (unsigned char i = 0; i < 100; i++) {
594         bonusnum[i] = 0;
595     }
596
597     numfalls = 0;
598     numflipfail = 0;
599     numseen = 0;
600     numstaffattack = 0;
601     numswordattack = 0;
602     numknifeattack = 0;
603     numunarmedattack = 0;
604     numescaped = 0;
605     numflipped = 0;
606     numwallflipped = 0;
607     numthrowkill = 0;
608     numafterkill = 0;
609     numreversals = 0;
610     numattacks = 0;
611     maxalarmed = 0;
612     numresponded = 0;
613
614     bonustotal = startbonustotal;
615     bonus = 0;
616     gameon = 1;
617     changedelay = 0;
618     if (console) {
619         emit_sound_np(consolesuccesssound);
620         freeze = 0;
621         console = false;
622     }
623
624     if (!stealthloading) {
625         terrain.decals.clear();
626         Sprite::deleteSprites();
627
628         for (int i = 0; i < subdivision; i++) {
629             for (int j = 0; j < subdivision; j++) {
630                 terrain.patchobjects[i][j].clear();
631             }
632         }
633         Game::LoadingScreen();
634     }
635
636     weapons.clear();
637     Person::players.resize(1);
638
639     funpackf(tfile, "Bi", &mapvers);
640     if (mapvers < 12) {
641         cerr << name << " has obsolete map version " << mapvers << endl;
642     }
643     if (mapvers >= 15) {
644         funpackf(tfile, "Bi", &indemo);
645     } else {
646         indemo = 0;
647     }
648     if (mapvers >= 5) {
649         funpackf(tfile, "Bi", &maptype);
650     } else {
651         maptype = mapkilleveryone;
652     }
653     if (mapvers >= 6) {
654         funpackf(tfile, "Bi", &hostile);
655     } else {
656         hostile = 1;
657     }
658     if (mapvers >= 4) {
659         funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
660     } else {
661         viewdistance = 100;
662         fadestart = .6;
663     }
664     if (mapvers >= 2) {
665         funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
666     } else {
667         skyboxtexture = 1;
668         skyboxr = 1;
669         skyboxg = 1;
670         skyboxb = 1;
671     }
672     if (mapvers >= 10) {
673         funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
674     } else {
675         skyboxlightr = skyboxr;
676         skyboxlightg = skyboxg;
677         skyboxlightb = skyboxb;
678     }
679     /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
680     if (stealthloading) {
681         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
682     } else {
683         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
684     }
685     if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
686         for (int j = 0; j < Person::players[0]->num_weapons; j++) {
687             Person::players[0]->weaponids[j] = weapons.size();
688             int type;
689             funpackf(tfile, "Bi", &type);
690             weapons.push_back(Weapon(type, 0));
691         }
692     }
693
694     Game::LoadingScreen();
695
696     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
697     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
698     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
699     funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
700
701     funpackf(tfile, "Bi", &Person::players[0]->numclothes);
702
703     if (mapvers >= 9) {
704         funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
705     } else {
706         Person::players[0]->whichskin = 0;
707         Person::players[0]->creature = rabbittype;
708     }
709
710     Person::players[0]->lastattack = -1;
711     Person::players[0]->lastattack2 = -1;
712     Person::players[0]->lastattack3 = -1;
713
714     //dialogues
715     if (mapvers >= 8) {
716         Dialog::loadDialogs(tfile);
717     }
718
719     for (int k = 0; k < Person::players[0]->numclothes; k++) {
720         funpackf(tfile, "Bi", &templength);
721         for (int l = 0; l < templength; l++) {
722             funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
723         }
724         Person::players[0]->clothes[k][templength] = '\0';
725         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
726     }
727
728     funpackf(tfile, "Bi", &environment);
729
730     if (environment != oldenvironment) {
731         Setenvironment(environment);
732     }
733     oldenvironment = environment;
734
735     Object::LoadObjectsFromFile(tfile, stealthloading);
736
737     if (mapvers >= 7) {
738         int numhotspots;
739         funpackf(tfile, "Bi", &numhotspots);
740         if (numhotspots < 0) {
741             cerr << "Map " << name << " have an invalid number of hotspots" << endl;
742             numhotspots = 0;
743         }
744         Hotspot::hotspots.resize(numhotspots);
745         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
746             funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
747             funpackf(tfile, "Bi", &templength);
748             if (templength) {
749                 for (int l = 0; l < templength; l++) {
750                     funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
751                 }
752             }
753             Hotspot::hotspots[i].text[templength] = '\0';
754             if (Hotspot::hotspots[i].type == -111) {
755                 indemo = 1;
756             }
757         }
758     } else {
759         Hotspot::hotspots.clear();
760     }
761
762     Game::LoadingScreen();
763
764     if (!stealthloading) {
765         Object::ComputeCenter();
766         Object::ComputeRadius();
767     }
768
769     Game::LoadingScreen();
770
771     int numplayers;
772     funpackf(tfile, "Bi", &numplayers);
773     if (numplayers > maxplayers) {
774         cout << "Warning: this level contains more players than allowed" << endl;
775     }
776     unsigned j = 1;
777     for (int i = 1; i < numplayers; i++) {
778         try {
779             Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
780             j++;
781         } catch (InvalidPersonException e) {
782             cerr << "Invalid Person found in " << name << endl;
783         }
784     }
785     Game::LoadingScreen();
786
787     funpackf(tfile, "Bi", &numpathpoints);
788     if (numpathpoints > 30 || numpathpoints < 0) {
789         numpathpoints = 0;
790     }
791     for (int j = 0; j < numpathpoints; j++) {
792         funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
793         for (int k = 0; k < numpathpointconnect[j]; k++) {
794             funpackf(tfile, "Bi", &pathpointconnect[j][k]);
795         }
796     }
797     Game::LoadingScreen();
798
799     funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
800
801     SetUpLighting();
802
803     if (!stealthloading) {
804         Object::AddObjectsToTerrain();
805         terrain.DoShadows();
806         Game::LoadingScreen();
807         Object::DoShadows();
808         Game::LoadingScreen();
809     }
810
811     fclose(tfile);
812
813     for (unsigned i = 0; i < Person::players.size(); i++) {
814         Game::LoadingScreen();
815         if (i == 0) {
816             Person::players[i]->burnt = 0;
817             Person::players[i]->bled = 0;
818             Person::players[i]->onfire = 0;
819             Person::players[i]->scale = .2;
820             if (mapvers < 9) {
821                 Person::players[i]->creature = rabbittype;
822             }
823         }
824         Person::players[i]->skeleton.free = 0;
825
826         Person::players[i]->skeletonLoad();
827
828         Person::players[i]->addClothes();
829
830         if (i == 0) {
831             Person::players[i]->animCurrent = bounceidleanim;
832             Person::players[i]->animTarget = bounceidleanim;
833             Person::players[i]->frameCurrent = 0;
834             Person::players[i]->frameTarget = 1;
835             Person::players[i]->target = 0;
836         }
837         Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
838         if (difficulty == 0) {
839             Person::players[i]->speed -= .2;
840         }
841         if (difficulty == 1) {
842             Person::players[i]->speed -= .1;
843         }
844
845         if (i == 0) {
846             Person::players[i]->velocity = 0;
847             Person::players[i]->oldcoords = Person::players[i]->coords;
848             Person::players[i]->realoldcoords = Person::players[i]->coords;
849
850             Person::players[i]->id = i;
851             Person::players[i]->updatedelay = 0;
852             Person::players[i]->normalsupdatedelay = 0;
853
854             Person::players[i]->setProportions(1, 1, 1, 1);
855             Person::players[i]->headless = 0;
856             Person::players[i]->currentoffset = 0;
857             Person::players[i]->targetoffset = 0;
858             if (Person::players[i]->creature == wolftype) {
859                 Person::players[i]->scale = .23;
860                 Person::players[i]->damagetolerance = 300;
861             } else {
862                 Person::players[i]->damagetolerance = 200;
863             }
864         }
865
866         Game::LoadingScreen();
867
868         Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
869
870         if (i == 0) {
871             Person::players[i]->headmorphness = 0;
872             Person::players[i]->targetheadmorphness = 1;
873             Person::players[i]->headmorphstart = 0;
874             Person::players[i]->headmorphend = 0;
875
876             Person::players[i]->pausetime = 0;
877
878             Person::players[i]->dead = 0;
879             Person::players[i]->jumppower = 5;
880             Person::players[i]->damage = 0;
881             Person::players[i]->permanentdamage = 0;
882             Person::players[i]->superpermanentdamage = 0;
883
884             Person::players[i]->forwardkeydown = 0;
885             Person::players[i]->leftkeydown = 0;
886             Person::players[i]->backkeydown = 0;
887             Person::players[i]->rightkeydown = 0;
888             Person::players[i]->jumpkeydown = 0;
889             Person::players[i]->crouchkeydown = 0;
890             Person::players[i]->throwkeydown = 0;
891
892             Person::players[i]->collided = -10;
893             Person::players[i]->loaded = 1;
894             Person::players[i]->bloodloss = 0;
895             Person::players[i]->weaponactive = -1;
896             Person::players[i]->weaponstuck = -1;
897             Person::players[i]->bleeding = 0;
898             Person::players[i]->deathbleeding = 0;
899             Person::players[i]->stunned = 0;
900             Person::players[i]->hasvictim = 0;
901             Person::players[i]->wentforweapon = 0;
902         }
903     }
904
905     Person::players[0]->aitype = playercontrolled;
906
907     if (difficulty == 1) {
908         Person::players[0]->power = 1 / .9;
909         Person::players[0]->damagetolerance = 250;
910     } else if (difficulty == 0) {
911         Person::players[0]->power = 1 / .8;
912         Person::players[0]->damagetolerance = 300;
913         Person::players[0]->armorhead *= 1.5;
914         Person::players[0]->armorhigh *= 1.5;
915         Person::players[0]->armorlow *= 1.5;
916     }
917
918     cameraloc = Person::players[0]->coords;
919     cameraloc.y += 5;
920     yaw = Person::players[0]->yaw;
921
922     hawkcoords = Person::players[0]->coords;
923     hawkcoords.y += 30;
924
925     Game::LoadingScreen();
926
927     LOG("Starting background music...");
928
929     OPENAL_StopSound(OPENAL_ALL);
930     if (ambientsound) {
931         if (environment == snowyenvironment) {
932             emit_stream_np(stream_wind);
933         } else if (environment == desertenvironment) {
934             emit_stream_np(stream_desertambient);
935         } else if (environment == grassyenvironment) {
936             emit_stream_np(stream_wind, 100.);
937         }
938     }
939     oldmusicvolume[0] = 0;
940     oldmusicvolume[1] = 0;
941     oldmusicvolume[2] = 0;
942     oldmusicvolume[3] = 0;
943
944     leveltime = 0;
945     wonleveltime = 0;
946     visibleloading = false;
947
948     return true;
949 }
950
951 /* Process input events that impact settings, console, devtools, etc.
952  * Gameplay-related input processing is still done in Game::Tick() for now
953  * as it is tightly coupled to the game logic.
954  */
955 void Game::ProcessInput()
956 {
957     /* Pump SDL input events */
958     Input::Tick();
959
960     /* Menu handling (main menu, leave game) */
961     if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
962         (gameon || mainmenu == 0)) {
963         selected = -1;
964         if (mainmenu == 0 && !winfreeze) {
965             mainmenu = 2; // Pause
966         } else if (mainmenu == 1 || mainmenu == 2) {
967             mainmenu = 0; // Unpause
968         }
969         // Play menu theme
970         if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
971             OPENAL_SetFrequency(OPENAL_ALL);
972             emit_stream_np(stream_menutheme);
973             pause_sound(leveltheme);
974         }
975         // On resume, play level music
976         if (!mainmenu) {
977             pause_sound(stream_menutheme);
978             resume_stream(leveltheme);
979         }
980     }
981
982     /* Challenge mode */
983     if (!campaign && !mainmenu) {
984         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
985             if (winfreeze) {
986                 winfreeze = 0;
987             }
988         }
989
990         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
991             if (console) {
992                 console = false;
993                 freeze = 0;
994             } else if (winfreeze) {
995                 mainmenu = 9;
996                 gameon = 0;
997             }
998         }
999     }
1000
1001     /* Tutorial mode hotkeys */
1002     if (Tutorial::active) {
1003         // Skip current tutorial stage
1004         if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
1005             if (Tutorial::stage != 51) {
1006                 Tutorial::stagetime = Tutorial::maxtime;
1007             }
1008             emit_sound_np(consolefailsound, 128.);
1009         }
1010     }
1011
1012     /* Screenshot */
1013     if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
1014         Screenshot();
1015     }
1016
1017     /* Stereo video mode hotkeys */
1018     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
1019         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1020             stereoreverse = true;
1021             printf("Stereo reversed\n");
1022         } else {
1023             stereoreverse = false;
1024             printf("Stereo unreversed\n");
1025         }
1026     }
1027
1028     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
1029         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1030             stereoseparation -= 0.001;
1031         } else {
1032             stereoseparation -= 0.010;
1033         }
1034         printf("Stereo separation decreased to %f\n", stereoseparation);
1035     }
1036
1037     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
1038         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1039             stereoseparation += 0.001;
1040         } else {
1041             stereoseparation += 0.010;
1042         }
1043         printf("Stereo separation increased to %f\n", stereoseparation);
1044     }
1045
1046     /* Devtools */
1047     if (devtools && !mainmenu) {
1048         ProcessDevInput();
1049     }
1050 }
1051
1052 void Game::ProcessDevInput()
1053 {
1054     if (!devtools || mainmenu) {
1055         return;
1056     }
1057
1058     /* Console */
1059     if (Input::isKeyPressed(consolekey)) {
1060         console = !console;
1061         if (console) {
1062             OPENAL_SetFrequency(OPENAL_ALL);
1063         } else {
1064             freeze = 0;
1065             waiting = false;
1066         }
1067     }
1068
1069     if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1070         /* Enable editor */
1071         if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1072             editorenabled = !editorenabled;
1073             if (editorenabled) {
1074                 Person::players[0]->damagetolerance = 100000;
1075             } else {
1076                 Person::players[0]->damagetolerance = 200;
1077             }
1078             Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1079             Person::players[0]->permanentdamage = 0;
1080             Person::players[0]->superpermanentdamage = 0;
1081             Person::players[0]->bloodloss = 0;
1082             Person::players[0]->deathbleeding = 0;
1083         }
1084
1085         /* Nullify damage and give 200000 health */
1086         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1087             Person::players[0]->damagetolerance = 200000;
1088             Person::players[0]->damage = 0;
1089             Person::players[0]->burnt = 0;
1090             Person::players[0]->permanentdamage = 0;
1091             Person::players[0]->superpermanentdamage = 0;
1092         }
1093
1094         /* Change environment */
1095         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1096             environment++;
1097             if (environment > 2) {
1098                 environment = 0;
1099             }
1100             Setenvironment(environment);
1101         }
1102
1103         /* Camera mode */
1104         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1105             cameramode = !cameramode;
1106         }
1107
1108         /* Freeze */
1109         if (Input::isKeyPressed(SDL_SCANCODE_V)) {
1110             freeze = !freeze;
1111             if (freeze) {
1112                 OPENAL_SetFrequency(OPENAL_ALL);
1113             }
1114         }
1115
1116         /* Toggle slow motion */
1117         if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1118             slomo = 1 - slomo;
1119             slomodelay = 1000;
1120         }
1121
1122         /* Ragdoll */
1123         if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1124             Person::players[0]->RagDoll(0);
1125             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1126         }
1127
1128         /* Shrink tree leaves?? */
1129         // FIXME: Can't see what this does in game.
1130         if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1131             for (auto& an_object : Object::objects) {
1132                 if (an_object->type == treeleavestype) {
1133                     an_object->scale *= .9;
1134                 }
1135             }
1136         }
1137
1138         /* Change (or add) weapon */
1139         if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1140             int closest = 0;
1141             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1142                 closest = findClosestPlayer();
1143             }
1144
1145             if (closest >= 0) {
1146                 if (Person::players[closest]->num_weapons > 0) {
1147                     int weapontype = 0;
1148                     switch (weapons[Person::players[closest]->weaponids[0]].getType()) {
1149                         case knife:
1150                             weapontype = sword;
1151                             break;
1152                         case sword:
1153                             weapontype = staff;
1154                             break;
1155                         case staff:
1156                             weapontype = knife;
1157                             break;
1158                     }
1159                     weapons[Person::players[closest]->weaponids[0]].setType(weapontype);
1160                 } else {
1161                     Person::players[closest]->weaponids[0] = weapons.size();
1162                     weapons.push_back(Weapon(knife, closest));
1163                     Person::players[closest]->num_weapons = 1;
1164                 }
1165             }
1166         }
1167
1168         /* Change yaw (rotate around Z axis) */
1169         if (Input::isKeyDown(SDL_SCANCODE_U)) {
1170             int closest = 0;
1171             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1172                 closest = findClosestPlayer();
1173             }
1174
1175             if (closest >= 0) {
1176                 Person::players[closest]->yaw += multiplier * 50;
1177                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1178             }
1179         }
1180
1181         /* Toggle fire */
1182         if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1183             int closest = 0;
1184             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1185                 closest = findClosestPlayer();
1186             }
1187
1188             if (closest >= 0) {
1189                 Person::players[closest]->onfire = !Person::players[closest]->onfire;
1190                 if (Person::players[closest]->onfire) {
1191                     Person::players[closest]->CatchFire();
1192                 } else {
1193                     emit_sound_at(fireendsound, Person::players[closest]->coords);
1194                     pause_sound(stream_firesound);
1195                 }
1196             }
1197         }
1198
1199         /* Change skin */
1200         if (Input::isKeyPressed(SDL_SCANCODE_T) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1201             int closest = 0;
1202             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1203                 closest = findClosestPlayer();
1204             }
1205
1206             if (closest >= 0) {
1207                 Person::players[closest]->whichskin++;
1208                 if (Person::players[closest]->whichskin > 9) {
1209                     Person::players[closest]->whichskin = 0;
1210                 }
1211                 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
1212                     Person::players[closest]->whichskin = 0;
1213                 }
1214
1215                 Person::players[closest]->skeleton.drawmodel.textureptr.load(
1216                     creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1217                     &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1218             }
1219
1220             Person::players[closest]->addClothes();
1221         }
1222
1223         /* Change creature type */
1224         if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1225             int closest = 0;
1226             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1227                 closest = findClosestPlayer();
1228             }
1229
1230             if (closest >= 0) {
1231                 if (Person::players[closest]->creature == rabbittype) {
1232                     Person::players[closest]->creature = wolftype;
1233                     Person::players[closest]->whichskin = 0;
1234                     Person::players[closest]->skeletonLoad();
1235                     Person::players[closest]->scale *= 1.15;
1236
1237                     Person::players[closest]->damagetolerance = 300;
1238                 } else { // wolftype
1239                     Person::players[closest]->creature = rabbittype;
1240                     Person::players[closest]->whichskin = 0;
1241                     Person::players[closest]->skeletonLoad(true);
1242
1243                     Person::players[closest]->scale /= 1.15;
1244
1245                     Person::players[closest]->damagetolerance = 200;
1246                 }
1247             }
1248         }
1249
1250         /* Explose nearby player's head */
1251         if (Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1252             int closest = findClosestPlayer();
1253             if (closest > 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1254                 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1255                 XYZ headspurtdirection;
1256                 Joint& headjoint = Person::players[closest]->joint(head);
1257
1258                 if (!Person::players[closest]->skeleton.free) {
1259                     flatvelocity2_orig = Person::players[closest]->velocity;
1260                     flatfacing2 = DoRotation(
1261                                       DoRotation(
1262                                           DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt),
1263                                           Person::players[closest]->tilt2, 0, 0),
1264                                       0, Person::players[closest]->yaw, 0) *
1265                                       Person::players[closest]->scale +
1266                                   Person::players[closest]->coords;
1267                 } else {
1268                     flatvelocity2_orig = headjoint.velocity;
1269                     flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1270                 }
1271
1272                 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1273                 Normalise(&headspurtdirection);
1274
1275                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1276                     flatvelocity2 = flatvelocity2_orig;
1277                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1278                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1279                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1280                     printf("Test: %f\n", flatvelocity2.x);
1281                     printf("Test orig: %f\n", flatvelocity2_orig.x);
1282                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1283                     flatvelocity2 += headspurtdirection * 8;
1284                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1285                 }
1286                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1287
1288                 emit_sound_at(splattersound, Person::players[closest]->coords);
1289                 emit_sound_at(breaksound2, Person::players[closest]->coords, 100.);
1290
1291                 if (Person::players[closest]->skeleton.free == 2) {
1292                     Person::players[closest]->skeleton.free = 0;
1293                 }
1294                 Person::players[closest]->RagDoll(0);
1295                 Person::players[closest]->dead = 2;
1296                 Person::players[closest]->headless = 1;
1297                 Person::players[closest]->DoBloodBig(3, 165);
1298
1299                 camerashake += .3;
1300             }
1301         }
1302
1303         /* Explode nearby player */
1304         if (Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1305             int closest = findClosestPlayer();
1306             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1307                 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1308
1309                 emit_sound_at(splattersound, Person::players[closest]->coords);
1310                 emit_sound_at(breaksound2, Person::players[closest]->coords);
1311
1312                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1313                     if (!Person::players[closest]->skeleton.free) {
1314                         flatvelocity2_orig = Person::players[closest]->velocity;
1315                         flatfacing2 = DoRotation(
1316                                           DoRotation(
1317                                               DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt),
1318                                               Person::players[closest]->tilt2, 0, 0),
1319                                           0, Person::players[closest]->yaw, 0) *
1320                                           Person::players[closest]->scale +
1321                                       Person::players[closest]->coords;
1322                     } else {
1323                         flatvelocity2_orig = Person::players[closest]->skeleton.joints[i].velocity;
1324                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position *
1325                                           Person::players[closest]->scale +
1326                                       Person::players[closest]->coords;
1327                     }
1328
1329                     // Animation part 1
1330                     flatvelocity2 = flatvelocity2_orig;
1331                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1332                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1333                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1334                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1335                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1336                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1337
1338                     // Animation part 2
1339                     flatvelocity2 = flatvelocity2_orig;
1340                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1341                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1342                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1343                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1344                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1345
1346                     // Animation part 3
1347                     flatvelocity2 = flatvelocity2_orig;
1348                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1349                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1350                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1351                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1352                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1353
1354                     // Animation part 4
1355                     flatvelocity2 = flatvelocity2_orig;
1356                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1357                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1358                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1359                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1360                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1361                 }
1362
1363                 XYZ temppos;
1364                 for (unsigned j = 0; j < Person::players.size(); j++) {
1365                     if (int(j) == closest) {
1366                         continue;
1367                     }
1368                     if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1369                         Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1370                         if (Person::players[j]->skeleton.free == 2) {
1371                             Person::players[j]->skeleton.free = 1;
1372                         }
1373                         Person::players[j]->skeleton.longdead = 0;
1374                         Person::players[j]->RagDoll(0);
1375                         for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1376                             temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1377                             if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1378                                 flatvelocity2 = temppos - Person::players[closest]->coords;
1379                                 Normalise(&flatvelocity2);
1380                                 Person::players[j]->skeleton.joints[i].velocity +=
1381                                     flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1382                             }
1383                         }
1384                     }
1385                 }
1386
1387                 Person::players[closest]->DoDamage(10000);
1388                 Person::players[closest]->RagDoll(0);
1389                 Person::players[closest]->dead = 2;
1390                 Person::players[closest]->coords = 20;
1391                 Person::players[closest]->skeleton.free = 2;
1392
1393                 camerashake += .6;
1394             }
1395         }
1396     }
1397
1398     /* Skip level (only for challenges) */
1399     // FIXME: Allow skipping levels in campaigns too
1400     if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1401         targetlevel++;
1402         if (targetlevel > numchallengelevels - 1) {
1403             targetlevel = 0;
1404         }
1405         loading = 1;
1406         leveltime = 5;
1407     }
1408
1409     /* Editor mode keys */
1410     if (editorenabled) {
1411         /* Closest player deletion */
1412         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1413             int closest = findClosestPlayer();
1414             if (closest > 0) {
1415                 Person::players.erase(Person::players.begin() + closest);
1416             }
1417         }
1418
1419         /* Closest object deletion */
1420         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1421             int closest = findClosestObject();
1422             if (closest >= 0) {
1423                 Object::DeleteObject(closest);
1424             }
1425         }
1426
1427         /* Add object */
1428         if (Input::isKeyPressed(SDL_SCANCODE_O)) {
1429             if (Object::objects.size() < max_objects - 1) {
1430                 XYZ scenecoords = Person::players[0]->coords;
1431                 scenecoords.y -= 3;
1432                 if (editortype == bushtype || editortype == firetype) {
1433                     scenecoords.y -= 3.5;
1434                 } else {
1435                     scenecoords.y -= 3;
1436                 }
1437
1438                 float tmpyaw, tmppitch;
1439                 tmpyaw = editoryaw;
1440                 tmppitch = editorpitch;
1441                 if (tmpyaw < 0 || editortype == bushtype) {
1442                     tmpyaw = Random() % 360;
1443                 }
1444                 if (tmppitch < 0) {
1445                     tmppitch = Random() % 360;
1446                 }
1447
1448                 Object::MakeObject(editortype, scenecoords, (int)tmpyaw - ((int)tmpyaw) % 30, (int)tmppitch, editorsize);
1449                 if (editortype == treetrunktype) {
1450                     Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (tmppitch < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1451                 }
1452             }
1453         }
1454
1455         /* Add player */
1456         if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1457             Person::players.push_back(shared_ptr<Person>(new Person()));
1458
1459             Person::players.back()->id = Person::players.size() - 1;
1460
1461             Person::players.back()->scale = Person::players[0]->scale;
1462             Person::players.back()->creature = rabbittype;
1463             Person::players.back()->howactive = editoractive;
1464             Person::players.back()->whichskin = (int)(abs(Random() % 3));
1465
1466             Person::players.back()->skeletonLoad(true);
1467
1468             Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1469             Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1470
1471             Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1472             Person::players.back()->yaw = Person::players[0]->yaw;
1473
1474             Person::players.back()->coords = Person::players[0]->coords;
1475             Person::players.back()->oldcoords = Person::players.back()->coords;
1476             Person::players.back()->realoldcoords = Person::players.back()->coords;
1477
1478             Person::players.back()->setProportions(1, 1, 1, 1);
1479
1480             Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1481
1482             Person::players.back()->damagetolerance = 200;
1483
1484             Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1485             Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1486             Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1487             Person::players.back()->armorhead = Person::players[0]->armorhead;
1488             Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1489             Person::players.back()->armorlow = Person::players[0]->armorlow;
1490             Person::players.back()->metalhead = Person::players[0]->metalhead;
1491             Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1492             Person::players.back()->metallow = Person::players[0]->metallow;
1493
1494             Person::players.back()->immobile = Person::players[0]->immobile;
1495
1496             Person::players.back()->numclothes = Person::players[0]->numclothes;
1497             for (int i = 0; i < Person::players.back()->numclothes; i++) {
1498                 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1499                 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1500                 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1501                 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1502             }
1503             Person::players.back()->addClothes();
1504
1505             Person::players.back()->power = Person::players[0]->power;
1506             Person::players.back()->speedmult = Person::players[0]->speedmult;
1507
1508             Person::players.back()->loaded = true;
1509         }
1510
1511         /* Add waypoint */
1512         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1513             if (Person::players.back()->numwaypoints < 90) {
1514                 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1515                 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1516                 Person::players.back()->numwaypoints++;
1517             } else {
1518                 printf("Add waypoint: Reached max number of waypoints (90), aborting.");
1519             }
1520         }
1521
1522         /* Connect waypoint */
1523         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1524             if (numpathpoints < 30) {
1525                 bool connected = false;
1526                 if (numpathpoints > 1) {
1527                     for (int i = 0; i < numpathpoints; i++) {
1528                         if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1529                             bool alreadyconnected = false;
1530                             for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1531                                 if (pathpointconnect[pathpointselected][j] == i) {
1532                                     alreadyconnected = true;
1533                                 }
1534                             }
1535                             if (!alreadyconnected) {
1536                                 numpathpointconnect[pathpointselected]++;
1537                                 connected = true;
1538                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1539                             }
1540                         }
1541                     }
1542                 }
1543                 if (!connected) {
1544                     numpathpoints++;
1545                     pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1546                     numpathpointconnect[numpathpoints - 1] = 0;
1547                     if (numpathpoints > 1 && pathpointselected != -1) {
1548                         numpathpointconnect[pathpointselected]++;
1549                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1550                     }
1551                     pathpointselected = numpathpoints - 1;
1552                 }
1553             } else {
1554                 printf("Connect waypoint: Reached max number of path points (30), aborting.");
1555             }
1556         }
1557
1558         /* Select next path waypoint */
1559         if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1560             pathpointselected++;
1561             if (pathpointselected >= numpathpoints) {
1562                 pathpointselected = -1;
1563             }
1564         }
1565
1566         /* Select previous path waypoint */
1567         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1568             pathpointselected--;
1569             if (pathpointselected <= -2) {
1570                 pathpointselected = numpathpoints - 1;
1571             }
1572         }
1573
1574         /* Delete path waypoint */
1575         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1576             if (pathpointselected != -1) {
1577                 numpathpoints--;
1578                 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1579                 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1580                 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1581                     pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1582                 }
1583                 for (int i = 0; i < numpathpoints; i++) {
1584                     for (int j = 0; j < numpathpointconnect[i]; j++) {
1585                         if (pathpointconnect[i][j] == pathpointselected) {
1586                             pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1587                             numpathpointconnect[i]--;
1588                         }
1589                         if (pathpointconnect[i][j] == numpathpoints) {
1590                             pathpointconnect[i][j] = pathpointselected;
1591                         }
1592                     }
1593                 }
1594                 pathpointselected = numpathpoints - 1;
1595             }
1596         }
1597
1598         /* Select previous object type */
1599         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1600             editortype--;
1601             if (editortype == treeleavestype || editortype == 10) {
1602                 editortype--;
1603             }
1604             if (editortype < 0) {
1605                 editortype = firetype;
1606             }
1607         }
1608
1609         /* Select next object type */
1610         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1611             editortype++;
1612             if (editortype == treeleavestype || editortype == 10) {
1613                 editortype++;
1614             }
1615             if (editortype > firetype) {
1616                 editortype = 0;
1617             }
1618         }
1619
1620         /* Decrease size for next object */
1621         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1622             editorsize -= multiplier;
1623             if (editorsize < .1) {
1624                 editorsize = .1;
1625             }
1626         }
1627
1628         /* Increase size for next object */
1629         if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1630             editorsize += multiplier;
1631         }
1632
1633         /* Decrease yaw for next object */
1634         if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1635             editoryaw -= multiplier * 100;
1636             if (editoryaw < -.01) {
1637                 editoryaw = -.01;
1638             }
1639         }
1640
1641         /* Increase yaw for next object */
1642         if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1643             editoryaw += multiplier * 100;
1644         }
1645
1646         /* Decrease pitch for next object */
1647         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1648             editorpitch -= multiplier * 100;
1649             if (editorpitch < -.01) {
1650                 editorpitch = -.01;
1651             }
1652         }
1653
1654         /* Increase pitch for next object */
1655         if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1656             editorpitch += multiplier * 100;
1657         }
1658
1659         /* Decrease map radius */
1660         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1661             mapradius -= multiplier * 10;
1662         }
1663
1664         /* Increase map radius */
1665         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1666             mapradius += multiplier * 10;
1667         }
1668     }
1669 }
1670
1671 void doJumpReversals()
1672 {
1673     for (unsigned k = 0; k < Person::players.size(); k++) {
1674         for (unsigned i = k + 1; i < Person::players.size(); i++) {
1675             if (Person::players[k]->skeleton.free == 0 &&
1676                 Person::players[i]->skeleton.oldfree == 0 &&
1677                 (Person::players[i]->animTarget == jumpupanim ||
1678                  Person::players[k]->animTarget == jumpupanim) &&
1679                 (Person::players[i]->aitype == playercontrolled ||
1680                  Person::players[k]->aitype == playercontrolled) &&
1681                 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1682                  (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1683                 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1684                     distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1685                     //TODO: refactor two huge similar ifs
1686                     if (Person::players[i]->animTarget == jumpupanim &&
1687                         Person::players[k]->animTarget != getupfrombackanim &&
1688                         Person::players[k]->animTarget != getupfromfrontanim &&
1689                         Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1690                         normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1691                         ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1692                          Person::players[k]->aitype != playercontrolled)) {
1693                         Person::players[i]->victim = Person::players[k];
1694                         Person::players[i]->velocity = 0;
1695                         Person::players[i]->animCurrent = jumpreversedanim;
1696                         Person::players[i]->animTarget = jumpreversedanim;
1697                         Person::players[i]->frameCurrent = 0;
1698                         Person::players[i]->frameTarget = 1;
1699                         Person::players[i]->targettilt2 = 0;
1700                         Person::players[k]->victim = Person::players[i];
1701                         Person::players[k]->velocity = 0;
1702                         Person::players[k]->animCurrent = jumpreversalanim;
1703                         Person::players[k]->animTarget = jumpreversalanim;
1704                         Person::players[k]->frameCurrent = 0;
1705                         Person::players[k]->frameTarget = 1;
1706                         Person::players[k]->targettilt2 = 0;
1707                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1708                             Person::players[i]->animCurrent = rabbitkickreversedanim;
1709                             Person::players[i]->animTarget = rabbitkickreversedanim;
1710                             Person::players[i]->frameCurrent = 1;
1711                             Person::players[i]->frameTarget = 2;
1712                             Person::players[k]->animCurrent = rabbitkickreversalanim;
1713                             Person::players[k]->animTarget = rabbitkickreversalanim;
1714                             Person::players[k]->frameCurrent = 1;
1715                             Person::players[k]->frameTarget = 2;
1716                         }
1717                         Person::players[i]->target = 0;
1718                         Person::players[k]->oldcoords = Person::players[k]->coords;
1719                         Person::players[i]->coords = Person::players[k]->coords;
1720                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1721                         Person::players[k]->yaw = Person::players[i]->targetyaw;
1722                         if (Person::players[k]->aitype == attacktypecutoff) {
1723                             Person::players[k]->stunned = .5;
1724                         }
1725                     }
1726                     if (Person::players[k]->animTarget == jumpupanim &&
1727                         Person::players[i]->animTarget != getupfrombackanim &&
1728                         Person::players[i]->animTarget != getupfromfrontanim &&
1729                         Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1730                         normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1731                         ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1732                          Person::players[i]->aitype != playercontrolled)) {
1733                         Person::players[k]->victim = Person::players[i];
1734                         Person::players[k]->velocity = 0;
1735                         Person::players[k]->animCurrent = jumpreversedanim;
1736                         Person::players[k]->animTarget = jumpreversedanim;
1737                         Person::players[k]->frameCurrent = 0;
1738                         Person::players[k]->frameTarget = 1;
1739                         Person::players[k]->targettilt2 = 0;
1740                         Person::players[i]->victim = Person::players[k];
1741                         Person::players[i]->velocity = 0;
1742                         Person::players[i]->animCurrent = jumpreversalanim;
1743                         Person::players[i]->animTarget = jumpreversalanim;
1744                         Person::players[i]->frameCurrent = 0;
1745                         Person::players[i]->frameTarget = 1;
1746                         Person::players[i]->targettilt2 = 0;
1747                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1748                             Person::players[k]->animTarget = rabbitkickreversedanim;
1749                             Person::players[k]->animCurrent = rabbitkickreversedanim;
1750                             Person::players[i]->animCurrent = rabbitkickreversalanim;
1751                             Person::players[i]->animTarget = rabbitkickreversalanim;
1752                             Person::players[k]->frameCurrent = 1;
1753                             Person::players[k]->frameTarget = 2;
1754                             Person::players[i]->frameCurrent = 1;
1755                             Person::players[i]->frameTarget = 2;
1756                         }
1757                         Person::players[k]->target = 0;
1758                         Person::players[i]->oldcoords = Person::players[i]->coords;
1759                         Person::players[k]->coords = Person::players[i]->coords;
1760                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1761                         Person::players[i]->yaw = Person::players[k]->targetyaw;
1762                         if (Person::players[i]->aitype == attacktypecutoff) {
1763                             Person::players[i]->stunned = .5;
1764                         }
1765                     }
1766                 }
1767             }
1768         }
1769     }
1770 }
1771
1772 void doAerialAcrobatics()
1773 {
1774     static XYZ facing, flatfacing;
1775     for (unsigned k = 0; k < Person::players.size(); k++) {
1776         Person::players[k]->turnspeed = 500;
1777
1778         if ((Person::players[k]->isRun() &&
1779              ((Person::players[k]->targetyaw != rabbitrunninganim &&
1780                Person::players[k]->targetyaw != wolfrunninganim) ||
1781               Person::players[k]->frameTarget == 4)) ||
1782             Person::players[k]->animTarget == removeknifeanim ||
1783             Person::players[k]->animTarget == crouchremoveknifeanim ||
1784             Person::players[k]->animTarget == flipanim ||
1785             Person::players[k]->animTarget == fightsidestep ||
1786             Person::players[k]->animTarget == walkanim) {
1787             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1788         }
1789
1790         if (Person::players[k]->isStop() ||
1791             Person::players[k]->isLanding() ||
1792             Person::players[k]->animTarget == staggerbackhighanim ||
1793             (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1794             Person::players[k]->animTarget == staggerbackhardanim ||
1795             Person::players[k]->animTarget == backhandspringanim ||
1796             Person::players[k]->animTarget == dodgebackanim ||
1797             Person::players[k]->animTarget == rollanim ||
1798             (Animation::animations[Person::players[k]->animTarget].attack &&
1799              Person::players[k]->animTarget != rabbitkickanim &&
1800              (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1801              (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1802             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1803         }
1804
1805         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1806             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1807         }
1808
1809         Person::players[k]->DoStuff();
1810         if (Person::players[k]->immobile && k != 0) {
1811             Person::players[k]->coords = Person::players[k]->realoldcoords;
1812         }
1813
1814         //if player's position has changed (?)
1815         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1816             !Person::players[k]->skeleton.free &&
1817             Person::players[k]->animTarget != climbanim &&
1818             Person::players[k]->animTarget != hanganim) {
1819             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1820             int whichhit;
1821             bool tempcollide = 0;
1822
1823             if (Person::players[k]->collide < -.3) {
1824                 Person::players[k]->collide = -.3;
1825             }
1826             if (Person::players[k]->collide > 1) {
1827                 Person::players[k]->collide = 1;
1828             }
1829             Person::players[k]->collide -= multiplier * 30;
1830
1831             //clip to terrain
1832             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1833
1834             for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1835                 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1836                 if (Object::objects[i]->type != rocktype ||
1837                     Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1838                     Object::objects[i]->position.y > Person::players[k]->coords.y) {
1839                     lowpoint = Person::players[k]->coords;
1840                     if (Person::players[k]->animTarget != jumpupanim &&
1841                         Person::players[k]->animTarget != jumpdownanim &&
1842                         !Person::players[k]->isFlip()) {
1843                         lowpoint.y += 1.25;
1844                     } else {
1845                         lowpoint.y += 1.3;
1846                     }
1847                     if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1848                         Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
1849                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1850                     }
1851                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1852                         flatfacing = lowpoint - Person::players[k]->coords;
1853                         Person::players[k]->coords = lowpoint;
1854                         Person::players[k]->coords.y -= 1.3;
1855                         Person::players[k]->collide = 1;
1856                         tempcollide = 1;
1857                         //wall jumps
1858                         //TODO: refactor four similar blocks
1859                         if (Person::players[k]->aitype == playercontrolled &&
1860                             (Person::players[k]->animTarget == jumpupanim ||
1861                              Person::players[k]->animTarget == jumpdownanim ||
1862                              Person::players[k]->isFlip()) &&
1863                             !Person::players[k]->jumptogglekeydown &&
1864                             Person::players[k]->jumpkeydown) {
1865                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1866                             XYZ tempcoords1 = lowpoint;
1867                             whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1868                             if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1869                                 Person::players[k]->setTargetAnimation(walljumpleftanim);
1870                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1871                                 if (k == 0) {
1872                                     pause_sound(whooshsound);
1873                                 }
1874
1875                                 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1876                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1877                                 if (lowpointtarget.z < 0) {
1878                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1879                                 }
1880                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
1881                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
1882                                 if (k == 0) {
1883                                     numwallflipped++;
1884                                 }
1885                             } else {
1886                                 lowpoint = tempcoords1;
1887                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1888                                 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1889                                 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1890                                     Person::players[k]->setTargetAnimation(walljumprightanim);
1891                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
1892                                     if (k == 0) {
1893                                         pause_sound(whooshsound);
1894                                     }
1895
1896                                     lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1897                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1898                                     if (lowpointtarget.z < 0) {
1899                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1900                                     }
1901                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
1902                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
1903                                     if (k == 0) {
1904                                         numwallflipped++;
1905                                     }
1906                                 } else {
1907                                     lowpoint = tempcoords1;
1908                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1909                                     whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1910                                     if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1911                                         Person::players[k]->setTargetAnimation(walljumpbackanim);
1912                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
1913                                         if (k == 0) {
1914                                             pause_sound(whooshsound);
1915                                         }
1916
1917                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1918                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1919                                         if (lowpointtarget.z < 0) {
1920                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1921                                         }
1922                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
1923                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
1924                                         if (k == 0) {
1925                                             numwallflipped++;
1926                                         }
1927                                     } else {
1928                                         lowpoint = tempcoords1;
1929                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1930                                         whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1931                                         if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1932                                             Person::players[k]->setTargetAnimation(walljumpfrontanim);
1933                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
1934                                             if (k == 0) {
1935                                                 pause_sound(whooshsound);
1936                                             }
1937
1938                                             lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1939                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1940                                             if (lowpointtarget.z < 0) {
1941                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1942                                             }
1943                                             Person::players[k]->yaw += 180;
1944                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
1945                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
1946                                             if (k == 0) {
1947                                                 numwallflipped++;
1948                                             }
1949                                         }
1950                                     }
1951                                 }
1952                             }
1953                         }
1954                     }
1955                 } else if (Object::objects[i]->type == rocktype) {
1956                     lowpoint2 = Person::players[k]->coords;
1957                     lowpoint = Person::players[k]->coords;
1958                     lowpoint.y += 2;
1959                     if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1960                         Person::players[k]->coords = colpoint;
1961                         Person::players[k]->collide = 1;
1962                         tempcollide = 1;
1963
1964                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1965                             //flipped into a rock
1966                             if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
1967                                 Person::players[k]->RagDoll(0);
1968                             }
1969
1970                             if (Person::players[k]->animTarget == jumpupanim) {
1971                                 Person::players[k]->jumppower = -4;
1972                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
1973                             }
1974                             Person::players[k]->target = 0;
1975                             Person::players[k]->frameTarget = 0;
1976                             Person::players[k]->onterrain = 1;
1977
1978                             if (Person::players[k]->id == 0) {
1979                                 pause_sound(whooshsound);
1980                                 OPENAL_SetVolume(channels[whooshsound], 0);
1981                             }
1982
1983                             //landing
1984                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1985                                 if (Person::players[k]->isFlip()) {
1986                                     Person::players[k]->jumppower = -4;
1987                                 }
1988                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
1989                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1990                                 if (k == 0) {
1991                                     addEnvSound(Person::players[k]->coords);
1992                                 }
1993                             }
1994                         }
1995                     }
1996                 }
1997             }
1998
1999             if (tempcollide) {
2000                 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
2001                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2002                     lowpoint = Person::players[k]->coords;
2003                     lowpoint.y += 1.35;
2004                     if (Object::objects[i]->type != rocktype) {
2005                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
2006                             if (Person::players[k]->animTarget != jumpupanim &&
2007                                 Person::players[k]->animTarget != jumpdownanim &&
2008                                 Person::players[k]->onterrain) {
2009                                 Person::players[k]->avoidcollided = 1;
2010                             }
2011                             Person::players[k]->coords = lowpoint;
2012                             Person::players[k]->coords.y -= 1.35;
2013                             Person::players[k]->collide = 1;
2014
2015                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2016                                 (Person::players[k]->animCurrent != climbanim &&
2017                                      Person::players[k]->animCurrent != hanganim &&
2018                                      !Person::players[k]->isWallJump() ||
2019                                  Person::players[k]->animTarget == jumpupanim ||
2020                                  Person::players[k]->animTarget == jumpdownanim)) {
2021                                 lowpoint = Person::players[k]->coords;
2022                                 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
2023                                 lowpoint = Person::players[k]->coords;
2024                                 lowpoint.y += .05;
2025                                 facing = 0;
2026                                 facing.z = -1;
2027                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2028                                 lowpointtarget = lowpoint + facing * 1.4;
2029                                 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2030                                 if (whichhit != -1) {
2031                                     lowpoint = Person::players[k]->coords;
2032                                     lowpoint.y += .1;
2033                                     lowpointtarget = lowpoint + facing * 1.4;
2034                                     lowpoint2 = lowpoint;
2035                                     lowpointtarget2 = lowpointtarget;
2036                                     lowpoint3 = lowpoint;
2037                                     lowpointtarget3 = lowpointtarget;
2038                                     lowpoint4 = lowpoint;
2039                                     lowpointtarget4 = lowpointtarget;
2040                                     lowpoint5 = lowpoint;
2041                                     lowpointtarget5 = lowpointtarget;
2042                                     lowpoint6 = lowpoint;
2043                                     lowpointtarget6 = lowpointtarget;
2044                                     lowpoint7 = lowpoint;
2045                                     lowpointtarget7 = lowpoint;
2046                                     lowpoint2.x += .1;
2047                                     lowpointtarget2.x += .1;
2048                                     lowpoint3.z += .1;
2049                                     lowpointtarget3.z += .1;
2050                                     lowpoint4.x -= .1;
2051                                     lowpointtarget4.x -= .1;
2052                                     lowpoint5.z -= .1;
2053                                     lowpointtarget5.z -= .1;
2054                                     lowpoint6.y += 45 / 13;
2055                                     lowpointtarget6.y += 45 / 13;
2056                                     lowpointtarget6 += facing * .6;
2057                                     lowpointtarget7.y += 90 / 13;
2058                                     whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2059                                     if (Object::objects[i]->friction > .5) {
2060                                         if (whichhit != -1) {
2061                                             if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
2062                                                 Person::players[k]->collided = 1;
2063                                             }
2064                                             if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
2065                                                 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
2066                                                     if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2067                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2068                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2069                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2070                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2071                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2072                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2073                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2074                                                         for (int j = 0; j < 45; j++) {
2075                                                             lowpoint = Person::players[k]->coords;
2076                                                             lowpoint.y += (float)j / 13;
2077                                                             lowpointtarget = lowpoint + facing * 1.4;
2078                                                             if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2079                                                                                                             &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2080                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
2081                                                                     break;
2082                                                                 }
2083                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2084                                                                     lowpoint = Person::players[k]->coords;
2085                                                                     lowpoint.y += (float)j / 13;
2086                                                                     lowpointtarget = lowpoint + facing * 1.3;
2087                                                                     flatfacing = Person::players[k]->coords;
2088                                                                     Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
2089                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
2090                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2091
2092                                                                     if (j > 10 || !Person::players[k]->isRun()) {
2093                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2094                                                                             if (k == 0) {
2095                                                                                 pause_sound(whooshsound);
2096                                                                             }
2097                                                                         }
2098                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2099
2100                                                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2101                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2102                                                                         if (lowpointtarget.z < 0) {
2103                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2104                                                                         }
2105                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2106                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2107
2108                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
2109                                                                         Person::players[k]->velocity = 0;
2110
2111                                                                         //climb ledge (?)
2112                                                                         if (Person::players[k]->animTarget == jumpupanim) {
2113                                                                             Person::players[k]->animTarget = climbanim;
2114                                                                             Person::players[k]->jumppower = 0;
2115                                                                             Person::players[k]->jumpclimb = 1;
2116                                                                         }
2117                                                                         Person::players[k]->transspeed = 6;
2118                                                                         Person::players[k]->target = 0;
2119                                                                         Person::players[k]->frameTarget = 1;
2120                                                                         //hang ledge (?)
2121                                                                         if (j > 25) {
2122                                                                             Person::players[k]->setTargetAnimation(hanganim);
2123                                                                             Person::players[k]->jumppower = 0;
2124                                                                         }
2125                                                                     }
2126                                                                     break;
2127                                                                 }
2128                                                             }
2129                                                         }
2130                                                     }
2131                                                 }
2132                                             }
2133                                         }
2134                                     }
2135                                 }
2136                             }
2137                         }
2138                     }
2139                 }
2140             }
2141             if (Person::players[k]->collide <= 0) {
2142                 //in the air
2143                 if (!Person::players[k]->onterrain &&
2144                     Person::players[k]->animTarget != jumpupanim &&
2145                     Person::players[k]->animTarget != jumpdownanim &&
2146                     Person::players[k]->animTarget != climbanim &&
2147                     Person::players[k]->animTarget != hanganim &&
2148                     !Person::players[k]->isWallJump() &&
2149                     !Person::players[k]->isFlip()) {
2150                     if (Person::players[k]->animCurrent != climbanim &&
2151                         Person::players[k]->animCurrent != tempanim &&
2152                         Person::players[k]->animTarget != backhandspringanim &&
2153                         (Person::players[k]->animTarget != rollanim ||
2154                          Person::players[k]->frameTarget < 2 ||
2155                          Person::players[k]->frameTarget > 6)) {
2156                         //stagger off ledge (?)
2157                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
2158                             Person::players[k]->RagDoll(0);
2159                         }
2160                         Person::players[k]->setTargetAnimation(jumpdownanim);
2161
2162                         if (!k) {
2163                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2164                         }
2165                     }
2166                     //gravity
2167                     Person::players[k]->velocity.y += gravity;
2168                 }
2169             }
2170         }
2171         Person::players[k]->realoldcoords = Person::players[k]->coords;
2172     }
2173 }
2174
2175 void doAttacks()
2176 {
2177     static int randattack;
2178     static bool playerrealattackkeydown = 0;
2179
2180     if (!Input::isKeyDown(attackkey)) {
2181         oldattackkey = 0;
2182     }
2183     if (oldattackkey) {
2184         Person::players[0]->attackkeydown = 0;
2185     }
2186     if (oldattackkey) {
2187         playerrealattackkeydown = 0;
2188     }
2189     if (!oldattackkey) {
2190         playerrealattackkeydown = Input::isKeyDown(attackkey);
2191     }
2192     if ((Person::players[0]->parriedrecently <= 0 ||
2193          Person::players[0]->weaponactive == -1) &&
2194         (!oldattackkey ||
2195          (realthreat &&
2196           Person::players[0]->lastattack != swordslashanim &&
2197           Person::players[0]->lastattack != knifeslashstartanim &&
2198           Person::players[0]->lastattack != staffhitanim &&
2199           Person::players[0]->lastattack != staffspinhitanim))) {
2200         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2201     }
2202     if (Input::isKeyDown(attackkey) &&
2203         !oldattackkey &&
2204         !Person::players[0]->backkeydown) {
2205         for (unsigned k = 0; k < Person::players.size(); k++) {
2206             if ((Person::players[k]->animTarget == swordslashanim ||
2207                  Person::players[k]->animTarget == staffhitanim ||
2208                  Person::players[k]->animTarget == staffspinhitanim) &&
2209                 Person::players[0]->animCurrent != dodgebackanim &&
2210                 !Person::players[k]->skeleton.free) {
2211                 Person::players[k]->Reverse();
2212             }
2213         }
2214     }
2215
2216     if (!hostile || Dialog::inDialog()) {
2217         Person::players[0]->attackkeydown = 0;
2218     }
2219
2220     for (unsigned k = 0; k < Person::players.size(); k++) {
2221         if (Dialog::inDialog()) {
2222             Person::players[k]->attackkeydown = 0;
2223         }
2224         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2225             if (Person::players[k]->aitype != playercontrolled) {
2226                 Person::players[k]->victim = Person::players[0];
2227             }
2228             //attack key pressed
2229             if (Person::players[k]->attackkeydown) {
2230                 //dodge backward
2231                 if (Person::players[k]->backkeydown &&
2232                     Person::players[k]->animTarget != backhandspringanim &&
2233                     (Person::players[k]->isIdle() ||
2234                      Person::players[k]->isStop() ||
2235                      Person::players[k]->isRun() ||
2236                      Person::players[k]->animTarget == walkanim)) {
2237                     if (Person::players[k]->jumppower <= 1) {
2238                         Person::players[k]->jumppower -= 2;
2239                     } else {
2240                         for (unsigned i = 0; i < Person::players.size(); i++) {
2241                             if (i == k) {
2242                                 continue;
2243                             }
2244                             if (Person::players[i]->animTarget == swordslashanim ||
2245                                 Person::players[i]->animTarget == knifeslashstartanim ||
2246                                 Person::players[i]->animTarget == staffhitanim ||
2247                                 Person::players[i]->animTarget == staffspinhitanim) {
2248                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2249                                     Person::players[k]->setTargetAnimation(dodgebackanim);
2250                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2251                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2252                                 }
2253                             }
2254                         }
2255                         if (Person::players[k]->animTarget != dodgebackanim) {
2256                             if (k == 0) {
2257                                 numflipped++;
2258                             }
2259                             Person::players[k]->setTargetAnimation(backhandspringanim);
2260                             Person::players[k]->targetyaw = -yaw + 180;
2261                             if (Person::players[k]->leftkeydown) {
2262                                 Person::players[k]->targetyaw -= 45;
2263                             }
2264                             if (Person::players[k]->rightkeydown) {
2265                                 Person::players[k]->targetyaw += 45;
2266                             }
2267                             Person::players[k]->yaw = Person::players[k]->targetyaw;
2268                             Person::players[k]->jumppower -= 2;
2269                         }
2270                     }
2271                 }
2272                 //attack
2273                 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2274                     !Person::players[k]->backkeydown &&
2275                     (Person::players[k]->isIdle() ||
2276                      Person::players[k]->isRun() ||
2277                      Person::players[k]->animTarget == walkanim ||
2278                      Person::players[k]->animTarget == sneakanim ||
2279                      Person::players[k]->isCrouch())) {
2280                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2281                     //normal attacks (?)
2282                     Person::players[k]->hasvictim = 0;
2283                     if (Person::players.size() > 1) {
2284                         for (unsigned i = 0; i < Person::players.size(); i++) {
2285                             if (i == k || !(k == 0 || i == 0)) {
2286                                 continue;
2287                             }
2288                             if (!Person::players[k]->hasvictim) {
2289                                 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2290                                     //choose an attack
2291                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2292                                     if (distance < 4.5 &&
2293                                         !Person::players[i]->skeleton.free &&
2294                                         Person::players[i]->howactive < typedead1 &&
2295                                         Person::players[i]->animTarget != jumpreversedanim &&
2296                                         Person::players[i]->animTarget != rabbitkickreversedanim &&
2297                                         Person::players[i]->animTarget != rabbitkickanim &&
2298                                         Person::players[k]->animTarget != rabbitkickanim &&
2299                                         Person::players[i]->animTarget != getupfrombackanim &&
2300                                         (Person::players[i]->animTarget != staggerbackhighanim &&
2301                                          (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2302                                         Person::players[i]->animTarget != jumpdownanim &&
2303                                         Person::players[i]->animTarget != jumpupanim &&
2304                                         Person::players[i]->animTarget != getupfromfrontanim) {
2305                                         Person::players[k]->victim = Person::players[i];
2306                                         Person::players[k]->hasvictim = 1;
2307                                         if (Person::players[k]->aitype == playercontrolled) { //human player
2308                                             //sweep
2309                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2310                                                 Person::players[k]->crouchkeydown &&
2311                                                 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2312                                                 Person::players[k]->animTarget = sweepanim;
2313                                                 //winduppunch
2314                                             } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2315                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2316                                                        !Person::players[k]->forwardkeydown &&
2317                                                        !Person::players[k]->leftkeydown &&
2318                                                        !Person::players[k]->rightkeydown &&
2319                                                        !Person::players[k]->crouchkeydown &&
2320                                                        !attackweapon &&
2321                                                        !reversaltrain) {
2322                                                 Person::players[k]->animTarget = winduppunchanim;
2323                                                 //upunch
2324                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2325                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2326                                                        !Person::players[k]->forwardkeydown &&
2327                                                        !Person::players[k]->leftkeydown &&
2328                                                        !Person::players[k]->rightkeydown &&
2329                                                        !Person::players[k]->crouchkeydown &&
2330                                                        !attackweapon) {
2331                                                 Person::players[k]->animTarget = upunchanim;
2332                                                 //knifefollow
2333                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2334                                                        Person::players[i]->staggerdelay > 0 &&
2335                                                        attackweapon == knife &&
2336                                                        Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
2337                                                 Person::players[k]->animTarget = knifefollowanim;
2338                                                 //knifeslashstart
2339                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2340                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2341                                                        !Person::players[k]->forwardkeydown &&
2342                                                        !Person::players[k]->leftkeydown &&
2343                                                        !Person::players[k]->rightkeydown &&
2344                                                        !Person::players[k]->crouchkeydown &&
2345                                                        attackweapon == knife &&
2346                                                        Person::players[k]->weaponmissdelay <= 0) {
2347                                                 Person::players[k]->animTarget = knifeslashstartanim;
2348                                                 //swordslash
2349                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2350                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2351                                                        !Person::players[k]->crouchkeydown &&
2352                                                        attackweapon == sword &&
2353                                                        Person::players[k]->weaponmissdelay <= 0) {
2354                                                 Person::players[k]->animTarget = swordslashanim;
2355                                                 //staffhit
2356                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2357                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2358                                                        !Person::players[k]->crouchkeydown &&
2359                                                        attackweapon == staff &&
2360                                                        Person::players[k]->weaponmissdelay <= 0 &&
2361                                                        !Person::players[k]->leftkeydown &&
2362                                                        !Person::players[k]->rightkeydown &&
2363                                                        !Person::players[k]->forwardkeydown) {
2364                                                 Person::players[k]->animTarget = staffhitanim;
2365                                                 //staffspinhit
2366                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2367                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2368                                                        !Person::players[k]->crouchkeydown &&
2369                                                        attackweapon == staff &&
2370                                                        Person::players[k]->weaponmissdelay <= 0) {
2371                                                 Person::players[k]->animTarget = staffspinhitanim;
2372                                                 //spinkick
2373                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2374                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2375                                                 Person::players[k]->animTarget = spinkickanim;
2376                                                 //lowkick
2377                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2378                                                        Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2379                                                        Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2380                                                 Person::players[k]->animTarget = lowkickanim;
2381                                             }
2382                                         } else { //AI player
2383                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2384                                                 randattack = abs(Random() % 5);
2385                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2386                                                     //sweep
2387                                                     if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2388                                                         Person::players[k]->animTarget = sweepanim;
2389                                                         //upunch
2390                                                     } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2391                                                                !attackweapon) {
2392                                                         Person::players[k]->animTarget = upunchanim;
2393                                                         //spinkick
2394                                                     } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2395                                                         Person::players[k]->animTarget = spinkickanim;
2396                                                         //lowkick
2397                                                     } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
2398                                                         Person::players[k]->animTarget = lowkickanim;
2399                                                     }
2400                                                 }
2401                                                 if (attackweapon) {
2402                                                     //sweep
2403                                                     if ((!Tutorial::active || !attackweapon) &&
2404                                                         distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2405                                                         randattack == 0 &&
2406                                                         Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2407                                                         Person::players[k]->animTarget = sweepanim;
2408                                                         //knifeslashstart
2409                                                     } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2410                                                                attackweapon == knife &&
2411                                                                Person::players[k]->weaponmissdelay <= 0) {
2412                                                         Person::players[k]->animTarget = knifeslashstartanim;
2413                                                         //swordslash
2414                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2415                                                                  Person::players[0]->hasvictim &&
2416                                                                  Person::players[0]->animTarget == swordslashanim) &&
2417                                                                attackweapon == sword &&
2418                                                                Person::players[k]->weaponmissdelay <= 0) {
2419                                                         Person::players[k]->animTarget = swordslashanim;
2420                                                         //staffhit
2421                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2422                                                                  Person::players[0]->hasvictim &&
2423                                                                  Person::players[0]->animTarget == swordslashanim) &&
2424                                                                attackweapon == staff &&
2425                                                                Person::players[k]->weaponmissdelay <= 0 &&
2426                                                                randattack < 3) {
2427                                                         Person::players[k]->animTarget = staffhitanim;
2428                                                         //staffspinhit
2429                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2430                                                                  Person::players[0]->hasvictim &&
2431                                                                  Person::players[0]->animTarget == swordslashanim) &&
2432                                                                attackweapon == staff &&
2433                                                                Person::players[k]->weaponmissdelay <= 0 &&
2434                                                                randattack >= 3) {
2435                                                         Person::players[k]->animTarget = staffspinhitanim;
2436                                                         //spinkick
2437                                                     } else if ((!Tutorial::active || !attackweapon) &&
2438                                                                distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2439                                                                randattack == 1 &&
2440                                                                Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2441                                                         Person::players[k]->animTarget = spinkickanim;
2442                                                         //lowkick
2443                                                     } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2444                                                                Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2445                                                                Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2446                                                         Person::players[k]->animTarget = lowkickanim;
2447                                                     }
2448                                                 }
2449                                             }
2450                                         }
2451                                         //upunch becomes wolfslap
2452                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
2453                                             Person::players[k]->animTarget = wolfslapanim;
2454                                         }
2455                                     }
2456                                     //sneak attacks
2457                                     if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2458                                         Person::players[i]->howactive < typedead1 &&
2459                                         distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2460                                         !Person::players[i]->skeleton.free &&
2461                                         Person::players[i]->animTarget != getupfrombackanim &&
2462                                         Person::players[i]->animTarget != getupfromfrontanim &&
2463                                         (Person::players[i]->surprised > 0 ||
2464                                          Person::players[i]->aitype == passivetype ||
2465                                          attackweapon && Person::players[i]->stunned > 0) &&
2466                                         normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2467                                         //sneakattack
2468                                         if (!attackweapon) {
2469                                             Person::players[k]->animCurrent = sneakattackanim;
2470                                             Person::players[k]->animTarget = sneakattackanim;
2471                                             Person::players[i]->animCurrent = sneakattackedanim;
2472                                             Person::players[i]->animTarget = sneakattackedanim;
2473                                             Person::players[k]->oldcoords = Person::players[k]->coords;
2474                                             Person::players[k]->coords = Person::players[i]->coords;
2475                                         }
2476                                         //knifesneakattack
2477                                         if (attackweapon == knife) {
2478                                             Person::players[k]->animCurrent = knifesneakattackanim;
2479                                             Person::players[k]->animTarget = knifesneakattackanim;
2480                                             Person::players[i]->animCurrent = knifesneakattackedanim;
2481                                             Person::players[i]->animTarget = knifesneakattackedanim;
2482                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2483                                             Person::players[i]->coords = Person::players[k]->coords;
2484                                         }
2485                                         //swordsneakattack
2486                                         if (attackweapon == sword) {
2487                                             Person::players[k]->animCurrent = swordsneakattackanim;
2488                                             Person::players[k]->animTarget = swordsneakattackanim;
2489                                             Person::players[i]->animCurrent = swordsneakattackedanim;
2490                                             Person::players[i]->animTarget = swordsneakattackedanim;
2491                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2492                                             Person::players[i]->coords = Person::players[k]->coords;
2493                                         }
2494                                         if (attackweapon != staff) {
2495                                             Person::players[k]->victim = Person::players[i];
2496                                             Person::players[k]->hasvictim = 1;
2497                                             Person::players[i]->targettilt2 = 0;
2498                                             Person::players[i]->frameTarget = 1;
2499                                             Person::players[i]->frameCurrent = 0;
2500                                             Person::players[i]->target = 0;
2501                                             Person::players[i]->velocity = 0;
2502                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2503                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2504                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2505                                             Person::players[k]->target = Person::players[i]->target;
2506                                             Person::players[k]->velocity = 0;
2507                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
2508                                             Person::players[k]->yaw = Person::players[i]->yaw;
2509                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
2510                                         }
2511                                     }
2512                                     if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2513                                         Person::players[k]->victim == Person::players[i] &&
2514                                         (!Person::players[i]->skeleton.free)) {
2515                                         oldattackkey = 1;
2516                                         Person::players[k]->frameTarget = 0;
2517                                         Person::players[k]->target = 0;
2518
2519                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2520                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2521                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2522                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2523                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
2524                                     }
2525                                     if (Person::players[k]->animTarget == knifefollowanim &&
2526                                         Person::players[k]->victim == Person::players[i]) {
2527                                         oldattackkey = 1;
2528                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2529                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2530                                         Person::players[k]->victim = Person::players[i];
2531                                         Person::players[k]->hasvictim = 1;
2532                                         Person::players[i]->animTarget = knifefollowedanim;
2533                                         Person::players[i]->animCurrent = knifefollowedanim;
2534                                         Person::players[i]->targettilt2 = 0;
2535                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2536                                         Person::players[i]->frameTarget = 1;
2537                                         Person::players[i]->frameCurrent = 0;
2538                                         Person::players[i]->target = 0;
2539                                         Person::players[i]->velocity = 0;
2540                                         Person::players[k]->animCurrent = knifefollowanim;
2541                                         Person::players[k]->animTarget = knifefollowanim;
2542                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2543                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2544                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2545                                         Person::players[k]->target = Person::players[i]->target;
2546                                         Person::players[k]->velocity = 0;
2547                                         Person::players[k]->oldcoords = Person::players[k]->coords;
2548                                         Person::players[i]->coords = Person::players[k]->coords;
2549                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2550                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2551                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
2552                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2553                                     }
2554                                 }
2555                             }
2556                         }
2557                     }
2558                     const bool hasstaff = attackweapon == staff;
2559                     if (k == 0 && Person::players.size() > 1) {
2560                         for (unsigned i = 0; i < Person::players.size(); i++) {
2561                             if (i == k) {
2562                                 continue;
2563                             }
2564                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2565                                 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2566                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2567                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
2568                                     if (Person::players[i]->skeleton.free) {
2569                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2570                                             (Person::players[i]->dead ||
2571                                              Person::players[i]->skeleton.longdead > 1000 ||
2572                                              Person::players[k]->isRun() ||
2573                                              hasstaff ||
2574                                              (attackweapon &&
2575                                               (Person::players[i]->skeleton.longdead > 2000 ||
2576                                                Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2577                                                Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2578                                               distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2579                                             Person::players[k]->victim = Person::players[i];
2580                                             Person::players[k]->hasvictim = 1;
2581                                             if (attackweapon && !Tutorial::active) {
2582                                                 //crouchstab
2583                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
2584                                                     Person::players[k]->animTarget = crouchstabanim;
2585                                                 }
2586                                                 //swordgroundstab
2587                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
2588                                                     Person::players[k]->animTarget = swordgroundstabanim;
2589                                                 }
2590                                                 //staffgroundsmash
2591                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
2592                                                     Person::players[k]->animTarget = staffgroundsmashanim;
2593                                                 }
2594                                             }
2595                                             if (distance < 2.5 &&
2596                                                 Person::players[k]->crouchkeydown &&
2597                                                 Person::players[k]->animTarget != crouchstabanim &&
2598                                                 !attackweapon &&
2599                                                 Person::players[i]->dead &&
2600                                                 Person::players[i]->skeleton.free &&
2601                                                 Person::players[i]->skeleton.longdead > 1000) {
2602                                                 Person::players[k]->animTarget = killanim;
2603                                                 terrain.deleteDeadDecals();
2604                                                 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2605                                                     if (Object::objects[l]->model.type == decalstype) {
2606                                                         Object::objects[l]->model.deleteDeadDecals();
2607                                                     }
2608                                                 }
2609                                             }
2610                                             if (!Person::players[i]->dead || musictype != 2) {
2611                                                 if (distance < 3.5 &&
2612                                                     (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2613                                                     Person::players[k]->staggerdelay <= 0 &&
2614                                                     (Person::players[i]->dead ||
2615                                                      Person::players[i]->skeleton.longdead < 300 &&
2616                                                          Person::players[k]->lastattack != spinkickanim &&
2617                                                          Person::players[i]->skeleton.free) &&
2618                                                     (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2619                                                     Person::players[k]->animTarget = dropkickanim;
2620                                                     terrain.deleteDeadDecals();
2621                                                     for (unsigned int l = 0; l < Object::objects.size(); l++) {
2622                                                         if (Object::objects[l]->model.type == decalstype) {
2623                                                             Object::objects[l]->model.deleteDeadDecals();
2624                                                         }
2625                                                     }
2626                                                 }
2627                                             }
2628                                         }
2629                                     }
2630                                 }
2631                                 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2632                                     Person::players[k]->victim == Person::players[i] &&
2633                                     (!Person::players[i]->skeleton.free ||
2634                                      Person::players[k]->animTarget == killanim ||
2635                                      Person::players[k]->animTarget == crouchstabanim ||
2636                                      Person::players[k]->animTarget == swordgroundstabanim ||
2637                                      Person::players[k]->animTarget == staffgroundsmashanim ||
2638                                      Person::players[k]->animTarget == dropkickanim)) {
2639                                     oldattackkey = 1;
2640                                     Person::players[k]->frameTarget = 0;
2641                                     Person::players[k]->target = 0;
2642
2643                                     XYZ targetpoint = Person::players[i]->coords;
2644                                     if (Person::players[k]->animTarget == crouchstabanim ||
2645                                         Person::players[k]->animTarget == swordgroundstabanim ||
2646                                         Person::players[k]->animTarget == staffgroundsmashanim) {
2647                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
2648                                                         Person::players[i]->jointPos(neck)) /
2649                                                        2 *
2650                                                        Person::players[i]->scale;
2651                                     }
2652                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2653                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2654
2655                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2656                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2657                                     }
2658
2659                                     if (Person::players[k]->animTarget == staffgroundsmashanim) {
2660                                         Person::players[k]->targettilt2 += 10;
2661                                     }
2662
2663                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2664                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2665                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
2666
2667                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
2668                                         Person::players[k]->targetyaw += 30;
2669                                     }
2670                                 }
2671                             }
2672                         }
2673                     }
2674                     if (!Person::players[k]->hasvictim) {
2675                         //find victim
2676                         for (unsigned i = 0; i < Person::players.size(); i++) {
2677                             if (i == k || !(i == 0 || k == 0)) {
2678                                 continue;
2679                             }
2680                             if (!Person::players[i]->skeleton.free) {
2681                                 if (Person::players[k]->hasvictim) {
2682                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2683                                         distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
2684                                         Person::players[k]->victim = Person::players[i];
2685                                     }
2686                                 } else {
2687                                     Person::players[k]->victim = Person::players[i];
2688                                     Person::players[k]->hasvictim = 1;
2689                                 }
2690                             }
2691                         }
2692                     }
2693                     if (Person::players[k]->aitype == playercontrolled) {
2694                         //rabbit kick
2695                         if (Person::players[k]->attackkeydown &&
2696                             Person::players[k]->isRun() &&
2697                             Person::players[k]->wasRun() &&
2698                             ((Person::players[k]->hasvictim &&
2699                               distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2700                               distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2701                               !Person::players[k]->victim->skeleton.free &&
2702                               Person::players[k]->victim->animTarget != getupfrombackanim &&
2703                               Person::players[k]->victim->animTarget != getupfromfrontanim &&
2704                               Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2705                               Person::players[k]->aitype != playercontrolled && //wat???
2706                               normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2707                               Person::players[k]->rabbitkickenabled) ||
2708                              Person::players[k]->jumpkeydown)) {
2709                             oldattackkey = 1;
2710                             Person::players[k]->setTargetAnimation(rabbitkickanim);
2711                         }
2712                     }
2713                     //update counts
2714                     if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2715                         numattacks++;
2716                         switch (attackweapon) {
2717                             case 0:
2718                                 numunarmedattack++;
2719                                 break;
2720                             case knife:
2721                                 numknifeattack++;
2722                                 break;
2723                             case sword:
2724                                 numswordattack++;
2725                                 break;
2726                             case staff:
2727                                 numstaffattack++;
2728                                 break;
2729                         }
2730                     }
2731                 }
2732             }
2733         }
2734     }
2735 }
2736
2737 void doPlayerCollisions()
2738 {
2739     static XYZ rotatetarget;
2740     static float collisionradius;
2741     if (Person::players.size() > 1) {
2742         for (unsigned k = 0; k < Person::players.size(); k++) {
2743             for (unsigned i = k + 1; i < Person::players.size(); i++) {
2744                 //neither player is part of a reversal
2745                 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2746                      Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2747                      Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2748                      Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2749                     (i != 0 && k != 0)) {
2750                     if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2751                          Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2752                          Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2753                          Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2754                         (i != 0 && k != 0)) {
2755                         //neither is sleeping
2756                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
2757                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
2758                                 //in same patch, neither is climbing
2759                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2760                                     Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2761                                     Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2762                                     Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2763                                     Person::players[i]->animTarget != climbanim &&
2764                                     Person::players[i]->animTarget != hanganim &&
2765                                     Person::players[k]->animTarget != climbanim &&
2766                                     Person::players[k]->animTarget != hanganim) {
2767                                     //players are close (bounding box test)
2768                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
2769                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
2770                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
2771                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
2772                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
2773                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2774                                                             //spread fire from player to player
2775                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2776                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2777                                                                     if (!Person::players[i]->onfire) {
2778                                                                         Person::players[i]->CatchFire();
2779                                                                     }
2780                                                                     if (!Person::players[k]->onfire) {
2781                                                                         Person::players[k]->CatchFire();
2782                                                                     }
2783                                                                 }
2784                                                             }
2785
2786                                                             XYZ tempcoords1 = Person::players[i]->coords;
2787                                                             XYZ tempcoords2 = Person::players[k]->coords;
2788                                                             if (!Person::players[i]->skeleton.oldfree) {
2789                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2790                                                             }
2791                                                             if (!Person::players[k]->skeleton.oldfree) {
2792                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2793                                                             }
2794                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2795                                                             if (Person::players[0]->hasvictim) {
2796                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
2797                                                                     collisionradius = 3;
2798                                                                 }
2799                                                             }
2800                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2801                                                                 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2802                                                                  distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2803                                                                 //jump down on a dead body
2804                                                                 if (k == 0 || i == 0) {
2805                                                                     int l = i ? i : k;
2806                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
2807                                                                         !Person::players[0]->skeleton.oldfree &&
2808                                                                         !Person::players[0]->skeleton.free &&
2809                                                                         Person::players[l]->skeleton.oldfree &&
2810                                                                         Person::players[l]->skeleton.free &&
2811                                                                         Person::players[l]->dead &&
2812                                                                         Person::players[0]->lastcollide <= 0 &&
2813                                                                         fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2814                                                                         distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2815                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
2816                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
2817                                                                         Person::players[l]->skeleton.free = 0;
2818                                                                         Person::players[l]->yaw = 0;
2819                                                                         Person::players[l]->RagDoll(0);
2820                                                                         Person::players[l]->DoDamage(20);
2821                                                                         camerashake += .3;
2822                                                                         Person::players[l]->skeleton.longdead = 0;
2823                                                                         Person::players[0]->lastcollide = 1;
2824                                                                     }
2825                                                                 }
2826
2827                                                                 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2828                                                                     (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2829                                                                     (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2830                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2831                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2832                                                                          Person::players[i]->skeleton.free) &&
2833                                                                         (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2834                                                                          Person::players[k]->skeleton.free)) {
2835                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2836                                                                                k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2837                                                                               normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2838                                                                              (k == 0 ||
2839                                                                               k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2840                                                                               /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2841                                                                             (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2842                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2843                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2844                                                                             //If hit by body
2845                                                                             if ((i != 0 || Person::players[i]->skeleton.free) &&
2846                                                                                     (k != 0 || Person::players[k]->skeleton.free) ||
2847                                                                                 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2848                                                                                  Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2849                                                                                 if (!Tutorial::active) {
2850                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2851                                                                                 }
2852
2853                                                                                 Person::players[i]->RagDoll(0);
2854                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2855                                                                                     award_bonus(0, aimbonus);
2856                                                                                 }
2857                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2858                                                                                 Person::players[k]->RagDoll(0);
2859                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2860                                                                                     award_bonus(0, aimbonus); // Huh, again?
2861                                                                                 }
2862                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2863
2864                                                                                 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2865                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2866                                                                                 }
2867                                                                                 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2868                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2869                                                                                 }
2870                                                                             }
2871                                                                         }
2872                                                                     }
2873                                                                     if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2874                                                                          Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2875                                                                         (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2876                                                                          Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2877                                                                         //If bumped
2878                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2879                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2880                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2881                                                                                 Normalise(&rotatetarget);
2882                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2883                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2884                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2885                                                                                 if (Person::players[k]->howactive == typeactive || hostile) {
2886                                                                                     if (Person::players[k]->isIdle()) {
2887                                                                                         if (Person::players[k]->howactive < typesleeping) {
2888                                                                                             Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2889                                                                                         } else if (Person::players[k]->howactive == typesleeping) {
2890                                                                                             Person::players[k]->setTargetAnimation(getupfromfrontanim);
2891                                                                                         }
2892                                                                                         if (!editorenabled) {
2893                                                                                             Person::players[k]->howactive = typeactive;
2894                                                                                         }
2895                                                                                     }
2896                                                                                 }
2897                                                                                 if (Person::players[i]->howactive == typeactive || hostile) {
2898                                                                                     if (Person::players[i]->isIdle()) {
2899                                                                                         if (Person::players[i]->howactive < typesleeping) {
2900                                                                                             Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2901                                                                                         } else {
2902                                                                                             Person::players[i]->setTargetAnimation(getupfromfrontanim);
2903                                                                                         }
2904                                                                                         if (!editorenabled) {
2905                                                                                             Person::players[i]->howactive = typeactive;
2906                                                                                         }
2907                                                                                     }
2908                                                                                 }
2909                                                                             }
2910                                                                             //jump down on player
2911                                                                             if (hostile) {
2912                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2913                                                                                     !Person::players[i]->isCrouch() &&
2914                                                                                     Person::players[i]->animTarget != rollanim &&
2915                                                                                     !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
2916                                                                                     Person::players[k]->lastcollide <= 0 &&
2917                                                                                     Person::players[k]->velocity.y < -10) {
2918                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
2919                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2920                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2921                                                                                     Person::players[i]->DoDamage(20);
2922                                                                                     Person::players[i]->RagDoll(0);
2923                                                                                     Person::players[k]->lastcollide = 1;
2924                                                                                     award_bonus(k, AboveBonus);
2925                                                                                 }
2926                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2927                                                                                     !Person::players[k]->isCrouch() &&
2928                                                                                     Person::players[k]->animTarget != rollanim &&
2929                                                                                     !Person::players[i]->skeleton.oldfree &&
2930                                                                                     !Person::players[i]->skeleton.free &&
2931                                                                                     Person::players[i]->lastcollide <= 0 &&
2932                                                                                     Person::players[i]->velocity.y < -10) {
2933                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
2934                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2935                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2936                                                                                     Person::players[k]->DoDamage(20);
2937                                                                                     Person::players[k]->RagDoll(0);
2938                                                                                     Person::players[i]->lastcollide = 1;
2939                                                                                     award_bonus(i, AboveBonus);
2940                                                                                 }
2941                                                                             }
2942                                                                         }
2943                                                                     }
2944                                                                 }
2945                                                                 Person::players[i]->CheckKick();
2946                                                                 Person::players[k]->CheckKick();
2947                                                             }
2948                                                         }
2949                                                     }
2950                                                 }
2951                                             }
2952                                         }
2953                                     }
2954                                 }
2955                             }
2956                         }
2957                     }
2958                 }
2959             }
2960         }
2961     }
2962 }
2963
2964 void Game::Tick()
2965 {
2966     static XYZ facing, flatfacing;
2967     static int target;
2968
2969     /* Pump SDL input events and process non-gameplay related ones */
2970     ProcessInput();
2971
2972     /*
2973     Values of mainmenu :
2974     1 Main menu
2975     2 Menu pause (resume/end game)
2976     3 Option menu
2977     4 Controls configuration menu
2978     5 Main game menu (choose level or challenge)
2979     6 Deleting user menu
2980     7 User managment menu (select/add)
2981     8 Choose difficulty menu
2982     9 Challenge level selection menu
2983     10 End of the campaign congratulation (is that really a menu?)
2984     11 Same that 9 ??? => unused
2985     18 stereo configuration
2986     */
2987
2988     if (!console) {
2989         //campaign over?
2990         if (mainmenu && endgame == 1) {
2991             mainmenu = 10;
2992         }
2993         //go to level select after completing a campaign level
2994         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
2995             mainmenu = 5;
2996             gameon = 0;
2997             winfreeze = 0;
2998             fireSound();
2999             flash();
3000             if (musictoggle) {
3001                 OPENAL_SetFrequency(OPENAL_ALL);
3002                 emit_stream_np(stream_menutheme);
3003                 pause_sound(leveltheme);
3004             }
3005             Menu::Load();
3006         }
3007     }
3008
3009     if (mainmenu) {
3010         Menu::Tick();
3011     }
3012
3013     if (!mainmenu) {
3014         if (hostile == 1) {
3015             hostiletime += multiplier;
3016         } else {
3017             hostiletime = 0;
3018         }
3019         if (!winfreeze) {
3020             leveltime += multiplier;
3021         }
3022
3023         if (console) {
3024             freeze = 1;
3025
3026             inputText(consoletext[0], &consoleselected);
3027             if (!waiting) {
3028                 if (!consoletext[0].empty()) {
3029                     cmd_dispatch(consoletext[0]);
3030                     for (int k = 14; k >= 1; k--) {
3031                         consoletext[k] = consoletext[k - 1];
3032                     }
3033                     consoletext[0].clear();
3034                     consoleselected = 0;
3035                 }
3036             }
3037
3038             consoleblinkdelay -= multiplier;
3039             if (consoleblinkdelay <= 0) {
3040                 consoleblinkdelay = .3;
3041                 consoleblink = !consoleblink;
3042             }
3043         }
3044
3045         static int oldwinfreeze;
3046         if (winfreeze && !oldwinfreeze) {
3047             OPENAL_SetFrequency(OPENAL_ALL);
3048             emit_sound_np(consolesuccesssound);
3049         }
3050         if (winfreeze == 0) {
3051             oldwinfreeze = winfreeze;
3052         } else {
3053             oldwinfreeze++;
3054         }
3055
3056         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
3057
3058             //dialogues
3059             static float talkdelay = 0;
3060
3061             if (Dialog::inDialog()) {
3062                 talkdelay = 1;
3063             }
3064             talkdelay -= multiplier;
3065
3066             if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3067                 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3068                     Dialog::dialogs[i].tick(i);
3069                 }
3070             }
3071
3072             windvar += multiplier;
3073             smoketex += multiplier;
3074             Tutorial::stagetime += multiplier;
3075
3076             //hotspots
3077             static float hotspotvisual[40];
3078             if (Hotspot::hotspots.size()) {
3079                 XYZ hotspotsprite;
3080                 if (editorenabled) {
3081                     for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3082                         hotspotvisual[i] -= multiplier / 320;
3083                     }
3084                 }
3085
3086                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3087                     while (hotspotvisual[i] < 0) {
3088                         hotspotsprite = 0;
3089                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3090                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3091                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3092                         hotspotsprite += Hotspot::hotspots[i].position;
3093                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3094                         hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3095                     }
3096                 }
3097
3098                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3099                     if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3100                         Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3101                     }
3102                 }
3103             }
3104
3105             //Tutorial
3106             if (Tutorial::active) {
3107                 Tutorial::Do(multiplier);
3108             }
3109
3110             //bonuses
3111             if (!Tutorial::active) {
3112                 if (bonustime == 0 &&
3113                     bonus != solidhit &&
3114                     bonus != spinecrusher &&
3115                     bonus != tracheotomy &&
3116                     bonus != backstab &&
3117                     bonusvalue > 10) {
3118                     emit_sound_np(consolesuccesssound);
3119                 }
3120             } else if (bonustime == 0) {
3121                 emit_sound_np(fireendsound);
3122             }
3123             if (bonustime == 0) {
3124                 if (bonus != solidhit &&
3125                     bonus != twoxcombo &&
3126                     bonus != threexcombo &&
3127                     bonus != fourxcombo &&
3128                     bonus != megacombo) {
3129                     bonusnum[bonus]++;
3130                 } else {
3131                     bonusnum[bonus] += 0.15;
3132                 }
3133                 if (Tutorial::active) {
3134                     bonusvalue = 0;
3135                 }
3136                 if (bonusvalue > 0) {
3137                     bonusvalue /= bonusnum[bonus];
3138                     if (bonusvalue <= 0) {
3139                         bonusvalue = 0;
3140                     }
3141                 }
3142                 bonustotal += bonusvalue;
3143             }
3144             bonustime += multiplier;
3145
3146             //snow effects
3147             if (environment == snowyenvironment) {
3148                 precipdelay -= multiplier;
3149                 while (precipdelay < 0) {
3150                     precipdelay += .04;
3151                     if (!detail) {
3152                         precipdelay += .04;
3153                     }
3154                     XYZ footvel, footpoint;
3155
3156                     footvel = 0;
3157                     footpoint = viewer + viewerfacing * 6;
3158                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3159                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3160                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3161                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3162                 }
3163             }
3164
3165             doAerialAcrobatics();
3166
3167             static XYZ oldviewer;
3168
3169             //control keys
3170             if (!Dialog::inDialog()) {
3171                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3172                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3173                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3174                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3175                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3176                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3177                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3178                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3179             } else {
3180                 Person::players[0]->forwardkeydown = 0;
3181                 Person::players[0]->leftkeydown = 0;
3182                 Person::players[0]->backkeydown = 0;
3183                 Person::players[0]->rightkeydown = 0;
3184                 Person::players[0]->jumpkeydown = 0;
3185                 Person::players[0]->crouchkeydown = 0;
3186                 Person::players[0]->drawkeydown = 0;
3187                 Person::players[0]->throwkeydown = 0;
3188             }
3189
3190             if (!Person::players[0]->jumpkeydown) {
3191                 Person::players[0]->jumpclimb = 0;
3192             }
3193
3194             if (Dialog::inDialog()) {
3195                 cameramode = 1;
3196                 if (Dialog::directing) {
3197                     facing = 0;
3198                     facing.z = -1;
3199
3200                     facing = DoRotation(facing, -pitch, 0, 0);
3201                     facing = DoRotation(facing, 0, 0 - yaw, 0);
3202
3203                     flatfacing = 0;
3204                     flatfacing.z = -1;
3205
3206                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3207
3208                     if (Input::isKeyDown(forwardkey)) {
3209                         viewer += facing * multiplier * 4;
3210                     }
3211                     if (Input::isKeyDown(backkey)) {
3212                         viewer -= facing * multiplier * 4;
3213                     }
3214                     if (Input::isKeyDown(leftkey)) {
3215                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3216                     }
3217                     if (Input::isKeyDown(rightkey)) {
3218                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3219                     }
3220                     if (Input::isKeyDown(jumpkey)) {
3221                         viewer.y += multiplier * 4;
3222                     }
3223                     if (Input::isKeyDown(crouchkey)) {
3224                         viewer.y -= multiplier * 4;
3225                     }
3226                     if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3227                         Input::isKeyPressed(SDL_SCANCODE_2) ||
3228                         Input::isKeyPressed(SDL_SCANCODE_3) ||
3229                         Input::isKeyPressed(SDL_SCANCODE_4) ||
3230                         Input::isKeyPressed(SDL_SCANCODE_5) ||
3231                         Input::isKeyPressed(SDL_SCANCODE_6) ||
3232                         Input::isKeyPressed(SDL_SCANCODE_7) ||
3233                         Input::isKeyPressed(SDL_SCANCODE_8) ||
3234                         Input::isKeyPressed(SDL_SCANCODE_9) ||
3235                         Input::isKeyPressed(SDL_SCANCODE_0) ||
3236                         Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3237                         int whichend;
3238                         if (Input::isKeyPressed(SDL_SCANCODE_1)) {
3239                             whichend = 1;
3240                         }
3241                         if (Input::isKeyPressed(SDL_SCANCODE_2)) {
3242                             whichend = 2;
3243                         }
3244                         if (Input::isKeyPressed(SDL_SCANCODE_3)) {
3245                             whichend = 3;
3246                         }
3247                         if (Input::isKeyPressed(SDL_SCANCODE_4)) {
3248                             whichend = 4;
3249                         }
3250                         if (Input::isKeyPressed(SDL_SCANCODE_5)) {
3251                             whichend = 5;
3252                         }
3253                         if (Input::isKeyPressed(SDL_SCANCODE_6)) {
3254                             whichend = 6;
3255                         }
3256                         if (Input::isKeyPressed(SDL_SCANCODE_7)) {
3257                             whichend = 7;
3258                         }
3259                         if (Input::isKeyPressed(SDL_SCANCODE_8)) {
3260                             whichend = 8;
3261                         }
3262                         if (Input::isKeyPressed(SDL_SCANCODE_9)) {
3263                             whichend = 9;
3264                         }
3265                         if (Input::isKeyPressed(SDL_SCANCODE_0)) {
3266                             whichend = 0;
3267                         }
3268                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3269                             whichend = -1;
3270                         }
3271                         if (whichend != -1) {
3272                             Dialog::currentScene().participantfocus = whichend;
3273                             Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3274                             Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3275                         }
3276                         if (whichend == -1) {
3277                             Dialog::currentScene().participantfocus = -1;
3278                         }
3279                         /* FIXME: potentially accessing -1 in Person::players! */
3280                         if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3281                             Dialog::indialogue = -1;
3282                             Dialog::directing = false;
3283                             cameramode = 0;
3284                         }
3285                         Dialog::currentScene().camera = viewer;
3286                         Dialog::currentScene().camerayaw = yaw;
3287                         Dialog::currentScene().camerapitch = pitch;
3288                         Dialog::indialogue++;
3289                         if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3290                             if (Dialog::currentScene().sound != 0) {
3291                                 playdialoguescenesound();
3292                             }
3293                         }
3294
3295                         for (unsigned j = 0; j < Person::players.size(); j++) {
3296                             Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3297                         }
3298                     }
3299                     //TODO: should these be KeyDown or KeyPressed?
3300                     if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3301                         Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3302                         Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3303                         Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3304                         Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3305                         Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3306                         Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3307                         Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3308                         Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3309                         Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3310                         int whichend;
3311                         if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
3312                             whichend = 1;
3313                         }
3314                         if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
3315                             whichend = 2;
3316                         }
3317                         if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
3318                             whichend = 3;
3319                         }
3320                         if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
3321                             whichend = 4;
3322                         }
3323                         if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
3324                             whichend = 5;
3325                         }
3326                         if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
3327                             whichend = 6;
3328                         }
3329                         if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
3330                             whichend = 7;
3331                         }
3332                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
3333                             whichend = 8;
3334                         }
3335                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
3336                             whichend = 9;
3337                         }
3338                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3339                             whichend = 0;
3340                         }
3341                         Dialog::currentScene().participantfacing[whichend] = facing;
3342                     }
3343                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3344                         Dialog::indialogue = -1;
3345                         Dialog::directing = false;
3346                         cameramode = 0;
3347                     }
3348                 }
3349                 if (!Dialog::directing) {
3350                     pause_sound(whooshsound);
3351                     viewer = Dialog::currentScene().camera;
3352                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3353                     yaw = Dialog::currentScene().camerayaw;
3354                     pitch = Dialog::currentScene().camerapitch;
3355                     if (Dialog::dialoguetime > 0.5) {
3356                         if (Input::isKeyPressed(attackkey)) {
3357                             Dialog::indialogue++;
3358                             if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3359                                 if (Dialog::currentScene().sound != 0) {
3360                                     playdialoguescenesound();
3361                                     if (Dialog::currentScene().sound == -5) {
3362                                         Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3363                                     }
3364                                     if (Dialog::currentScene().sound == -6) {
3365                                         hostile = 1;
3366                                     }
3367
3368                                     if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3369                                         Dialog::indialogue = -1;
3370                                         Dialog::directing = false;
3371                                         cameramode = 0;
3372                                     }
3373                                 }
3374                             }
3375                         }
3376                     }
3377                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3378                         Dialog::indialogue = -1;
3379                         Dialog::directing = false;
3380                         cameramode = 0;
3381                         if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3382                             hostile = 1;
3383                         }
3384                         if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3385                             windialogue = true;
3386                         }
3387                         if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3388                             hostile = 1;
3389                             for (unsigned i = 1; i < Person::players.size(); i++) {
3390                                 Person::players[i]->aitype = attacktypecutoff;
3391                             }
3392                         }
3393                     }
3394                 }
3395             }
3396
3397             if (!Person::players[0]->jumpkeydown) {
3398                 Person::players[0]->jumptogglekeydown = 0;
3399             }
3400             if (Person::players[0]->jumpkeydown &&
3401                 Person::players[0]->animTarget != jumpupanim &&
3402                 Person::players[0]->animTarget != jumpdownanim &&
3403                 !Person::players[0]->isFlip()) {
3404                 Person::players[0]->jumptogglekeydown = 1;
3405             }
3406
3407             Dialog::dialoguetime += multiplier;
3408             hawkyaw += multiplier * 25;
3409             realhawkcoords = 0;
3410             realhawkcoords.x = 25;
3411             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3412             hawkcalldelay -= multiplier / 2;
3413
3414             if (hawkcalldelay <= 0) {
3415                 emit_sound_at(hawksound, realhawkcoords);
3416
3417                 hawkcalldelay = 16 + abs(Random() % 8);
3418             }
3419
3420             doAttacks();
3421
3422             doPlayerCollisions();
3423
3424             doJumpReversals();
3425
3426             for (unsigned k = 0; k < Person::players.size(); k++) {
3427                 if (k != 0 && Person::players[k]->immobile) {
3428                     Person::players[k]->coords = Person::players[k]->realoldcoords;
3429                 }
3430             }
3431
3432             for (unsigned k = 0; k < Person::players.size(); k++) {
3433                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3434                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3435                         Person::players[k]->DoDamage(1000);
3436                     }
3437                 }
3438             }
3439
3440             //respawn
3441             static bool respawnkeydown;
3442             if (!editorenabled &&
3443                 (whichlevel != -2 &&
3444                      (Input::isKeyDown(SDL_SCANCODE_K) &&
3445                       Input::isKeyDown(SDL_SCANCODE_LALT) &&
3446                       devtools) ||
3447                  (Input::isKeyDown(jumpkey) &&
3448                   !respawnkeydown &&
3449                   !oldattackkey &&
3450                   Person::players[0]->dead))) {
3451                 targetlevel = whichlevel;
3452                 loading = 1;
3453                 leveltime = 5;
3454             }
3455             respawnkeydown = Input::isKeyDown(jumpkey);
3456
3457             static bool movekey;
3458
3459             //?
3460             for (unsigned i = 0; i < Person::players.size(); i++) {
3461                 static float oldtargetyaw;
3462                 if (!Person::players[i]->skeleton.free) {
3463                     oldtargetyaw = Person::players[i]->targetyaw;
3464                     if (i == 0 && !Dialog::inDialog()) {
3465                         //TODO: refactor repetitive code
3466                         if (!Animation::animations[Person::players[0]->animTarget].attack &&
3467                             Person::players[0]->animTarget != staggerbackhighanim &&
3468                             Person::players[0]->animTarget != staggerbackhardanim &&
3469                             Person::players[0]->animTarget != crouchremoveknifeanim &&
3470                             Person::players[0]->animTarget != removeknifeanim &&
3471                             Person::players[0]->animTarget != backhandspringanim &&
3472                             Person::players[0]->animTarget != dodgebackanim &&
3473                             Person::players[0]->animTarget != walljumprightkickanim &&
3474                             Person::players[0]->animTarget != walljumpleftkickanim) {
3475                             if (cameramode) {
3476                                 Person::players[0]->targetyaw = 0;
3477                             } else {
3478                                 Person::players[0]->targetyaw = -yaw + 180;
3479                             }
3480                         }
3481
3482                         facing = 0;
3483                         facing.z = -1;
3484
3485                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3486                         if (cameramode) {
3487                             facing = flatfacing;
3488                         } else {
3489                             facing = DoRotation(facing, -pitch, 0, 0);
3490                             facing = DoRotation(facing, 0, 0 - yaw, 0);
3491                         }
3492
3493                         Person::players[0]->lookyaw = -yaw;
3494
3495                         Person::players[i]->targetheadyaw = yaw;
3496                         Person::players[i]->targetheadpitch = pitch;
3497                     }
3498                     if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3499                         if (!Animation::animations[Person::players[i]->animTarget].attack &&
3500                             Person::players[i]->animTarget != staggerbackhighanim &&
3501                             Person::players[i]->animTarget != staggerbackhardanim &&
3502                             Person::players[i]->animTarget != crouchremoveknifeanim &&
3503                             Person::players[i]->animTarget != removeknifeanim &&
3504                             Person::players[i]->animTarget != backhandspringanim &&
3505                             Person::players[i]->animTarget != dodgebackanim &&
3506                             Person::players[i]->animTarget != walljumprightkickanim &&
3507                             Person::players[i]->animTarget != walljumpleftkickanim) {
3508                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3509                         }
3510
3511                         facing = 0;
3512                         facing.z = -1;
3513
3514                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3515
3516                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3517                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3518
3519                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3520                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3521                     }
3522                     if (Dialog::inDialog()) {
3523                         Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3524                         Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3525                     }
3526
3527                     if (leveltime < .5) {
3528                         numenvsounds = 0;
3529                     }
3530
3531                     Person::players[i]->avoidsomething = 0;
3532
3533                     //avoid flaming things
3534                     for (unsigned int j = 0; j < Object::objects.size(); j++) {
3535                         if (Object::objects[j]->onfire) {
3536                             if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
3537                                 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3538                                     distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3539                                     Person::players[i]->collided = 0;
3540                                     Person::players[i]->avoidcollided = 1;
3541                                     if (Person::players[i]->avoidsomething == 0 ||
3542                                         distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3543                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3544                                         Person::players[i]->avoidwhere = Object::objects[j]->position;
3545                                         Person::players[i]->avoidsomething = 1;
3546                                     }
3547                                 }
3548                             }
3549                         }
3550                     }
3551
3552                     //avoid flaming players
3553                     for (unsigned j = 0; j < Person::players.size(); j++) {
3554                         if (Person::players[j]->onfire) {
3555                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
3556                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3557                                     distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3558                                     Person::players[i]->collided = 0;
3559                                     Person::players[i]->avoidcollided = 1;
3560                                     if (Person::players[i]->avoidsomething == 0 ||
3561                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3562                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3563                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
3564                                         Person::players[i]->avoidsomething = 1;
3565                                     }
3566                                 }
3567                             }
3568                         }
3569                     }
3570
3571                     if (Person::players[i]->collided > .8) {
3572                         Person::players[i]->avoidcollided = 0;
3573                     }
3574
3575                     Person::players[i]->doAI();
3576
3577                     if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3578                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
3579                         Person::players[i]->forwardkeydown = 0;
3580                         Person::players[i]->leftkeydown = 0;
3581                         Person::players[i]->backkeydown = 0;
3582                         Person::players[i]->rightkeydown = 0;
3583                         Person::players[i]->jumpkeydown = 0;
3584                         Person::players[i]->attackkeydown = 0;
3585                         //Person::players[i]->crouchkeydown=0;
3586                         Person::players[i]->throwkeydown = 0;
3587                     }
3588
3589                     if (Dialog::inDialog()) {
3590                         Person::players[i]->forwardkeydown = 0;
3591                         Person::players[i]->leftkeydown = 0;
3592                         Person::players[i]->backkeydown = 0;
3593                         Person::players[i]->rightkeydown = 0;
3594                         Person::players[i]->jumpkeydown = 0;
3595                         Person::players[i]->crouchkeydown = 0;
3596                         Person::players[i]->drawkeydown = 0;
3597                         Person::players[i]->throwkeydown = 0;
3598                     }
3599
3600                     if (Person::players[i]->collided < -.3) {
3601                         Person::players[i]->collided = -.3;
3602                     }
3603                     if (Person::players[i]->collided > 1) {
3604                         Person::players[i]->collided = 1;
3605                     }
3606                     Person::players[i]->collided -= multiplier * 4;
3607                     Person::players[i]->whichdirectiondelay -= multiplier;
3608                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3609                         Person::players[i]->avoidcollided = -.3;
3610                         Person::players[i]->whichdirection = abs(Random() % 2);
3611                         Person::players[i]->whichdirectiondelay = .4;
3612                     }
3613                     if (Person::players[i]->avoidcollided > 1) {
3614                         Person::players[i]->avoidcollided = 1;
3615                     }
3616                     Person::players[i]->avoidcollided -= multiplier / 4;
3617                     if (!Person::players[i]->skeleton.free) {
3618                         Person::players[i]->stunned -= multiplier;
3619                         Person::players[i]->surprised -= multiplier;
3620                     }
3621                     if (i != 0 && Person::players[i]->surprised <= 0 &&
3622                         Person::players[i]->aitype == attacktypecutoff &&
3623                         !Person::players[i]->dead &&
3624                         !Person::players[i]->skeleton.free &&
3625                         Animation::animations[Person::players[i]->animTarget].attack == neutral) {
3626                         numresponded = 1;
3627                     }
3628
3629                     if (!Person::players[i]->throwkeydown) {
3630                         Person::players[i]->throwtogglekeydown = 0;
3631                     }
3632
3633                     //pick up weapon
3634                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3635                         if (Person::players[i]->weaponactive == -1 &&
3636                             Person::players[i]->num_weapons < 2 &&
3637                             (Person::players[i]->isIdle() ||
3638                              Person::players[i]->isCrouch() ||
3639                              Person::players[i]->animTarget == sneakanim ||
3640                              Person::players[i]->animTarget == rollanim ||
3641                              Person::players[i]->animTarget == backhandspringanim ||
3642                              Person::players[i]->isFlip() ||
3643                              Person::players[i]->aitype != playercontrolled)) {
3644                             for (unsigned j = 0; j < weapons.size(); j++) {
3645                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3646                                      Person::players[i]->aitype == playercontrolled) &&
3647                                     weapons[j].owner == -1 &&
3648                                     Person::players[i]->weaponactive == -1) {
3649                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3650                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3651                                             if (Person::players[i]->isCrouch() ||
3652                                                 Person::players[i]->animTarget == sneakanim ||
3653                                                 Person::players[i]->isRun() ||
3654                                                 Person::players[i]->isIdle() ||
3655                                                 Person::players[i]->aitype != playercontrolled) {
3656                                                 Person::players[i]->throwtogglekeydown = 1;
3657                                                 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3658                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3659                                                 Person::players[i]->hasvictim = 0;
3660                                             }
3661                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3662                                                 Person::players[i]->throwtogglekeydown = 1;
3663                                                 Person::players[i]->hasvictim = 0;
3664
3665                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3666                                                      Person::players[i]->aitype == playercontrolled) &&
3667                                                         weapons[j].owner == -1 ||
3668                                                     Person::players[i]->victim &&
3669                                                         weapons[j].owner == int(Person::players[i]->victim->id)) {
3670                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) {
3671                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3672                                                             if (weapons[j].getType() != staff) {
3673                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3674                                                             }
3675
3676                                                             Person::players[i]->takeWeapon(j);
3677                                                         }
3678                                                     }
3679                                                 }
3680                                             }
3681                                         } else if ((Person::players[i]->isIdle() ||
3682                                                     Person::players[i]->isFlip() ||
3683                                                     Person::players[i]->aitype != playercontrolled) &&
3684                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3685                                                    Person::players[i]->coords.y < weapons[j].position.y) {
3686                                             if (!Person::players[i]->isFlip()) {
3687                                                 Person::players[i]->throwtogglekeydown = 1;
3688                                                 Person::players[i]->setTargetAnimation(removeknifeanim);
3689                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3690                                             }
3691                                             if (Person::players[i]->isFlip()) {
3692                                                 Person::players[i]->throwtogglekeydown = 1;
3693                                                 Person::players[i]->hasvictim = 0;
3694
3695                                                 for (unsigned k = 0; k < weapons.size(); k++) {
3696                                                     if (Person::players[i]->weaponactive == -1) {
3697                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3698                                                              Person::players[i]->aitype == playercontrolled) &&
3699                                                                 weapons[k].owner == -1 ||
3700                                                             Person::players[i]->victim &&
3701                                                                 weapons[k].owner == int(Person::players[i]->victim->id)) {
3702                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3703                                                                 Person::players[i]->weaponactive == -1) {
3704                                                                 if (weapons[k].getType() != staff) {
3705                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3706                                                                 }
3707
3708                                                                 Person::players[i]->takeWeapon(k);
3709                                                             }
3710                                                         }
3711                                                     }
3712                                                 }
3713                                             }
3714                                         }
3715                                     }
3716                                 }
3717                             }
3718                             if (Person::players[i]->isCrouch() ||
3719                                 Person::players[i]->animTarget == sneakanim ||
3720                                 Person::players[i]->isRun() ||
3721                                 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3722                                 Person::players[i]->animTarget == backhandspringanim) {
3723                                 if (Person::players.size() > 1) {
3724                                     for (unsigned j = 0; j < Person::players.size(); j++) {
3725                                         if (Person::players[i]->weaponactive == -1) {
3726                                             if (j != i) {
3727                                                 if (Person::players[j]->num_weapons &&
3728                                                     Person::players[j]->skeleton.free &&
3729                                                     distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3730                                                     (((Person::players[j]->skeleton.forward.y < 0 &&
3731                                                        Person::players[j]->weaponstuckwhere == 0) ||
3732                                                       (Person::players[j]->skeleton.forward.y > 0 &&
3733                                                        Person::players[j]->weaponstuckwhere == 1)) ||
3734                                                      Person::players[j]->weaponstuck == -1 ||
3735                                                      Person::players[j]->num_weapons > 1)) {
3736                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3737                                                         Person::players[i]->throwtogglekeydown = 1;
3738                                                         Person::players[i]->victim = Person::players[j];
3739                                                         Person::players[i]->hasvictim = 1;
3740                                                         Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3741                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3742                                                     }
3743                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3744                                                         Person::players[i]->throwtogglekeydown = 1;
3745                                                         Person::players[i]->victim = Person::players[j];
3746                                                         Person::players[i]->hasvictim = 1;
3747                                                         int k = Person::players[j]->weaponids[0];
3748                                                         if (Person::players[i]->hasvictim) {
3749                                                             bool fleshstuck;
3750                                                             fleshstuck = 0;
3751                                                             if (Person::players[i]->victim->weaponstuck != -1) {
3752                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3753                                                                     fleshstuck = 1;
3754                                                                 }
3755                                                             }
3756                                                             if (!fleshstuck) {
3757                                                                 if (weapons[k].getType() != staff) {
3758                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3759                                                                 }
3760                                                             }
3761                                                             if (fleshstuck) {
3762                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3763                                                             }
3764
3765                                                             if (weapons[k].owner != -1) {
3766                                                                 if (Person::players[i]->victim->num_weapons == 1) {
3767                                                                     Person::players[i]->victim->num_weapons = 0;
3768                                                                 } else {
3769                                                                     Person::players[i]->victim->num_weapons = 1;
3770                                                                 }
3771
3772                                                                 Person::players[i]->victim->skeleton.longdead = 0;
3773                                                                 Person::players[i]->victim->skeleton.free = 1;
3774                                                                 Person::players[i]->victim->skeleton.broken = 0;
3775
3776                                                                 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3777                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3778                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
3779                                                                 }
3780
3781                                                                 XYZ relative;
3782                                                                 relative = 0;
3783                                                                 relative.y = 10;
3784                                                                 Normalise(&relative);
3785                                                                 XYZ footvel, footpoint;
3786                                                                 footvel = 0;
3787                                                                 footpoint = weapons[k].position;
3788                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
3789                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3790                                                                         if (bloodtoggle) {
3791                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3792                                                                         }
3793                                                                         weapons[k].bloody = 2;
3794                                                                         weapons[k].blooddrip = 5;
3795                                                                         Person::players[i]->victim->weaponstuck = -1;
3796                                                                         Person::players[i]->victim->bloodloss += 2000;
3797                                                                         Person::players[i]->victim->DoDamage(2000);
3798                                                                     }
3799                                                                 }
3800                                                                 if (Person::players[i]->victim->num_weapons > 0) {
3801                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
3802                                                                         Person::players[i]->victim->weaponstuck = 0;
3803                                                                     }
3804                                                                     if (Person::players[i]->victim->weaponids[0] == k) {
3805                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3806                                                                     }
3807                                                                 }
3808
3809                                                                 Person::players[i]->victim->weaponactive = -1;
3810
3811                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3812                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
3813                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3814                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3815                                                             }
3816                                                             Person::players[i]->takeWeapon(k);
3817                                                         }
3818                                                     }
3819                                                 }
3820                                             }
3821                                         }
3822                                     }
3823                                 }
3824                             }
3825                         }
3826                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3827                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3828                                 if (Person::players[i]->isIdle() ||
3829                                     Person::players[i]->isRun() ||
3830                                     Person::players[i]->isCrouch() ||
3831                                     Person::players[i]->animTarget == sneakanim ||
3832                                     Person::players[i]->isFlip()) {
3833                                     if (Person::players.size() > 1) {
3834                                         for (unsigned j = 0; j < Person::players.size(); j++) {
3835                                             if (i != j) {
3836                                                 if (!Tutorial::active || Tutorial::stage == 49) {
3837                                                     if (hostile) {
3838                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3839                                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3840                                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3841                                                             !Person::players[j]->skeleton.free &&
3842                                                             -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale + Person::players[i]->coords)) {
3843                                                             if (!Person::players[i]->isFlip()) {
3844                                                                 Person::players[i]->throwtogglekeydown = 1;
3845                                                                 Person::players[i]->victim = Person::players[j];
3846                                                                 Person::players[i]->setTargetAnimation(knifethrowanim);
3847                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3848                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3849                                                             }
3850                                                             if (Person::players[i]->isFlip()) {
3851                                                                 if (Person::players[i]->weaponactive != -1) {
3852                                                                     Person::players[i]->throwtogglekeydown = 1;
3853                                                                     Person::players[i]->victim = Person::players[j];
3854                                                                     XYZ aim;
3855                                                                     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);
3856                                                                     Normalise(&aim);
3857
3858                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3859
3860                                                                     weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3861                                                                     Person::players[i]->num_weapons--;
3862                                                                     if (Person::players[i]->num_weapons) {
3863                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3864                                                                     }
3865                                                                     Person::players[i]->weaponactive = -1;
3866                                                                 }
3867                                                             }
3868                                                         }
3869                                                     }
3870                                                 }
3871                                             }
3872                                         }
3873                                     }
3874                                 }
3875                             }
3876                         }
3877                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3878                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3879                                 Person::players[i]->throwtogglekeydown = 1;
3880                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
3881                                 if (tempVelocity.x == 0) {
3882                                     tempVelocity.x = .1;
3883                                 }
3884                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3885                                 Person::players[i]->num_weapons--;
3886                                 if (Person::players[i]->num_weapons) {
3887                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3888                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
3889                                         Person::players[i]->weaponstuck = 0;
3890                                     }
3891                                 }
3892
3893                                 Person::players[i]->weaponactive = -1;
3894                                 for (unsigned j = 0; j < Person::players.size(); j++) {
3895                                     Person::players[j]->wentforweapon = 0;
3896                                 }
3897                             }
3898                         }
3899                     }
3900
3901                     //draw weapon
3902                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3903                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3904                             (Person::players[i]->num_weapons == 2) &&
3905                                 (Person::players[i]->weaponactive == -1) &&
3906                                 Person::players[i]->isIdle() ||
3907                             Person::players[0]->dead &&
3908                                 (Person::players[i]->weaponactive != -1) &&
3909                                 i != 0) {
3910                             bool isgood = true;
3911                             if (Person::players[i]->weaponactive != -1) {
3912                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
3913                                     isgood = false;
3914                                 }
3915                             }
3916                             if (isgood && Person::players[i]->creature != wolftype) {
3917                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3918                                     Person::players[i]->setTargetAnimation(drawrightanim);
3919                                     Person::players[i]->drawtogglekeydown = 1;
3920                                 }
3921                                 if ((Person::players[i]->isIdle() ||
3922                                      (Person::players[i]->aitype != playercontrolled &&
3923                                       Person::players[0]->weaponactive != -1 &&
3924                                       Person::players[i]->isRun())) &&
3925                                     Person::players[i]->num_weapons &&
3926                                     weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3927                                     Person::players[i]->setTargetAnimation(drawleftanim);
3928                                     Person::players[i]->drawtogglekeydown = 1;
3929                                 }
3930                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3931                                     Person::players[i]->setTargetAnimation(crouchdrawrightanim);
3932                                     Person::players[i]->drawtogglekeydown = 1;
3933                                 }
3934                             }
3935                         }
3936                     }
3937
3938                     //clean weapon
3939                     if (Person::players[i]->weaponactive != -1) {
3940                         if (Person::players[i]->isCrouch() &&
3941                             weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3942                             bloodtoggle &&
3943                             Person::players[i]->onterrain &&
3944                             Person::players[i]->num_weapons &&
3945                             Person::players[i]->attackkeydown &&
3946                             musictype != stream_fighttheme) {
3947                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
3948                                 Person::players[i]->setTargetAnimation(crouchstabanim);
3949                             }
3950                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
3951                                 Person::players[i]->setTargetAnimation(swordgroundstabanim);
3952                             }
3953                             Person::players[i]->hasvictim = 0;
3954                         }
3955                     }
3956
3957                     if (!Person::players[i]->drawkeydown) {
3958                         Person::players[i]->drawtogglekeydown = 0;
3959                     }
3960
3961                     XYZ absflatfacing;
3962                     if (i == 0) {
3963                         absflatfacing = 0;
3964                         absflatfacing.z = -1;
3965
3966                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
3967                     } else {
3968                         absflatfacing = flatfacing;
3969                     }
3970
3971                     if (Dialog::inDialog()) {
3972                         Person::players[i]->forwardkeydown = 0;
3973                         Person::players[i]->leftkeydown = 0;
3974                         Person::players[i]->backkeydown = 0;
3975                         Person::players[i]->rightkeydown = 0;
3976                         Person::players[i]->jumpkeydown = 0;
3977                         Person::players[i]->crouchkeydown = 0;
3978                         Person::players[i]->drawkeydown = 0;
3979                         Person::players[i]->throwkeydown = 0;
3980                     }
3981                     movekey = 0;
3982                     //Do controls
3983                     if (!Animation::animations[Person::players[i]->animTarget].attack &&
3984                         Person::players[i]->animTarget != staggerbackhighanim &&
3985                         Person::players[i]->animTarget != staggerbackhardanim &&
3986                         Person::players[i]->animTarget != backhandspringanim &&
3987                         Person::players[i]->animTarget != dodgebackanim) {
3988                         if (!Person::players[i]->forwardkeydown) {
3989                             Person::players[i]->forwardstogglekeydown = 0;
3990                         }
3991                         if (Person::players[i]->crouchkeydown) {
3992                             //Crouch
3993                             target = -2;
3994                             if (i == 0) {
3995                                 Person::players[i]->superruntoggle = 1;
3996                                 if (Person::players.size() > 1) {
3997                                     for (unsigned j = 0; j < Person::players.size(); j++) {
3998                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
3999                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
4000                                                 Person::players[i]->superruntoggle = 0;
4001                                             }
4002                                         }
4003                                     }
4004                                 }
4005                             }
4006
4007                             if (Person::players.size() > 1) {
4008                                 for (unsigned j = 0; j < Person::players.size(); j++) {
4009                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
4010                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4011                                             Person::players[j]->victim == Person::players[i] &&
4012                                             (Person::players[j]->animTarget == sweepanim ||
4013                                              Person::players[j]->animTarget == upunchanim ||
4014                                              Person::players[j]->animTarget == wolfslapanim ||
4015                                              ((Person::players[j]->animTarget == swordslashanim ||
4016                                                Person::players[j]->animTarget == knifeslashstartanim ||
4017                                                Person::players[j]->animTarget == staffhitanim ||
4018                                                Person::players[j]->animTarget == staffspinhitanim) &&
4019                                               distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4020                                             if (target >= 0) {
4021                                                 target = -1;
4022                                             } else {
4023                                                 target = j;
4024                                             }
4025                                         }
4026                                     }
4027                                 }
4028                             }
4029                             if (target >= 0) {
4030                                 Person::players[target]->Reverse();
4031                             }
4032                             Person::players[i]->lowreversaldelay = .5;
4033
4034                             if (Person::players[i]->isIdle()) {
4035                                 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
4036                                 Person::players[i]->transspeed = 10;
4037                             }
4038                             if (Person::players[i]->isRun() ||
4039                                 (Person::players[i]->isStop() &&
4040                                  (Person::players[i]->leftkeydown ||
4041                                   Person::players[i]->rightkeydown ||
4042                                   Person::players[i]->forwardkeydown ||
4043                                   Person::players[i]->backkeydown))) {
4044                                 Person::players[i]->setTargetAnimation(rollanim);
4045                                 Person::players[i]->transspeed = 20;
4046                             }
4047                         }
4048                         if (!Person::players[i]->crouchkeydown) {
4049                             //Uncrouch
4050                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
4051                                 Person::players[i]->superruntoggle = 0;
4052                             }
4053                             target = -2;
4054                             if (Person::players[i]->isCrouch()) {
4055                                 if (Person::players.size() > 1) {
4056                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4057                                         if (j != i &&
4058                                             !Person::players[j]->skeleton.free &&
4059                                             Person::players[j]->victim &&
4060                                             Person::players[i]->highreversaldelay <= 0) {
4061                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4062                                                 Person::players[j]->victim == Person::players[i] &&
4063                                                 (Person::players[j]->animTarget == spinkickanim) &&
4064                                                 Person::players[i]->isCrouch()) {
4065                                                 if (target >= 0) {
4066                                                     target = -1;
4067                                                 } else {
4068                                                     target = j;
4069                                                 }
4070                                             }
4071                                         }
4072                                     }
4073                                 }
4074                                 if (target >= 0) {
4075                                     Person::players[target]->Reverse();
4076                                 }
4077                                 Person::players[i]->highreversaldelay = .5;
4078
4079                                 if (Person::players[i]->isCrouch()) {
4080                                     if (!Person::players[i]->wasCrouch()) {
4081                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4082                                         Person::players[i]->frameCurrent = 0;
4083                                     }
4084                                     Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4085                                     Person::players[i]->transspeed = 10;
4086                                 }
4087                             }
4088                             if (Person::players[i]->animTarget == sneakanim) {
4089                                 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4090                                 Person::players[i]->transspeed = 10;
4091                             }
4092                         }
4093                         if (Person::players[i]->forwardkeydown) {
4094                             if (Person::players[i]->isIdle() ||
4095                                 (Person::players[i]->isStop() &&
4096                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4097                                 (Person::players[i]->isLanding() &&
4098                                  Person::players[i]->frameTarget > 0 &&
4099                                  !Person::players[i]->jumpkeydown) ||
4100                                 (Person::players[i]->isLandhard() &&
4101                                  Person::players[i]->frameTarget > 0 &&
4102                                  !Person::players[i]->jumpkeydown &&
4103                                  Person::players[i]->crouchkeydown)) {
4104                                 if (Person::players[i]->aitype == passivetype) {
4105                                     Person::players[i]->setTargetAnimation(walkanim);
4106                                 } else {
4107                                     Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4108                                 }
4109                             }
4110                             if (Person::players[i]->isCrouch()) {
4111                                 Person::players[i]->animTarget = sneakanim;
4112                                 if (Person::players[i]->wasCrouch()) {
4113                                     Person::players[i]->target = 0;
4114                                 }
4115                                 Person::players[i]->frameTarget = 0;
4116                             }
4117                             if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
4118                                 Person::players[i]->setTargetAnimation(climbanim);
4119                                 Person::players[i]->frameTarget = 1;
4120                                 Person::players[i]->jumpclimb = 1;
4121                             }
4122                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4123                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4124                             }
4125                             Person::players[i]->forwardstogglekeydown = 1;
4126                             movekey = 1;
4127                         }
4128                         if (Person::players[i]->rightkeydown) {
4129                             if (Person::players[i]->isIdle() ||
4130                                 (Person::players[i]->isStop() &&
4131                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4132                                 (Person::players[i]->isLanding() &&
4133                                  Person::players[i]->frameTarget > 0 &&
4134                                  !Person::players[i]->jumpkeydown) ||
4135                                 (Person::players[i]->isLandhard() &&
4136                                  Person::players[i]->frameTarget > 0 &&
4137                                  !Person::players[i]->jumpkeydown &&
4138                                  Person::players[i]->crouchkeydown)) {
4139                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4140                             }
4141                             if (Person::players[i]->isCrouch()) {
4142                                 Person::players[i]->animTarget = sneakanim;
4143                                 if (Person::players[i]->wasCrouch()) {
4144                                     Person::players[i]->target = 0;
4145                                 }
4146                                 Person::players[i]->frameTarget = 0;
4147                             }
4148                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4149                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4150                             }
4151                             Person::players[i]->targetyaw -= 90;
4152                             if (Person::players[i]->forwardkeydown) {
4153                                 Person::players[i]->targetyaw += 45;
4154                             }
4155                             if (Person::players[i]->backkeydown) {
4156                                 Person::players[i]->targetyaw -= 45;
4157                             }
4158                             movekey = 1;
4159                         }
4160                         if (Person::players[i]->leftkeydown) {
4161                             if (Person::players[i]->isIdle() ||
4162                                 (Person::players[i]->isStop() &&
4163                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4164                                 (Person::players[i]->isLanding() &&
4165                                  Person::players[i]->frameTarget > 0 &&
4166                                  !Person::players[i]->jumpkeydown) ||
4167                                 (Person::players[i]->isLandhard() &&
4168                                  Person::players[i]->frameTarget > 0 &&
4169                                  !Person::players[i]->jumpkeydown &&
4170                                  Person::players[i]->crouchkeydown)) {
4171                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4172                             }
4173                             if (Person::players[i]->isCrouch()) {
4174                                 Person::players[i]->animTarget = sneakanim;
4175                                 if (Person::players[i]->wasCrouch()) {
4176                                     Person::players[i]->target = 0;
4177                                 }
4178                                 Person::players[i]->frameTarget = 0;
4179                             }
4180                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4181                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4182                             }
4183                             Person::players[i]->targetyaw += 90;
4184                             if (Person::players[i]->forwardkeydown) {
4185                                 Person::players[i]->targetyaw -= 45;
4186                             }
4187                             if (Person::players[i]->backkeydown) {
4188                                 Person::players[i]->targetyaw += 45;
4189                             }
4190                             movekey = 1;
4191                         }
4192                         if (Person::players[i]->backkeydown) {
4193                             if (Person::players[i]->isIdle() ||
4194                                 (Person::players[i]->isStop() &&
4195                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4196                                 (Person::players[i]->isLanding() &&
4197                                  Person::players[i]->frameTarget > 0 &&
4198                                  !Person::players[i]->jumpkeydown) ||
4199                                 (Person::players[i]->isLandhard() &&
4200                                  Person::players[i]->frameTarget > 0 &&
4201                                  !Person::players[i]->jumpkeydown &&
4202                                  Person::players[i]->crouchkeydown)) {
4203                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4204                             }
4205                             if (Person::players[i]->isCrouch()) {
4206                                 Person::players[i]->animTarget = sneakanim;
4207                                 if (Person::players[i]->wasCrouch()) {
4208                                     Person::players[i]->target = 0;
4209                                 }
4210                                 Person::players[i]->frameTarget = 0;
4211                             }
4212                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4213                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4214                             }
4215                             if (Person::players[i]->animTarget == hanganim) {
4216                                 Person::players[i]->animCurrent = jumpdownanim;
4217                                 Person::players[i]->animTarget = jumpdownanim;
4218                                 Person::players[i]->target = 0;
4219                                 Person::players[i]->frameCurrent = 0;
4220                                 Person::players[i]->frameTarget = 1;
4221                                 Person::players[i]->velocity = 0;
4222                                 Person::players[i]->velocity.y += gravity;
4223                                 Person::players[i]->coords.y -= 1.4;
4224                                 Person::players[i]->grabdelay = 1;
4225                             }
4226                             if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
4227                                 Person::players[i]->targetyaw += 180;
4228                             }
4229                             movekey = 1;
4230                         }
4231                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4232                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4233                                   Person::players[i]->isRun() ||
4234                                   Person::players[i]->animTarget == walkanim ||
4235                                   Person::players[i]->isCrouch() ||
4236                                   Person::players[i]->animTarget == sneakanim) &&
4237                                  Person::players[i]->jumppower > 1) &&
4238                                 ((Person::players[i]->animTarget != rabbitrunninganim &&
4239                                   Person::players[i]->animTarget != wolfrunninganim) ||
4240                                  i != 0)) {
4241                                 Person::players[i]->jumpstart = 0;
4242                                 Person::players[i]->setTargetAnimation(jumpupanim);
4243                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
4244                                 Person::players[i]->transspeed = 20;
4245                                 Person::players[i]->FootLand(leftfoot, 1);
4246                                 Person::players[i]->FootLand(rightfoot, 1);
4247
4248                                 facing = 0;
4249                                 facing.z = -1;
4250                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4251
4252                                 if (movekey) {
4253                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4254                                 }
4255                                 if (!movekey) {
4256                                     Person::players[i]->velocity = 0;
4257                                 }
4258
4259                                 //Dodge sweep?
4260                                 target = -2;
4261                                 if (Person::players.size() > 1) {
4262                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4263                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4264                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4265                                                 (Person::players[j]->victim == Person::players[i]) &&
4266                                                 (Person::players[j]->animTarget == sweepanim)) {
4267                                                 if (target >= 0) {
4268                                                     target = -1;
4269                                                 } else {
4270                                                     target = j;
4271                                                 }
4272                                             }
4273                                         }
4274                                     }
4275                                 }
4276                                 if (target >= 0) {
4277                                     Person::players[i]->velocity.y = 1;
4278                                 } else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4279                                     Person::players[i]->velocity.y = 7;
4280                                     Person::players[i]->crouchtogglekeydown = 1;
4281                                 } else {
4282                                     Person::players[i]->velocity.y = 5;
4283                                 }
4284
4285                                 if (mousejump && i == 0 && devtools) {
4286                                     if (!Person::players[i]->isLanding()) {
4287                                         Person::players[i]->tempdeltav = deltav;
4288                                     }
4289                                     if (Person::players[i]->tempdeltav < 0) {
4290                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4291                                     }
4292                                 }
4293
4294                                 Person::players[i]->coords.y += .2;
4295                                 Person::players[i]->jumppower -= 1;
4296
4297                                 if (!i) {
4298                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4299                                 }
4300
4301                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4302                             }
4303                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4304                                 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4305                                 Person::players[i]->frameTarget = 2;
4306                                 Person::players[i]->landhard = 0;
4307                                 Person::players[i]->jumpstart = 1;
4308                                 Person::players[i]->tempdeltav = deltav;
4309                             }
4310                             if (Person::players[i]->animTarget == jumpupanim &&
4311                                 (((!floatjump &&
4312                                    !editorenabled) ||
4313                                   !devtools) ||
4314                                  Person::players[i]->aitype != playercontrolled)) {
4315                                 if (Person::players[i]->jumppower > multiplier * 6) {
4316                                     Person::players[i]->velocity.y += multiplier * 6;
4317                                     Person::players[i]->jumppower -= multiplier * 6;
4318                                 }
4319                                 if (Person::players[i]->jumppower <= multiplier * 6) {
4320                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
4321                                     Person::players[i]->jumppower = 0;
4322                                 }
4323                             }
4324                             if (((floatjump || editorenabled) && devtools) && i == 0) {
4325                                 Person::players[i]->velocity.y += multiplier * 30;
4326                             }
4327                         }
4328
4329                         if (!movekey) {
4330                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4331                                 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4332                             }
4333                             if (Person::players[i]->animTarget == sneakanim) {
4334                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4335                                 if (Person::players[i]->animCurrent == sneakanim) {
4336                                     Person::players[i]->target = 0;
4337                                 }
4338                                 Person::players[i]->frameTarget = 0;
4339                             }
4340                         }
4341                         if (Person::players[i]->animTarget == walkanim &&
4342                             (Person::players[i]->aitype == attacktypecutoff ||
4343                              Person::players[i]->aitype == searchtype ||
4344                              (Person::players[i]->aitype == passivetype &&
4345                               Person::players[i]->numwaypoints <= 1))) {
4346                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4347                         }
4348                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
4349                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4350                         }
4351                     }
4352                 }
4353                 if (Person::players[i]->animTarget == rollanim) {
4354                     Person::players[i]->targetyaw = oldtargetyaw;
4355                 }
4356             }
4357
4358             //Rotation
4359             for (unsigned k = 0; k < Person::players.size(); k++) {
4360                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4361                     if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
4362                         Person::players[k]->yaw -= 360;
4363                     } else {
4364                         Person::players[k]->yaw += 360;
4365                     }
4366                 }
4367
4368                 //stop to turn in right direction
4369                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
4370                     Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4371                 }
4372
4373                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
4374                     Person::players[k]->targettilt = 0;
4375                 }
4376
4377                 if (Person::players[k]->animTarget != jumpupanim &&
4378                     Person::players[k]->animTarget != backhandspringanim &&
4379                     Person::players[k]->animTarget != jumpdownanim &&
4380                     !Person::players[k]->isFlip()) {
4381                     Person::players[k]->targettilt = 0;
4382                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
4383                         Person::players[k]->jumppower = 0;
4384                     }
4385                     Person::players[k]->jumppower += multiplier * 7;
4386                     if (Person::players[k]->isCrouch()) {
4387                         Person::players[k]->jumppower += multiplier * 7;
4388                     }
4389                     if (Person::players[k]->jumppower > 5) {
4390                         Person::players[k]->jumppower = 5;
4391                     }
4392                 }
4393
4394                 if (Person::players[k]->isRun()) {
4395                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4396                 }
4397
4398                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4399                 Person::players[k]->grabdelay -= multiplier;
4400             }
4401
4402             //do animations
4403             for (unsigned k = 0; k < Person::players.size(); k++) {
4404                 Person::players[k]->DoAnimations();
4405                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4406                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4407             }
4408
4409             //do stuff
4410             Object::DoStuff();
4411
4412             for (int j = numenvsounds - 1; j >= 0; j--) {
4413                 envsoundlife[j] -= multiplier;
4414                 if (envsoundlife[j] < 0) {
4415                     numenvsounds--;
4416                     envsoundlife[j] = envsoundlife[numenvsounds];
4417                     envsound[j] = envsound[numenvsounds];
4418                 }
4419             }
4420             OPENAL_SetFrequency(OPENAL_ALL, slomo);
4421
4422             if (Tutorial::active) {
4423                 Tutorial::DoStuff(multiplier);
4424             }
4425
4426             //3d sound
4427             static float gLoc[3];
4428             gLoc[0] = viewer.x;
4429             gLoc[1] = viewer.y;
4430             gLoc[2] = viewer.z;
4431             static float vel[3];
4432             vel[0] = (viewer.x - oldviewer.x) / multiplier;
4433             vel[1] = (viewer.y - oldviewer.y) / multiplier;
4434             vel[2] = (viewer.z - oldviewer.z) / multiplier;
4435
4436             //Set orientation with forward and up vectors
4437             static XYZ upvector;
4438             upvector = 0;
4439             upvector.z = -1;
4440
4441             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4442             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4443
4444             facing = 0;
4445             facing.z = -1;
4446
4447             facing = DoRotation(facing, -pitch, 0, 0);
4448             facing = DoRotation(facing, 0, 0 - yaw, 0);
4449
4450             static float ori[6];
4451             ori[0] = -facing.x;
4452             ori[1] = facing.y;
4453             ori[2] = -facing.z;
4454             ori[3] = -upvector.x;
4455             ori[4] = upvector.y;
4456             ori[5] = -upvector.z;
4457
4458             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4459             OPENAL_Update();
4460
4461             oldviewer = viewer;
4462         }
4463     }
4464 }
4465
4466 void Game::TickOnce()
4467 {
4468     if (mainmenu) {
4469         yaw += multiplier * 5;
4470     } else if (Dialog::directing || !Dialog::inDialog()) {
4471         yaw += deltah * .7;
4472         if (invertmouse) {
4473             pitch -= deltav * .7;
4474         } else {
4475             pitch += deltav * .7;
4476         }
4477         if (pitch > 90) {
4478             pitch = 90;
4479         }
4480         if (pitch < -70) {
4481             pitch = -70;
4482         }
4483     }
4484 }
4485
4486 void Game::TickOnceAfter()
4487 {
4488     static XYZ colviewer;
4489     static XYZ coltarget;
4490     static XYZ target;
4491     static XYZ col;
4492     static XYZ facing;
4493     static float changedelay;
4494     static bool alldead;
4495     static float unseendelay;
4496     static float cameraspeed;
4497
4498     if (!mainmenu) {
4499         static int oldmusictype = musictype;
4500
4501         if (environment == snowyenvironment) {
4502             leveltheme = stream_snowtheme;
4503         }
4504         if (environment == grassyenvironment) {
4505             leveltheme = stream_grasstheme;
4506         }
4507         if (environment == desertenvironment) {
4508             leveltheme = stream_deserttheme;
4509         }
4510
4511         realthreat = 0;
4512
4513         musictype = leveltheme;
4514         for (unsigned i = 0; i < Person::players.size(); i++) {
4515             if ((Person::players[i]->aitype == attacktypecutoff ||
4516                  Person::players[i]->aitype == getweapontype ||
4517                  Person::players[i]->aitype == gethelptype ||
4518                  Person::players[i]->aitype == searchtype) &&
4519                 !Person::players[i]->dead &&
4520                 (Person::players[i]->animTarget != sneakattackedanim &&
4521                  Person::players[i]->animTarget != knifesneakattackedanim &&
4522                  Person::players[i]->animTarget != swordsneakattackedanim)) {
4523                 musictype = stream_fighttheme;
4524                 realthreat = 1;
4525             }
4526         }
4527         if (Person::players[0]->dead) {
4528             musictype = stream_menutheme;
4529         }
4530
4531         if (musictype == stream_fighttheme) {
4532             unseendelay = 1;
4533         }
4534
4535         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4536             unseendelay -= multiplier;
4537             if (unseendelay > 0) {
4538                 musictype = stream_fighttheme;
4539             }
4540         }
4541
4542         if (loading == 2) {
4543             musictype = stream_menutheme;
4544             musicvolume[2] = 512;
4545             musicvolume[0] = 0;
4546             musicvolume[1] = 0;
4547             musicvolume[3] = 0;
4548         }
4549
4550         if (musictoggle) {
4551             if (musictype != oldmusictype && musictype == stream_fighttheme) {
4552                 emit_sound_np(alarmsound);
4553             }
4554         }
4555         musicselected = musictype;
4556
4557         if (musicselected == leveltheme) {
4558             musicvolume[0] += multiplier * 450;
4559         } else {
4560             musicvolume[0] -= multiplier * 450;
4561         }
4562         if (musicselected == stream_fighttheme) {
4563             musicvolume[1] += multiplier * 450;
4564         } else {
4565             musicvolume[1] -= multiplier * 450;
4566         }
4567         if (musicselected == stream_menutheme) {
4568             musicvolume[2] += multiplier * 450;
4569         } else {
4570             musicvolume[2] -= multiplier * 450;
4571         }
4572
4573         for (int i = 0; i < 3; i++) {
4574             if (musicvolume[i] < 0) {
4575                 musicvolume[i] = 0;
4576             }
4577             if (musicvolume[i] > 512) {
4578                 musicvolume[i] = 512;
4579             }
4580         }
4581
4582         if (musicvolume[2] > 128 && !loading && !mainmenu) {
4583             musicvolume[2] = 128;
4584         }
4585
4586         if (musictoggle) {
4587             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
4588                 emit_stream_np(leveltheme, musicvolume[0]);
4589             }
4590             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
4591                 emit_stream_np(stream_fighttheme, musicvolume[1]);
4592             }
4593             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
4594                 emit_stream_np(stream_menutheme, musicvolume[2]);
4595             }
4596             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
4597                 pause_sound(leveltheme);
4598             }
4599             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
4600                 pause_sound(stream_fighttheme);
4601             }
4602             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
4603                 pause_sound(stream_menutheme);
4604             }
4605
4606             if (musicvolume[0] != oldmusicvolume[0]) {
4607                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4608             }
4609             if (musicvolume[1] != oldmusicvolume[1]) {
4610                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4611             }
4612             if (musicvolume[2] != oldmusicvolume[2]) {
4613                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4614             }
4615
4616             for (int i = 0; i < 3; i++) {
4617                 oldmusicvolume[i] = musicvolume[i];
4618             }
4619         } else {
4620             pause_sound(leveltheme);
4621             pause_sound(stream_fighttheme);
4622             pause_sound(stream_menutheme);
4623
4624             for (int i = 0; i < 4; i++) {
4625                 oldmusicvolume[i] = 0;
4626                 musicvolume[i] = 0;
4627             }
4628         }
4629
4630         Hotspot::killhotspot = 2;
4631         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4632             if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4633                 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
4634                     Hotspot::killhotspot = 0;
4635                 } else if (Hotspot::killhotspot == 2) {
4636                     Hotspot::killhotspot = 1;
4637                 }
4638             }
4639         }
4640         if (Hotspot::killhotspot == 2) {
4641             Hotspot::killhotspot = 0;
4642         }
4643
4644         winhotspot = false;
4645         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4646             if (Hotspot::hotspots[i].type == -1) {
4647                 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4648                     winhotspot = true;
4649                 }
4650             }
4651         }
4652
4653         int numalarmed = 0;
4654         for (unsigned i = 1; i < Person::players.size(); i++) {
4655             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4656                 numalarmed++;
4657             }
4658         }
4659         if (numalarmed > maxalarmed) {
4660             maxalarmed = numalarmed;
4661         }
4662
4663         if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4664             if (Person::players[0]->dead) {
4665                 changedelay = 1;
4666                 targetlevel = whichlevel;
4667             }
4668             alldead = true;
4669             for (unsigned i = 1; i < Person::players.size(); i++) {
4670                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4671                     alldead = false;
4672                     break;
4673                 }
4674             }
4675
4676             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4677                 changedelay = 1;
4678                 targetlevel = whichlevel + 1;
4679                 if (targetlevel > numchallengelevels - 1) {
4680                     targetlevel = 0;
4681                 }
4682             }
4683             if (winhotspot || windialogue) {
4684                 changedelay = 0.1;
4685                 targetlevel = whichlevel + 1;
4686                 if (targetlevel > numchallengelevels - 1) {
4687                     targetlevel = 0;
4688                 }
4689             }
4690
4691             if (Hotspot::killhotspot) {
4692                 changedelay = 1;
4693                 targetlevel = whichlevel + 1;
4694                 if (targetlevel > numchallengelevels - 1) {
4695                     targetlevel = 0;
4696                 }
4697             }
4698
4699             if (changedelay > 0 && !Person::players[0]->dead && !won) {
4700                 //high scores, awards, win
4701                 if (campaign) {
4702                     Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4703                     scoreadded = 1;
4704                 } else {
4705                     wonleveltime = leveltime;
4706                     Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4707                 }
4708                 won = 1;
4709                 Account::saveFile(Folders::getUserSavePath());
4710             }
4711         }
4712
4713         if (!winfreeze) {
4714
4715             if (leveltime < 1) {
4716                 loading = 0;
4717                 changedelay = .1;
4718                 alldead = false;
4719                 winhotspot = false;
4720                 Hotspot::killhotspot = 0;
4721             }
4722
4723             if (!editorenabled && gameon && !mainmenu) {
4724                 if (changedelay != -999) {
4725                     changedelay -= multiplier / 7;
4726                 }
4727                 if (Person::players[0]->dead) {
4728                     targetlevel = whichlevel;
4729                 }
4730                 if (loading == 2 && !campaign) {
4731                     flash();
4732
4733                     fireSound(firestartsound);
4734
4735                     if (!Person::players[0]->dead && targetlevel != whichlevel) {
4736                         startbonustotal = bonustotal;
4737                     }
4738
4739                     LoadLevel(targetlevel);
4740                     fireSound();
4741
4742                     loading = 3;
4743                 }
4744                 if (loading == 2 && targetlevel == whichlevel) {
4745                     flash();
4746                     loadtime = 0;
4747
4748                     fireSound(firestartsound);
4749
4750                     LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4751
4752                     fireSound();
4753
4754                     loading = 3;
4755                 }
4756                 if (changedelay <= -999 &&
4757                     whichlevel != -2 &&
4758                     !loading &&
4759                     (Person::players[0]->dead ||
4760                      (alldead && maptype == mapkilleveryone) ||
4761                      (winhotspot) ||
4762                      (Hotspot::killhotspot))) {
4763                     loading = 1;
4764                 }
4765                 if ((Person::players[0]->dead ||
4766                      (alldead && maptype == mapkilleveryone) ||
4767                      (winhotspot) ||
4768                      (windialogue) ||
4769                      (Hotspot::killhotspot)) &&
4770                     changedelay <= 0) {
4771                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4772                         winfreeze = true;
4773                         changedelay = -999;
4774                     }
4775                     if (Person::players[0]->dead) {
4776                         loading = 1;
4777                     }
4778                 }
4779             }
4780
4781             if (campaign) {
4782                 // campaignchoosenext determines what to do when the level is complete:
4783                 // 0 = load next level
4784                 // 1 = go back to level select screen
4785                 // 2 = stealthload next level
4786                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4787                     if (campaignlevels[actuallevel].nextlevel.empty()) {
4788                         endgame = 1;
4789                     }
4790                 } else if (mainmenu == 0 && winfreeze) {
4791                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4792
4793                     if (!stealthloading) {
4794                         fireSound(firestartsound);
4795
4796                         flash();
4797                     }
4798
4799                     startbonustotal = 0;
4800
4801                     LoadCampaign();
4802
4803                     loading = 2;
4804                     loadtime = 0;
4805                     targetlevel = 7;
4806                     if (!firstLoadDone) {
4807                         LoadStuff();
4808                     }
4809                     whichchoice = 0;
4810                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
4811                     visibleloading = true;
4812                     stillloading = 1;
4813                     LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4814                     campaign = 1;
4815                     mainmenu = 0;
4816                     gameon = 1;
4817                     pause_sound(stream_menutheme);
4818
4819                     stealthloading = 0;
4820                 }
4821             }
4822
4823             if (loading == 3) {
4824                 loading = 0;
4825             }
4826         }
4827
4828         oldmusictype = musictype;
4829     }
4830
4831     facing = 0;
4832     facing.z = -1;
4833
4834     facing = DoRotation(facing, -pitch, 0, 0);
4835     facing = DoRotation(facing, 0, 0 - yaw, 0);
4836     viewerfacing = facing;
4837
4838     if (!cameramode) {
4839         if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
4840             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;
4841         } else {
4842             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;
4843         }
4844         target.y += .1;
4845         if (Person::players[0]->skeleton.free) {
4846             for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4847                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
4848                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4849                 }
4850             }
4851             target.y += .1;
4852         }
4853         if (Person::players[0]->skeleton.free != 2) {
4854             cameraspeed = 20;
4855             if (findLengthfast(&Person::players[0]->velocity) > 400) {
4856                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4857             }
4858             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
4859                 target.y += 1.4;
4860             }
4861             coltarget = target - cameraloc;
4862             if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
4863                 cameraloc = target;
4864             } else {
4865                 Normalise(&coltarget);
4866                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
4867                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4868                 } else {
4869                     cameraloc = cameraloc + coltarget * multiplier * 8;
4870                 }
4871             }
4872             if (editorenabled) {
4873                 cameraloc = target;
4874             }
4875             cameradist += multiplier * 5;
4876             if (cameradist > 2.3) {
4877                 cameradist = 2.3;
4878             }
4879             viewer = cameraloc - facing * cameradist;
4880             colviewer = viewer;
4881             coltarget = cameraloc;
4882             Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4883             for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4884                 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4885                 colviewer = viewer;
4886                 coltarget = cameraloc;
4887                 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4888                     viewer = col;
4889                 }
4890             }
4891             for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4892                 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4893                 colviewer = viewer;
4894                 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4895                     viewer = colviewer;
4896                 }
4897             }
4898             cameradist = findDistance(&viewer, &target);
4899             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4900             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4901                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4902             }
4903         }
4904         if (camerashake > .8) {
4905             camerashake = .8;
4906         }
4907         woozy += multiplier;
4908         if (Person::players[0]->dead) {
4909             camerashake = 0;
4910         }
4911         if (Person::players[0]->dead) {
4912             woozy = 0;
4913         }
4914         camerashake -= multiplier * 2;
4915         blackout -= multiplier * 2;
4916         if (camerashake < 0) {
4917             camerashake = 0;
4918         }
4919         if (blackout < 0) {
4920             blackout = 0;
4921         }
4922         if (camerashake) {
4923             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4924             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4925             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
4926         }
4927     }
4928 }