]> git.jsancho.org Git - lugaru.git/blob - Source/GameTick.cpp
Devtools: Fix scaling issue with creature type change
[lugaru.git] / Source / GameTick.cpp
1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
4
5 This file is part of Lugaru.
6
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
19 */
20
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
23
24 #include "Game.hpp"
25
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "Tutorial.hpp"
35 #include "User/Settings.hpp"
36 #include "Utils/Folders.hpp"
37 #include "Utils/Input.hpp"
38
39 #if PLATFORM_UNIX
40 #include <sys/stat.h>
41 #include <sys/types.h>
42 #include <unistd.h>
43 #else
44 #include <direct.h>
45 #endif
46
47 #include <algorithm>
48 #include <cmath>
49 #include <ctime>
50 #include <dirent.h>
51 #include <limits>
52 #include <set>
53
54 using namespace std;
55 using namespace Game;
56
57 // Added more evilness needed for MSVC
58 #ifdef _MSC_VER
59 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
60 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
61 #endif
62
63 extern float multiplier;
64 extern XYZ viewer;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
68 extern float gravity;
69 extern int detail;
70 extern float texdetail;
71 extern int slomo;
72 extern float slomodelay;
73 extern bool floatjump;
74 extern float volume;
75 extern Light light;
76 extern float camerashake;
77 extern float woozy;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
84 extern float windvar;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
90 extern bool freeze;
91 extern XYZ windvector;
92 extern bool devtools;
93 int leveltheme;
94 extern int mainmenu;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool decalstoggle;
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern float smoketex;
116 extern bool againbonus;
117 extern bool reversaltrain;
118 extern bool canattack;
119 extern bool cananger;
120 extern float damagedealt;
121 extern int maptype;
122 extern int editoractive;
123 extern int editorpathtype;
124
125 extern float hostiletime;
126
127 extern bool gamestarted;
128
129 extern int hostile;
130
131 extern bool stillloading;
132 extern bool winfreeze;
133
134 extern bool campaign;
135
136 extern void toggleFullscreen();
137
138 bool won = false;
139 int whichchoice = 0;
140 bool winhotspot = false;
141 bool windialogue = false;
142 bool realthreat = 0;
143 XYZ cameraloc;
144 float cameradist = 0;
145 bool oldattackkey = 0;
146 int whichlevel = 0;
147 float musicvolume[4] = {};
148 float oldmusicvolume[4] = {};
149 int musicselected = 0;
150
151 const char* rabbitskin[] = {
152     "Textures/Fur3.jpg",
153     "Textures/Fur.jpg",
154     "Textures/Fur2.jpg",
155     "Textures/Lynx.jpg",
156     "Textures/Otter.jpg",
157     "Textures/Opal.jpg",
158     "Textures/Sable.jpg",
159     "Textures/Chocolate.jpg",
160     "Textures/BW2.jpg",
161     "Textures/WB2.jpg"
162 };
163
164 const char* wolfskin[] = {
165     "Textures/Wolf.jpg",
166     "Textures/DarkWolf.jpg",
167     "Textures/SnowWolf.jpg"
168 };
169
170 const char** creatureskin[] = { rabbitskin, wolfskin };
171
172 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
173 STATIC_ASSERT(rabbittype == 0 && wolftype == 1)
174
175 // utility functions
176
177 // TODO: this is slightly incorrect
178 float roughDirection(XYZ vec)
179 {
180     Normalise(&vec);
181     float angle = -asin(-vec.x) * 180 / M_PI;
182     if (vec.z < 0) {
183         angle = 180 - angle;
184     }
185     return angle;
186 }
187 float roughDirectionTo(XYZ start, XYZ end)
188 {
189     return roughDirection(end - start);
190 }
191 inline float pitchOf(XYZ vec)
192 {
193     Normalise(&vec);
194     return -asin(vec.y) * 180 / M_PI;
195 }
196 float pitchTo(XYZ start, XYZ end)
197 {
198     return pitchOf(end - start);
199 }
200 float sq(float n)
201 {
202     return n * n;
203 }
204 inline float stepTowardf(float from, float to, float by)
205 {
206     if (fabs(from - to) < by) {
207         return to;
208     } else if (from > to) {
209         return from - by;
210     } else {
211         return from + by;
212     }
213 }
214
215 void Game::playdialoguescenesound()
216 {
217     XYZ temppos;
218     temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
219     temppos = temppos - viewer;
220     Normalise(&temppos);
221     temppos += viewer;
222
223     int sound = -1;
224     switch (Dialog::currentScene().sound) {
225         case -6:
226             sound = alarmsound;
227             break;
228         case -4:
229             sound = consolefailsound;
230             break;
231         case -3:
232             sound = consolesuccesssound;
233             break;
234         case -2:
235             sound = firestartsound;
236             break;
237         case -1:
238             sound = fireendsound;
239             break;
240         case 1:
241             sound = rabbitchitter;
242             break;
243         case 2:
244             sound = rabbitchitter2;
245             break;
246         case 3:
247             sound = rabbitpainsound;
248             break;
249         case 4:
250             sound = rabbitpain1sound;
251             break;
252         case 5:
253             sound = rabbitattacksound;
254             break;
255         case 6:
256             sound = rabbitattack2sound;
257             break;
258         case 7:
259             sound = rabbitattack3sound;
260             break;
261         case 8:
262             sound = rabbitattack4sound;
263             break;
264         case 9:
265             sound = growlsound;
266             break;
267         case 10:
268             sound = growl2sound;
269             break;
270         case 11:
271             sound = snarlsound;
272             break;
273         case 12:
274             sound = snarl2sound;
275             break;
276         case 13:
277             sound = barksound;
278             break;
279         case 14:
280             sound = bark2sound;
281             break;
282         case 15:
283             sound = bark3sound;
284             break;
285         case 16:
286             sound = barkgrowlsound;
287             break;
288         default:
289             break;
290     }
291     if (sound != -1) {
292         emit_sound_at(sound, temppos);
293     }
294 }
295
296 // ================================================================
297
298 int Game::findClosestPlayer()
299 {
300     int closest = -1;
301     float closestdist = std::numeric_limits<float>::max();
302
303     for (unsigned int i = 1; i < Person::players.size(); i++) {
304         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
305         if (distance < closestdist) {
306             closestdist = distance;
307             closest = (int)i;
308         }
309     }
310     return closest;
311 }
312
313 static int findClosestObject()
314 {
315     int closest = -1;
316     float closestdist = std::numeric_limits<float>::max();
317
318     for (unsigned int i = 0; i < Object::objects.size(); i++) {
319         float distance = distsq(&Object::objects[i]->position,
320                                 &Person::players[0]->coords);
321         if (distance < closestdist) {
322             closestdist = distance;
323             closest = (int)i;
324         }
325     }
326     return closest;
327 }
328
329 static void cmd_dispatch(const string cmd)
330 {
331     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
332
333     for (i = 0; i < n_cmds; i++) {
334         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
335             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
336             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
337             break;
338         }
339     }
340     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
341 }
342
343 /********************> Tick() <*****/
344 extern bool save_screenshot(const char* fname);
345 void Screenshot(void)
346 {
347     char filename[1024];
348     time_t t = time(NULL);
349     struct tm* tme = localtime(&t);
350     sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
351             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
352
353     save_screenshot(filename);
354 }
355
356 void Game::SetUpLighting()
357 {
358     if (environment == snowyenvironment) {
359         light.setColors(.65, .65, .7, .4, .4, .44);
360     }
361     if (environment == desertenvironment) {
362         light.setColors(.95, .95, .95, .4, .35, .3);
363     }
364     if (environment == grassyenvironment) {
365         light.setColors(.95, .95, 1, .4, .4, .44);
366     }
367     if (!skyboxtexture) {
368         light.setColors(1, 1, 1, .4, .4, .4);
369     }
370     float average;
371     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
372     light.color[0] *= (skyboxlightr + average) / 2;
373     light.color[1] *= (skyboxlightg + average) / 2;
374     light.color[2] *= (skyboxlightb + average) / 2;
375     light.ambient[0] *= (skyboxlightr + average) / 2;
376     light.ambient[1] *= (skyboxlightg + average) / 2;
377     light.ambient[2] *= (skyboxlightb + average) / 2;
378 }
379
380 void Setenvironment(int which)
381 {
382     LOGFUNC;
383
384     LOG(" Setting environment...");
385
386     float temptexdetail;
387     environment = which;
388
389     pause_sound(stream_snowtheme);
390     pause_sound(stream_grasstheme);
391     pause_sound(stream_deserttheme);
392     pause_sound(stream_wind);
393     pause_sound(stream_desertambient);
394
395     if (environment == snowyenvironment) {
396         windvector = 0;
397         windvector.z = 3;
398         if (ambientsound) {
399             emit_stream_np(stream_wind);
400         }
401
402         Object::treetextureptr.load("Textures/SnowTree.png", 0);
403         Object::bushtextureptr.load("Textures/BushSnow.png", 0);
404         Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
405         Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
406
407         footstepsound = footstepsn1;
408         footstepsound2 = footstepsn2;
409         footstepsound3 = footstepst1;
410         footstepsound4 = footstepst2;
411
412         terraintexture.load("Textures/Snow.jpg", 1);
413         terraintexture2.load("Textures/Rock.jpg", 1);
414
415         temptexdetail = texdetail;
416         if (texdetail > 1) {
417             texdetail = 4;
418         }
419         skybox->load("Textures/Skybox(snow)/Front.jpg",
420                      "Textures/Skybox(snow)/Left.jpg",
421                      "Textures/Skybox(snow)/Back.jpg",
422                      "Textures/Skybox(snow)/Right.jpg",
423                      "Textures/Skybox(snow)/Up.jpg",
424                      "Textures/Skybox(snow)/Down.jpg");
425
426         texdetail = temptexdetail;
427     } else if (environment == desertenvironment) {
428         windvector = 0;
429         windvector.z = 2;
430         Object::treetextureptr.load("Textures/DesertTree.png", 0);
431         Object::bushtextureptr.load("Textures/BushDesert.png", 0);
432         Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
433         Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
434
435         if (ambientsound) {
436             emit_stream_np(stream_desertambient);
437         }
438
439         footstepsound = footstepsn1;
440         footstepsound2 = footstepsn2;
441         footstepsound3 = footstepsn1;
442         footstepsound4 = footstepsn2;
443
444         terraintexture.load("Textures/Sand.jpg", 1);
445         terraintexture2.load("Textures/SandSlope.jpg", 1);
446
447         temptexdetail = texdetail;
448         if (texdetail > 1) {
449             texdetail = 4;
450         }
451         skybox->load("Textures/Skybox(sand)/Front.jpg",
452                      "Textures/Skybox(sand)/Left.jpg",
453                      "Textures/Skybox(sand)/Back.jpg",
454                      "Textures/Skybox(sand)/Right.jpg",
455                      "Textures/Skybox(sand)/Up.jpg",
456                      "Textures/Skybox(sand)/Down.jpg");
457
458         texdetail = temptexdetail;
459     } else if (environment == grassyenvironment) {
460         windvector = 0;
461         windvector.z = 2;
462         Object::treetextureptr.load("Textures/Tree.png", 0);
463         Object::bushtextureptr.load("Textures/Bush.png", 0);
464         Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
465         Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
466
467         if (ambientsound) {
468             emit_stream_np(stream_wind, 100.);
469         }
470
471         footstepsound = footstepgr1;
472         footstepsound2 = footstepgr2;
473         footstepsound3 = footstepst1;
474         footstepsound4 = footstepst2;
475
476         terraintexture.load("Textures/GrassDirt.jpg", 1);
477         terraintexture2.load("Textures/MossRock.jpg", 1);
478
479         temptexdetail = texdetail;
480         if (texdetail > 1) {
481             texdetail = 4;
482         }
483         skybox->load("Textures/Skybox(grass)/Front.jpg",
484                      "Textures/Skybox(grass)/Left.jpg",
485                      "Textures/Skybox(grass)/Back.jpg",
486                      "Textures/Skybox(grass)/Right.jpg",
487                      "Textures/Skybox(grass)/Up.jpg",
488                      "Textures/Skybox(grass)/Down.jpg");
489
490         texdetail = temptexdetail;
491     }
492     temptexdetail = texdetail;
493     texdetail = 1;
494     terrain.load("Textures/HeightMap.png");
495
496     texdetail = temptexdetail;
497 }
498
499 bool Game::LoadLevel(int which)
500 {
501     stealthloading = 0;
502     whichlevel = which;
503
504     if (which == -1) {
505         return LoadLevel("tutorial", true);
506     } else if (which >= 0 && which <= 15) {
507         char buf[32];
508         snprintf(buf, 32, "map%d", which + 1); // challenges
509         return LoadLevel(buf);
510     } else {
511         return LoadLevel("mapsave");
512     }
513 }
514
515 bool Game::LoadLevel(const std::string& name, bool tutorial)
516 {
517     const std::string level_path = Folders::getResourcePath("Maps/" + name);
518     if (!Folders::file_exists(level_path)) {
519         perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
520         return false;
521     }
522
523     int indemo; // FIXME this should be removed
524     int templength;
525     float lamefloat;
526
527     LOGFUNC;
528
529     LOG(std::string("Loading level...") + name);
530
531     if (!gameon) {
532         visibleloading = true;
533     }
534     if (stealthloading) {
535         visibleloading = false;
536     }
537     if (!stillloading) {
538         loadtime = 0;
539     }
540     gamestarted = 1;
541
542     numenvsounds = 0;
543
544     Tutorial::active = tutorial;
545
546     if (Tutorial::active) {
547         Tutorial::stage = 0;
548     }
549     if (Tutorial::stage == 0) {
550         Tutorial::stagetime = 0;
551         Tutorial::maxtime = 1;
552     }
553     pause_sound(whooshsound);
554     pause_sound(stream_firesound);
555
556     int mapvers;
557     FILE* tfile;
558     errno = 0;
559     tfile = Folders::openMandatoryFile(level_path, "rb");
560
561     pause_sound(stream_firesound);
562     scoreadded = 0;
563     windialogue = false;
564     hostiletime = 0;
565     won = 0;
566
567     //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
568
569     Dialog::dialogs.clear();
570
571     Dialog::indialogue = -1;
572     cameramode = 0;
573
574     damagedealt = 0;
575     damagetaken = 0;
576
577     if (Account::hasActive()) {
578         difficulty = Account::active().getDifficulty();
579     }
580
581     Hotspot::hotspots.clear();
582     Hotspot::current = -1;
583     bonustime = 1;
584
585     skyboxtexture = 1;
586     skyboxr = 1;
587     skyboxg = 1;
588     skyboxb = 1;
589
590     freeze = 0;
591     winfreeze = 0;
592
593     for (unsigned char i = 0; i < 100; i++) {
594         bonusnum[i] = 0;
595     }
596
597     numfalls = 0;
598     numflipfail = 0;
599     numseen = 0;
600     numstaffattack = 0;
601     numswordattack = 0;
602     numknifeattack = 0;
603     numunarmedattack = 0;
604     numescaped = 0;
605     numflipped = 0;
606     numwallflipped = 0;
607     numthrowkill = 0;
608     numafterkill = 0;
609     numreversals = 0;
610     numattacks = 0;
611     maxalarmed = 0;
612     numresponded = 0;
613
614     bonustotal = startbonustotal;
615     bonus = 0;
616     gameon = 1;
617     changedelay = 0;
618     if (console) {
619         emit_sound_np(consolesuccesssound);
620         freeze = 0;
621         console = false;
622     }
623
624     if (!stealthloading) {
625         terrain.decals.clear();
626         Sprite::deleteSprites();
627
628         for (int i = 0; i < subdivision; i++) {
629             for (int j = 0; j < subdivision; j++) {
630                 terrain.patchobjects[i][j].clear();
631             }
632         }
633         Game::LoadingScreen();
634     }
635
636     weapons.clear();
637     Person::players.resize(1);
638
639     funpackf(tfile, "Bi", &mapvers);
640     if (mapvers < 12) {
641         cerr << name << " has obsolete map version " << mapvers << endl;
642     }
643     if (mapvers >= 15) {
644         funpackf(tfile, "Bi", &indemo);
645     } else {
646         indemo = 0;
647     }
648     if (mapvers >= 5) {
649         funpackf(tfile, "Bi", &maptype);
650     } else {
651         maptype = mapkilleveryone;
652     }
653     if (mapvers >= 6) {
654         funpackf(tfile, "Bi", &hostile);
655     } else {
656         hostile = 1;
657     }
658     if (mapvers >= 4) {
659         funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
660     } else {
661         viewdistance = 100;
662         fadestart = .6;
663     }
664     if (mapvers >= 2) {
665         funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
666     } else {
667         skyboxtexture = 1;
668         skyboxr = 1;
669         skyboxg = 1;
670         skyboxb = 1;
671     }
672     if (mapvers >= 10) {
673         funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
674     } else {
675         skyboxlightr = skyboxr;
676         skyboxlightg = skyboxg;
677         skyboxlightb = skyboxb;
678     }
679     /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
680     if (stealthloading) {
681         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
682     } else {
683         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
684     }
685     if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
686         for (int j = 0; j < Person::players[0]->num_weapons; j++) {
687             Person::players[0]->weaponids[j] = weapons.size();
688             int type;
689             funpackf(tfile, "Bi", &type);
690             weapons.push_back(Weapon(type, 0));
691         }
692     }
693
694     Game::LoadingScreen();
695
696     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
697     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
698     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
699     funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
700
701     funpackf(tfile, "Bi", &Person::players[0]->numclothes);
702
703     if (mapvers >= 9) {
704         funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
705     } else {
706         Person::players[0]->whichskin = 0;
707         Person::players[0]->creature = rabbittype;
708     }
709
710     Person::players[0]->lastattack = -1;
711     Person::players[0]->lastattack2 = -1;
712     Person::players[0]->lastattack3 = -1;
713
714     //dialogues
715     if (mapvers >= 8) {
716         Dialog::loadDialogs(tfile);
717     }
718
719     for (int k = 0; k < Person::players[0]->numclothes; k++) {
720         funpackf(tfile, "Bi", &templength);
721         for (int l = 0; l < templength; l++) {
722             funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
723         }
724         Person::players[0]->clothes[k][templength] = '\0';
725         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
726     }
727
728     funpackf(tfile, "Bi", &environment);
729
730     if (environment != oldenvironment) {
731         Setenvironment(environment);
732     }
733     oldenvironment = environment;
734
735     Object::LoadObjectsFromFile(tfile, stealthloading);
736
737     if (mapvers >= 7) {
738         int numhotspots;
739         funpackf(tfile, "Bi", &numhotspots);
740         if (numhotspots < 0) {
741             cerr << "Map " << name << " have an invalid number of hotspots" << endl;
742             numhotspots = 0;
743         }
744         Hotspot::hotspots.resize(numhotspots);
745         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
746             funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
747             funpackf(tfile, "Bi", &templength);
748             if (templength) {
749                 for (int l = 0; l < templength; l++) {
750                     funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
751                 }
752             }
753             Hotspot::hotspots[i].text[templength] = '\0';
754             if (Hotspot::hotspots[i].type == -111) {
755                 indemo = 1;
756             }
757         }
758     } else {
759         Hotspot::hotspots.clear();
760     }
761
762     Game::LoadingScreen();
763
764     if (!stealthloading) {
765         Object::ComputeCenter();
766         Object::ComputeRadius();
767     }
768
769     Game::LoadingScreen();
770
771     int numplayers;
772     funpackf(tfile, "Bi", &numplayers);
773     if (numplayers > maxplayers) {
774         cout << "Warning: this level contains more players than allowed" << endl;
775     }
776     unsigned j = 1;
777     for (int i = 1; i < numplayers; i++) {
778         try {
779             Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
780             j++;
781         } catch (InvalidPersonException e) {
782             cerr << "Invalid Person found in " << name << endl;
783         }
784     }
785     Game::LoadingScreen();
786
787     funpackf(tfile, "Bi", &numpathpoints);
788     if (numpathpoints > 30 || numpathpoints < 0) {
789         numpathpoints = 0;
790     }
791     for (int j = 0; j < numpathpoints; j++) {
792         funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
793         for (int k = 0; k < numpathpointconnect[j]; k++) {
794             funpackf(tfile, "Bi", &pathpointconnect[j][k]);
795         }
796     }
797     Game::LoadingScreen();
798
799     funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
800
801     SetUpLighting();
802
803     if (!stealthloading) {
804         Object::AddObjectsToTerrain();
805         terrain.DoShadows();
806         Game::LoadingScreen();
807         Object::DoShadows();
808         Game::LoadingScreen();
809     }
810
811     fclose(tfile);
812
813     for (unsigned i = 0; i < Person::players.size(); i++) {
814         Game::LoadingScreen();
815         if (i == 0) {
816             Person::players[i]->burnt = 0;
817             Person::players[i]->bled = 0;
818             Person::players[i]->onfire = 0;
819             Person::players[i]->scale = .2;
820             if (mapvers < 9) {
821                 Person::players[i]->creature = rabbittype;
822             }
823         }
824         Person::players[i]->skeleton.free = 0;
825
826         Person::players[i]->skeletonLoad();
827
828         Person::players[i]->addClothes();
829
830         if (i == 0) {
831             Person::players[i]->animCurrent = bounceidleanim;
832             Person::players[i]->animTarget = bounceidleanim;
833             Person::players[i]->frameCurrent = 0;
834             Person::players[i]->frameTarget = 1;
835             Person::players[i]->target = 0;
836         }
837         Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
838         if (difficulty == 0) {
839             Person::players[i]->speed -= .2;
840         }
841         if (difficulty == 1) {
842             Person::players[i]->speed -= .1;
843         }
844
845         if (i == 0) {
846             Person::players[i]->velocity = 0;
847             Person::players[i]->oldcoords = Person::players[i]->coords;
848             Person::players[i]->realoldcoords = Person::players[i]->coords;
849
850             Person::players[i]->id = i;
851             Person::players[i]->updatedelay = 0;
852             Person::players[i]->normalsupdatedelay = 0;
853
854             Person::players[i]->proportionhead = 1.2;
855             Person::players[i]->proportionbody = 1.05;
856             Person::players[i]->proportionarms = 1.00;
857             Person::players[i]->proportionlegs = 1.1;
858             Person::players[i]->proportionlegs.y = 1.05;
859             Person::players[i]->headless = 0;
860             Person::players[i]->currentoffset = 0;
861             Person::players[i]->targetoffset = 0;
862             if (Person::players[i]->creature == wolftype) {
863                 Person::players[i]->scale = .23;
864                 Person::players[i]->damagetolerance = 300;
865             } else {
866                 Person::players[i]->damagetolerance = 200;
867             }
868         }
869
870         Game::LoadingScreen();
871
872         if (cellophane) {
873             Person::players[i]->proportionhead.z = 0;
874             Person::players[i]->proportionbody.z = 0;
875             Person::players[i]->proportionarms.z = 0;
876             Person::players[i]->proportionlegs.z = 0;
877         }
878
879         Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
880
881         if (i == 0) {
882             Person::players[i]->headmorphness = 0;
883             Person::players[i]->targetheadmorphness = 1;
884             Person::players[i]->headmorphstart = 0;
885             Person::players[i]->headmorphend = 0;
886
887             Person::players[i]->pausetime = 0;
888
889             Person::players[i]->dead = 0;
890             Person::players[i]->jumppower = 5;
891             Person::players[i]->damage = 0;
892             Person::players[i]->permanentdamage = 0;
893             Person::players[i]->superpermanentdamage = 0;
894
895             Person::players[i]->forwardkeydown = 0;
896             Person::players[i]->leftkeydown = 0;
897             Person::players[i]->backkeydown = 0;
898             Person::players[i]->rightkeydown = 0;
899             Person::players[i]->jumpkeydown = 0;
900             Person::players[i]->crouchkeydown = 0;
901             Person::players[i]->throwkeydown = 0;
902
903             Person::players[i]->collided = -10;
904             Person::players[i]->loaded = 1;
905             Person::players[i]->bloodloss = 0;
906             Person::players[i]->weaponactive = -1;
907             Person::players[i]->weaponstuck = -1;
908             Person::players[i]->bleeding = 0;
909             Person::players[i]->deathbleeding = 0;
910             Person::players[i]->stunned = 0;
911             Person::players[i]->hasvictim = 0;
912             Person::players[i]->wentforweapon = 0;
913         }
914     }
915
916     Person::players[0]->aitype = playercontrolled;
917
918     if (difficulty == 1) {
919         Person::players[0]->power = 1 / .9;
920         Person::players[0]->damagetolerance = 250;
921     } else if (difficulty == 0) {
922         Person::players[0]->power = 1 / .8;
923         Person::players[0]->damagetolerance = 300;
924         Person::players[0]->armorhead *= 1.5;
925         Person::players[0]->armorhigh *= 1.5;
926         Person::players[0]->armorlow *= 1.5;
927     }
928
929     cameraloc = Person::players[0]->coords;
930     cameraloc.y += 5;
931     yaw = Person::players[0]->yaw;
932
933     hawkcoords = Person::players[0]->coords;
934     hawkcoords.y += 30;
935
936     Game::LoadingScreen();
937
938     LOG("Starting background music...");
939
940     OPENAL_StopSound(OPENAL_ALL);
941     if (ambientsound) {
942         if (environment == snowyenvironment) {
943             emit_stream_np(stream_wind);
944         } else if (environment == desertenvironment) {
945             emit_stream_np(stream_desertambient);
946         } else if (environment == grassyenvironment) {
947             emit_stream_np(stream_wind, 100.);
948         }
949     }
950     oldmusicvolume[0] = 0;
951     oldmusicvolume[1] = 0;
952     oldmusicvolume[2] = 0;
953     oldmusicvolume[3] = 0;
954
955     leveltime = 0;
956     wonleveltime = 0;
957     visibleloading = false;
958
959     return true;
960 }
961
962 /* Process input events that impact settings, console, devtools, etc.
963  * Gameplay-related input processing is still done in Game::Tick() for now
964  * as it is tightly coupled to the game logic.
965  */
966 void Game::ProcessInput()
967 {
968     /* Pump SDL input events */
969     Input::Tick();
970
971     /* Menu handling (main menu, leave game) */
972     if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
973         (gameon || mainmenu == 0)) {
974         selected = -1;
975         if (mainmenu == 0 && !winfreeze) {
976             mainmenu = 2; // Pause
977         } else if (mainmenu == 1 || mainmenu == 2) {
978             mainmenu = 0; // Unpause
979         }
980         // Play menu theme
981         if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
982             OPENAL_SetFrequency(OPENAL_ALL);
983             emit_stream_np(stream_menutheme);
984             pause_sound(leveltheme);
985         }
986         // On resume, play level music
987         if (!mainmenu) {
988             pause_sound(stream_menutheme);
989             resume_stream(leveltheme);
990         }
991     }
992
993     /* Challenge mode */
994     if (!campaign && !mainmenu) {
995         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
996             if (winfreeze) {
997                 winfreeze = 0;
998             }
999         }
1000
1001         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
1002             if (console) {
1003                 console = false;
1004                 freeze = 0;
1005             } else if (winfreeze) {
1006                 mainmenu = 9;
1007                 gameon = 0;
1008             }
1009         }
1010     }
1011
1012     /* Tutorial mode hotkeys */
1013     if (Tutorial::active) {
1014         // Skip current tutorial stage
1015         if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
1016             if (Tutorial::stage != 51) {
1017                 Tutorial::stagetime = Tutorial::maxtime;
1018             }
1019             emit_sound_np(consolefailsound, 128.);
1020         }
1021     }
1022
1023     /* Screenshot */
1024     if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
1025         Screenshot();
1026     }
1027
1028     /* Stereo video mode hotkeys */
1029     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
1030         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1031             stereoreverse = true;
1032             printf("Stereo reversed\n");
1033         } else {
1034             stereoreverse = false;
1035             printf("Stereo unreversed\n");
1036         }
1037     }
1038
1039     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
1040         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1041             stereoseparation -= 0.001;
1042         } else {
1043             stereoseparation -= 0.010;
1044         }
1045         printf("Stereo separation decreased to %f\n", stereoseparation);
1046     }
1047
1048     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
1049         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1050             stereoseparation += 0.001;
1051         } else {
1052             stereoseparation += 0.010;
1053         }
1054         printf("Stereo separation increased to %f\n", stereoseparation);
1055     }
1056
1057     /* Devtools */
1058     if (devtools && !mainmenu) {
1059         ProcessDevInput();
1060     }
1061 }
1062
1063 void Game::ProcessDevInput()
1064 {
1065     if (!devtools || mainmenu) {
1066         return;
1067     }
1068
1069     float headprop, bodyprop, armprop, legprop;
1070
1071     /* Console */
1072     if (Input::isKeyPressed(consolekey)) {
1073         console = !console;
1074         if (console) {
1075             OPENAL_SetFrequency(OPENAL_ALL);
1076         } else {
1077             freeze = 0;
1078             waiting = false;
1079         }
1080     }
1081
1082     if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1083         /* Enable editor */
1084         if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1085             editorenabled = !editorenabled;
1086             if (editorenabled) {
1087                 Person::players[0]->damagetolerance = 100000;
1088             } else {
1089                 Person::players[0]->damagetolerance = 200;
1090             }
1091             Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1092             Person::players[0]->permanentdamage = 0;
1093             Person::players[0]->superpermanentdamage = 0;
1094             Person::players[0]->bloodloss = 0;
1095             Person::players[0]->deathbleeding = 0;
1096         }
1097
1098         /* Nullify damage and give 200000 health */
1099         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1100             Person::players[0]->damagetolerance = 200000;
1101             Person::players[0]->damage = 0;
1102             Person::players[0]->burnt = 0;
1103             Person::players[0]->permanentdamage = 0;
1104             Person::players[0]->superpermanentdamage = 0;
1105         }
1106
1107         /* Change environment */
1108         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1109             environment++;
1110             if (environment > 2) {
1111                 environment = 0;
1112             }
1113             Setenvironment(environment);
1114         }
1115
1116         /* Camera mode */
1117         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1118             cameramode = !cameramode;
1119         }
1120
1121         /* Freeze */
1122         if (Input::isKeyPressed(SDL_SCANCODE_V)) {
1123             freeze = !freeze;
1124             if (freeze) {
1125                 OPENAL_SetFrequency(OPENAL_ALL);
1126             }
1127         }
1128
1129         /* Toggle slow motion */
1130         if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1131             slomo = 1 - slomo;
1132             slomodelay = 1000;
1133         }
1134
1135         /* Ragdoll */
1136         if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1137             Person::players[0]->RagDoll(0);
1138             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1139         }
1140
1141         /* Shrink tree leaves?? */
1142         // FIXME: Can't see what this does in game.
1143         if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1144             for (auto& an_object : Object::objects) {
1145                 if (an_object->type == treeleavestype) {
1146                     an_object->scale *= .9;
1147                 }
1148             }
1149         }
1150
1151         /* Change (or add) weapon */
1152         if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1153             int closest = 0;
1154             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1155                 closest = findClosestPlayer();
1156             }
1157
1158             if (closest >= 0) {
1159                 if (Person::players[closest]->num_weapons > 0) {
1160                     int weapontype = 0;
1161                     switch (weapons[Person::players[closest]->weaponids[0]].getType()) {
1162                         case knife:
1163                             weapontype = sword;
1164                             break;
1165                         case sword:
1166                             weapontype = staff;
1167                             break;
1168                         case staff:
1169                             weapontype = knife;
1170                             break;
1171                     }
1172                     weapons[Person::players[closest]->weaponids[0]].setType(weapontype);
1173                 } else {
1174                     Person::players[closest]->weaponids[0] = weapons.size();
1175                     weapons.push_back(Weapon(knife, closest));
1176                     Person::players[closest]->num_weapons = 1;
1177                 }
1178             }
1179         }
1180
1181         /* Change yaw (rotate around Z axis) */
1182         if (Input::isKeyDown(SDL_SCANCODE_U)) {
1183             int closest = 0;
1184             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1185                 closest = findClosestPlayer();
1186             }
1187
1188             if (closest >= 0) {
1189                 Person::players[closest]->yaw += multiplier * 50;
1190                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1191             }
1192         }
1193
1194         /* Toggle fire */
1195         if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1196             int closest = 0;
1197             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1198                 closest = findClosestPlayer();
1199             }
1200
1201             if (closest >= 0) {
1202                 Person::players[closest]->onfire = !Person::players[closest]->onfire;
1203                 if (Person::players[closest]->onfire) {
1204                     Person::players[closest]->CatchFire();
1205                 } else {
1206                     emit_sound_at(fireendsound, Person::players[closest]->coords);
1207                     pause_sound(stream_firesound);
1208                 }
1209             }
1210         }
1211
1212         /* Change skin */
1213         if (Input::isKeyPressed(SDL_SCANCODE_T) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1214             int closest = 0;
1215             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1216                 closest = findClosestPlayer();
1217             }
1218
1219             if (closest >= 0) {
1220                 Person::players[closest]->whichskin++;
1221                 if (Person::players[closest]->whichskin > 9) {
1222                     Person::players[closest]->whichskin = 0;
1223                 }
1224                 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
1225                     Person::players[closest]->whichskin = 0;
1226                 }
1227
1228                 Person::players[closest]->skeleton.drawmodel.textureptr.load(
1229                     creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1230                     &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1231             }
1232
1233             Person::players[closest]->addClothes();
1234         }
1235
1236         /* Change creature type */
1237         if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1238             int closest = 0;
1239             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1240                 closest = findClosestPlayer();
1241             }
1242
1243             if (closest >= 0) {
1244                 if (Person::players[closest]->creature == rabbittype) {
1245                     Person::players[closest]->creature = wolftype;
1246                     Person::players[closest]->whichskin = 0;
1247                     Person::players[closest]->skeletonLoad();
1248
1249                     Person::players[closest]->proportionhead = 1.1;
1250                     Person::players[closest]->proportionbody = 1.1;
1251                     Person::players[closest]->proportionarms = 1.1;
1252                     Person::players[closest]->proportionlegs = 1.1;
1253                     Person::players[closest]->scale *= 1.15;
1254
1255                     Person::players[closest]->damagetolerance = 300;
1256                 } else { // wolftype
1257                     Person::players[closest]->creature = rabbittype;
1258                     Person::players[closest]->whichskin = 0;
1259                     Person::players[closest]->skeletonLoad(true);
1260
1261                     Person::players[closest]->proportionhead = 1.2;
1262                     Person::players[closest]->proportionbody = 1.05;
1263                     Person::players[closest]->proportionarms = 1.00;
1264                     Person::players[closest]->proportionlegs.x = 1.1;
1265                     Person::players[closest]->proportionlegs.y = 1.05;
1266                     Person::players[closest]->scale /= 1.15;
1267
1268                     Person::players[closest]->damagetolerance = 200;
1269                 }
1270             }
1271         }
1272
1273         /* Explose nearby player's head */
1274         if (Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1275             int closest = findClosestPlayer();
1276             if (closest > 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1277                 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1278                 XYZ headspurtdirection;
1279                 Joint& headjoint = Person::players[closest]->joint(head);
1280
1281                 if (!Person::players[closest]->skeleton.free) {
1282                     flatvelocity2_orig = Person::players[closest]->velocity;
1283                     flatfacing2 = DoRotation(
1284                                       DoRotation(
1285                                           DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt),
1286                                           Person::players[closest]->tilt2, 0, 0),
1287                                       0, Person::players[closest]->yaw, 0) *
1288                                       Person::players[closest]->scale +
1289                                   Person::players[closest]->coords;
1290                 } else {
1291                     flatvelocity2_orig = headjoint.velocity;
1292                     flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1293                 }
1294
1295                 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1296                 Normalise(&headspurtdirection);
1297
1298                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1299                     flatvelocity2 = flatvelocity2_orig;
1300                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1301                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1302                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1303                     printf("Test: %f\n", flatvelocity2.x);
1304                     printf("Test orig: %f\n", flatvelocity2_orig.x);
1305                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1306                     flatvelocity2 += headspurtdirection * 8;
1307                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1308                 }
1309                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1310
1311                 emit_sound_at(splattersound, Person::players[closest]->coords);
1312                 emit_sound_at(breaksound2, Person::players[closest]->coords, 100.);
1313
1314                 if (Person::players[closest]->skeleton.free == 2) {
1315                     Person::players[closest]->skeleton.free = 0;
1316                 }
1317                 Person::players[closest]->RagDoll(0);
1318                 Person::players[closest]->dead = 2;
1319                 Person::players[closest]->headless = 1;
1320                 Person::players[closest]->DoBloodBig(3, 165);
1321
1322                 camerashake += .3;
1323             }
1324         }
1325
1326         /* Explode nearby player */
1327         if (Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1328             int closest = findClosestPlayer();
1329             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1330                 XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
1331
1332                 emit_sound_at(splattersound, Person::players[closest]->coords);
1333                 emit_sound_at(breaksound2, Person::players[closest]->coords);
1334
1335                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1336                     if (!Person::players[closest]->skeleton.free) {
1337                         flatvelocity2_orig = Person::players[closest]->velocity;
1338                         flatfacing2 = DoRotation(
1339                                           DoRotation(
1340                                               DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt),
1341                                               Person::players[closest]->tilt2, 0, 0),
1342                                           0, Person::players[closest]->yaw, 0) *
1343                                           Person::players[closest]->scale +
1344                                       Person::players[closest]->coords;
1345                     } else {
1346                         flatvelocity2_orig = Person::players[closest]->skeleton.joints[i].velocity;
1347                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position *
1348                                           Person::players[closest]->scale +
1349                                       Person::players[closest]->coords;
1350                     }
1351
1352                     // Animation part 1
1353                     flatvelocity2 = flatvelocity2_orig;
1354                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1355                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1356                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1357                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1358                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1359                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1360
1361                     // Animation part 2
1362                     flatvelocity2 = flatvelocity2_orig;
1363                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1364                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1365                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1366                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1367                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1368
1369                     // Animation part 3
1370                     flatvelocity2 = flatvelocity2_orig;
1371                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1372                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1373                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1374                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1375                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1376
1377                     // Animation part 4
1378                     flatvelocity2 = flatvelocity2_orig;
1379                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1380                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1381                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1382                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1383                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1384                 }
1385
1386                 XYZ temppos;
1387                 for (unsigned j = 0; j < Person::players.size(); j++) {
1388                     if (int(j) == closest) {
1389                         continue;
1390                     }
1391                     if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1392                         Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1393                         if (Person::players[j]->skeleton.free == 2) {
1394                             Person::players[j]->skeleton.free = 1;
1395                         }
1396                         Person::players[j]->skeleton.longdead = 0;
1397                         Person::players[j]->RagDoll(0);
1398                         for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1399                             temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1400                             if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1401                                 flatvelocity2 = temppos - Person::players[closest]->coords;
1402                                 Normalise(&flatvelocity2);
1403                                 Person::players[j]->skeleton.joints[i].velocity +=
1404                                     flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1405                             }
1406                         }
1407                     }
1408                 }
1409
1410                 Person::players[closest]->DoDamage(10000);
1411                 Person::players[closest]->RagDoll(0);
1412                 Person::players[closest]->dead = 2;
1413                 Person::players[closest]->coords = 20;
1414                 Person::players[closest]->skeleton.free = 2;
1415
1416                 camerashake += .6;
1417             }
1418         }
1419     }
1420
1421     /* Skip level (only for challenges) */
1422     // FIXME: Allow skipping levels in campaigns too
1423     if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1424         targetlevel++;
1425         if (targetlevel > numchallengelevels - 1) {
1426             targetlevel = 0;
1427         }
1428         loading = 1;
1429         leveltime = 5;
1430     }
1431
1432     /* Editor mode keys */
1433     if (editorenabled) {
1434         /* Closest player deletion */
1435         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1436             int closest = findClosestPlayer();
1437             if (closest > 0) {
1438                 Person::players.erase(Person::players.begin() + closest);
1439             }
1440         }
1441
1442         /* Closest object deletion */
1443         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1444             int closest = findClosestObject();
1445             if (closest >= 0) {
1446                 Object::DeleteObject(closest);
1447             }
1448         }
1449
1450         /* Add object */
1451         if (Input::isKeyPressed(SDL_SCANCODE_O)) {
1452             if (Object::objects.size() < max_objects - 1) {
1453                 XYZ scenecoords = Person::players[0]->coords;
1454                 scenecoords.y -= 3;
1455                 if (editortype == bushtype || editortype == firetype) {
1456                     scenecoords.y -= 3.5;
1457                 } else {
1458                     scenecoords.y -= 3;
1459                 }
1460
1461                 float tmpyaw, tmppitch;
1462                 tmpyaw = editoryaw;
1463                 tmppitch = editorpitch;
1464                 if (tmpyaw < 0 || editortype == bushtype) {
1465                     tmpyaw = Random() % 360;
1466                 }
1467                 if (tmppitch < 0) {
1468                     tmppitch = Random() % 360;
1469                 }
1470
1471                 Object::MakeObject(editortype, scenecoords, (int)tmpyaw - ((int)tmpyaw) % 30, (int)tmppitch, editorsize);
1472                 if (editortype == treetrunktype) {
1473                     Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (tmppitch < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1474                 }
1475             }
1476         }
1477
1478         /* Add player */
1479         if (Input::isKeyPressed(SDL_SCANCODE_P) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1480             Person::players.push_back(shared_ptr<Person>(new Person()));
1481
1482             Person::players.back()->id = Person::players.size() - 1;
1483
1484             Person::players.back()->scale = Person::players[0]->scale;
1485             Person::players.back()->creature = rabbittype;
1486             Person::players.back()->howactive = editoractive;
1487             Person::players.back()->whichskin = (int)(abs(Random() % 3));
1488
1489             Person::players.back()->skeletonLoad(true);
1490
1491             Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1492             Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1493
1494             Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1495             Person::players.back()->yaw = Person::players[0]->yaw;
1496
1497             Person::players.back()->coords = Person::players[0]->coords;
1498             Person::players.back()->oldcoords = Person::players.back()->coords;
1499             Person::players.back()->realoldcoords = Person::players.back()->coords;
1500
1501             if (Person::players[0]->creature == wolftype) {
1502                 headprop = Person::players[0]->proportionhead.x / 1.1;
1503                 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1504                 armprop = Person::players[0]->proportionarms.x / 1.1;
1505                 legprop = Person::players[0]->proportionlegs.x / 1.1;
1506             } else {
1507                 // rabbittype
1508                 headprop = Person::players[0]->proportionhead.x / 1.2;
1509                 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1510                 armprop = Person::players[0]->proportionarms.x / 1.00;
1511                 legprop = Person::players[0]->proportionlegs.x / 1.1;
1512             }
1513
1514             if (Person::players.back()->creature == wolftype) {
1515                 Person::players.back()->proportionhead = 1.1 * headprop;
1516                 Person::players.back()->proportionbody = 1.1 * bodyprop;
1517                 Person::players.back()->proportionarms = 1.1 * armprop;
1518                 Person::players.back()->proportionlegs = 1.1 * legprop;
1519             }
1520
1521             if (Person::players.back()->creature == rabbittype) {
1522                 Person::players.back()->proportionhead = 1.2 * headprop;
1523                 Person::players.back()->proportionbody = 1.05 * bodyprop;
1524                 Person::players.back()->proportionarms = 1.00 * armprop;
1525                 Person::players.back()->proportionlegs = 1.1 * legprop;
1526                 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1527             }
1528
1529             if (cellophane) {
1530                 Person::players.back()->proportionhead.z = 0;
1531                 Person::players.back()->proportionbody.z = 0;
1532                 Person::players.back()->proportionarms.z = 0;
1533                 Person::players.back()->proportionlegs.z = 0;
1534             }
1535
1536             Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1537
1538             Person::players.back()->damagetolerance = 200;
1539
1540             Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1541             Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1542             Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1543             Person::players.back()->armorhead = Person::players[0]->armorhead;
1544             Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1545             Person::players.back()->armorlow = Person::players[0]->armorlow;
1546             Person::players.back()->metalhead = Person::players[0]->metalhead;
1547             Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1548             Person::players.back()->metallow = Person::players[0]->metallow;
1549
1550             Person::players.back()->immobile = Person::players[0]->immobile;
1551
1552             Person::players.back()->numclothes = Person::players[0]->numclothes;
1553             for (int i = 0; i < Person::players.back()->numclothes; i++) {
1554                 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1555                 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1556                 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1557                 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1558             }
1559             Person::players.back()->addClothes();
1560
1561             Person::players.back()->power = Person::players[0]->power;
1562             Person::players.back()->speedmult = Person::players[0]->speedmult;
1563
1564             Person::players.back()->loaded = true;
1565         }
1566
1567         /* Add waypoint */
1568         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1569             if (Person::players.back()->numwaypoints < 90) {
1570                 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1571                 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1572                 Person::players.back()->numwaypoints++;
1573             } else {
1574                 printf("Add waypoint: Reached max number of waypoints (90), aborting.");
1575             }
1576         }
1577
1578         /* Connect waypoint */
1579         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1580             if (numpathpoints < 30) {
1581                 bool connected = false;
1582                 if (numpathpoints > 1) {
1583                     for (int i = 0; i < numpathpoints; i++) {
1584                         if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1585                             bool alreadyconnected = false;
1586                             for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1587                                 if (pathpointconnect[pathpointselected][j] == i) {
1588                                     alreadyconnected = true;
1589                                 }
1590                             }
1591                             if (!alreadyconnected) {
1592                                 numpathpointconnect[pathpointselected]++;
1593                                 connected = true;
1594                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1595                             }
1596                         }
1597                     }
1598                 }
1599                 if (!connected) {
1600                     numpathpoints++;
1601                     pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1602                     numpathpointconnect[numpathpoints - 1] = 0;
1603                     if (numpathpoints > 1 && pathpointselected != -1) {
1604                         numpathpointconnect[pathpointselected]++;
1605                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1606                     }
1607                     pathpointselected = numpathpoints - 1;
1608                 }
1609             } else {
1610                 printf("Connect waypoint: Reached max number of path points (30), aborting.");
1611             }
1612         }
1613
1614         /* Select next path waypoint */
1615         if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1616             pathpointselected++;
1617             if (pathpointselected >= numpathpoints) {
1618                 pathpointselected = -1;
1619             }
1620         }
1621
1622         /* Select previous path waypoint */
1623         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1624             pathpointselected--;
1625             if (pathpointselected <= -2) {
1626                 pathpointselected = numpathpoints - 1;
1627             }
1628         }
1629
1630         /* Delete path waypoint */
1631         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1632             if (pathpointselected != -1) {
1633                 numpathpoints--;
1634                 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1635                 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1636                 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1637                     pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1638                 }
1639                 for (int i = 0; i < numpathpoints; i++) {
1640                     for (int j = 0; j < numpathpointconnect[i]; j++) {
1641                         if (pathpointconnect[i][j] == pathpointselected) {
1642                             pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1643                             numpathpointconnect[i]--;
1644                         }
1645                         if (pathpointconnect[i][j] == numpathpoints) {
1646                             pathpointconnect[i][j] = pathpointselected;
1647                         }
1648                     }
1649                 }
1650                 pathpointselected = numpathpoints - 1;
1651             }
1652         }
1653
1654         /* Select previous object type */
1655         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1656             editortype--;
1657             if (editortype == treeleavestype || editortype == 10) {
1658                 editortype--;
1659             }
1660             if (editortype < 0) {
1661                 editortype = firetype;
1662             }
1663         }
1664
1665         /* Select next object type */
1666         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1667             editortype++;
1668             if (editortype == treeleavestype || editortype == 10) {
1669                 editortype++;
1670             }
1671             if (editortype > firetype) {
1672                 editortype = 0;
1673             }
1674         }
1675
1676         /* Decrease size for next object */
1677         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1678             editorsize -= multiplier;
1679             if (editorsize < .1) {
1680                 editorsize = .1;
1681             }
1682         }
1683
1684         /* Increase size for next object */
1685         if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1686             editorsize += multiplier;
1687         }
1688
1689         /* Decrease yaw for next object */
1690         if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1691             editoryaw -= multiplier * 100;
1692             if (editoryaw < -.01) {
1693                 editoryaw = -.01;
1694             }
1695         }
1696
1697         /* Increase yaw for next object */
1698         if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1699             editoryaw += multiplier * 100;
1700         }
1701
1702         /* Decrease pitch for next object */
1703         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1704             editorpitch -= multiplier * 100;
1705             if (editorpitch < -.01) {
1706                 editorpitch = -.01;
1707             }
1708         }
1709
1710         /* Increase pitch for next object */
1711         if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1712             editorpitch += multiplier * 100;
1713         }
1714
1715         /* Decrease map radius */
1716         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1717             mapradius -= multiplier * 10;
1718         }
1719
1720         /* Increase map radius */
1721         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1722             mapradius += multiplier * 10;
1723         }
1724     }
1725 }
1726
1727 void doJumpReversals()
1728 {
1729     for (unsigned k = 0; k < Person::players.size(); k++) {
1730         for (unsigned i = k + 1; i < Person::players.size(); i++) {
1731             if (Person::players[k]->skeleton.free == 0 &&
1732                 Person::players[i]->skeleton.oldfree == 0 &&
1733                 (Person::players[i]->animTarget == jumpupanim ||
1734                  Person::players[k]->animTarget == jumpupanim) &&
1735                 (Person::players[i]->aitype == playercontrolled ||
1736                  Person::players[k]->aitype == playercontrolled) &&
1737                 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1738                  (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1739                 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1740                     distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1741                     //TODO: refactor two huge similar ifs
1742                     if (Person::players[i]->animTarget == jumpupanim &&
1743                         Person::players[k]->animTarget != getupfrombackanim &&
1744                         Person::players[k]->animTarget != getupfromfrontanim &&
1745                         Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1746                         normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1747                         ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1748                          Person::players[k]->aitype != playercontrolled)) {
1749                         Person::players[i]->victim = Person::players[k];
1750                         Person::players[i]->velocity = 0;
1751                         Person::players[i]->animCurrent = jumpreversedanim;
1752                         Person::players[i]->animTarget = jumpreversedanim;
1753                         Person::players[i]->frameCurrent = 0;
1754                         Person::players[i]->frameTarget = 1;
1755                         Person::players[i]->targettilt2 = 0;
1756                         Person::players[k]->victim = Person::players[i];
1757                         Person::players[k]->velocity = 0;
1758                         Person::players[k]->animCurrent = jumpreversalanim;
1759                         Person::players[k]->animTarget = jumpreversalanim;
1760                         Person::players[k]->frameCurrent = 0;
1761                         Person::players[k]->frameTarget = 1;
1762                         Person::players[k]->targettilt2 = 0;
1763                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1764                             Person::players[i]->animCurrent = rabbitkickreversedanim;
1765                             Person::players[i]->animTarget = rabbitkickreversedanim;
1766                             Person::players[i]->frameCurrent = 1;
1767                             Person::players[i]->frameTarget = 2;
1768                             Person::players[k]->animCurrent = rabbitkickreversalanim;
1769                             Person::players[k]->animTarget = rabbitkickreversalanim;
1770                             Person::players[k]->frameCurrent = 1;
1771                             Person::players[k]->frameTarget = 2;
1772                         }
1773                         Person::players[i]->target = 0;
1774                         Person::players[k]->oldcoords = Person::players[k]->coords;
1775                         Person::players[i]->coords = Person::players[k]->coords;
1776                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1777                         Person::players[k]->yaw = Person::players[i]->targetyaw;
1778                         if (Person::players[k]->aitype == attacktypecutoff) {
1779                             Person::players[k]->stunned = .5;
1780                         }
1781                     }
1782                     if (Person::players[k]->animTarget == jumpupanim &&
1783                         Person::players[i]->animTarget != getupfrombackanim &&
1784                         Person::players[i]->animTarget != getupfromfrontanim &&
1785                         Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1786                         normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1787                         ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1788                          Person::players[i]->aitype != playercontrolled)) {
1789                         Person::players[k]->victim = Person::players[i];
1790                         Person::players[k]->velocity = 0;
1791                         Person::players[k]->animCurrent = jumpreversedanim;
1792                         Person::players[k]->animTarget = jumpreversedanim;
1793                         Person::players[k]->frameCurrent = 0;
1794                         Person::players[k]->frameTarget = 1;
1795                         Person::players[k]->targettilt2 = 0;
1796                         Person::players[i]->victim = Person::players[k];
1797                         Person::players[i]->velocity = 0;
1798                         Person::players[i]->animCurrent = jumpreversalanim;
1799                         Person::players[i]->animTarget = jumpreversalanim;
1800                         Person::players[i]->frameCurrent = 0;
1801                         Person::players[i]->frameTarget = 1;
1802                         Person::players[i]->targettilt2 = 0;
1803                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1804                             Person::players[k]->animTarget = rabbitkickreversedanim;
1805                             Person::players[k]->animCurrent = rabbitkickreversedanim;
1806                             Person::players[i]->animCurrent = rabbitkickreversalanim;
1807                             Person::players[i]->animTarget = rabbitkickreversalanim;
1808                             Person::players[k]->frameCurrent = 1;
1809                             Person::players[k]->frameTarget = 2;
1810                             Person::players[i]->frameCurrent = 1;
1811                             Person::players[i]->frameTarget = 2;
1812                         }
1813                         Person::players[k]->target = 0;
1814                         Person::players[i]->oldcoords = Person::players[i]->coords;
1815                         Person::players[k]->coords = Person::players[i]->coords;
1816                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1817                         Person::players[i]->yaw = Person::players[k]->targetyaw;
1818                         if (Person::players[i]->aitype == attacktypecutoff) {
1819                             Person::players[i]->stunned = .5;
1820                         }
1821                     }
1822                 }
1823             }
1824         }
1825     }
1826 }
1827
1828 void doAerialAcrobatics()
1829 {
1830     static XYZ facing, flatfacing;
1831     for (unsigned k = 0; k < Person::players.size(); k++) {
1832         Person::players[k]->turnspeed = 500;
1833
1834         if ((Person::players[k]->isRun() &&
1835              ((Person::players[k]->targetyaw != rabbitrunninganim &&
1836                Person::players[k]->targetyaw != wolfrunninganim) ||
1837               Person::players[k]->frameTarget == 4)) ||
1838             Person::players[k]->animTarget == removeknifeanim ||
1839             Person::players[k]->animTarget == crouchremoveknifeanim ||
1840             Person::players[k]->animTarget == flipanim ||
1841             Person::players[k]->animTarget == fightsidestep ||
1842             Person::players[k]->animTarget == walkanim) {
1843             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1844         }
1845
1846         if (Person::players[k]->isStop() ||
1847             Person::players[k]->isLanding() ||
1848             Person::players[k]->animTarget == staggerbackhighanim ||
1849             (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1850             Person::players[k]->animTarget == staggerbackhardanim ||
1851             Person::players[k]->animTarget == backhandspringanim ||
1852             Person::players[k]->animTarget == dodgebackanim ||
1853             Person::players[k]->animTarget == rollanim ||
1854             (Animation::animations[Person::players[k]->animTarget].attack &&
1855              Person::players[k]->animTarget != rabbitkickanim &&
1856              (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1857              (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1858             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1859         }
1860
1861         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1862             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1863         }
1864
1865         Person::players[k]->DoStuff();
1866         if (Person::players[k]->immobile && k != 0) {
1867             Person::players[k]->coords = Person::players[k]->realoldcoords;
1868         }
1869
1870         //if player's position has changed (?)
1871         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1872             !Person::players[k]->skeleton.free &&
1873             Person::players[k]->animTarget != climbanim &&
1874             Person::players[k]->animTarget != hanganim) {
1875             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1876             int whichhit;
1877             bool tempcollide = 0;
1878
1879             if (Person::players[k]->collide < -.3) {
1880                 Person::players[k]->collide = -.3;
1881             }
1882             if (Person::players[k]->collide > 1) {
1883                 Person::players[k]->collide = 1;
1884             }
1885             Person::players[k]->collide -= multiplier * 30;
1886
1887             //clip to terrain
1888             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1889
1890             for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
1891                 unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1892                 if (Object::objects[i]->type != rocktype ||
1893                     Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1894                     Object::objects[i]->position.y > Person::players[k]->coords.y) {
1895                     lowpoint = Person::players[k]->coords;
1896                     if (Person::players[k]->animTarget != jumpupanim &&
1897                         Person::players[k]->animTarget != jumpdownanim &&
1898                         !Person::players[k]->isFlip()) {
1899                         lowpoint.y += 1.25;
1900                     } else {
1901                         lowpoint.y += 1.3;
1902                     }
1903                     if (Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1904                         Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1) {
1905                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1906                     }
1907                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1908                         flatfacing = lowpoint - Person::players[k]->coords;
1909                         Person::players[k]->coords = lowpoint;
1910                         Person::players[k]->coords.y -= 1.3;
1911                         Person::players[k]->collide = 1;
1912                         tempcollide = 1;
1913                         //wall jumps
1914                         //TODO: refactor four similar blocks
1915                         if (Person::players[k]->aitype == playercontrolled &&
1916                             (Person::players[k]->animTarget == jumpupanim ||
1917                              Person::players[k]->animTarget == jumpdownanim ||
1918                              Person::players[k]->isFlip()) &&
1919                             !Person::players[k]->jumptogglekeydown &&
1920                             Person::players[k]->jumpkeydown) {
1921                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1922                             XYZ tempcoords1 = lowpoint;
1923                             whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1924                             if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1925                                 Person::players[k]->setTargetAnimation(walljumpleftanim);
1926                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1927                                 if (k == 0) {
1928                                     pause_sound(whooshsound);
1929                                 }
1930
1931                                 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1932                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1933                                 if (lowpointtarget.z < 0) {
1934                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1935                                 }
1936                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
1937                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
1938                                 if (k == 0) {
1939                                     numwallflipped++;
1940                                 }
1941                             } else {
1942                                 lowpoint = tempcoords1;
1943                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1944                                 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1945                                 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1946                                     Person::players[k]->setTargetAnimation(walljumprightanim);
1947                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
1948                                     if (k == 0) {
1949                                         pause_sound(whooshsound);
1950                                     }
1951
1952                                     lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1953                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1954                                     if (lowpointtarget.z < 0) {
1955                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1956                                     }
1957                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
1958                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
1959                                     if (k == 0) {
1960                                         numwallflipped++;
1961                                     }
1962                                 } else {
1963                                     lowpoint = tempcoords1;
1964                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1965                                     whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1966                                     if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1967                                         Person::players[k]->setTargetAnimation(walljumpbackanim);
1968                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
1969                                         if (k == 0) {
1970                                             pause_sound(whooshsound);
1971                                         }
1972
1973                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1974                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1975                                         if (lowpointtarget.z < 0) {
1976                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1977                                         }
1978                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
1979                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
1980                                         if (k == 0) {
1981                                             numwallflipped++;
1982                                         }
1983                                     } else {
1984                                         lowpoint = tempcoords1;
1985                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1986                                         whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1987                                         if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1988                                             Person::players[k]->setTargetAnimation(walljumpfrontanim);
1989                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
1990                                             if (k == 0) {
1991                                                 pause_sound(whooshsound);
1992                                             }
1993
1994                                             lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1995                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1996                                             if (lowpointtarget.z < 0) {
1997                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1998                                             }
1999                                             Person::players[k]->yaw += 180;
2000                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
2001                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
2002                                             if (k == 0) {
2003                                                 numwallflipped++;
2004                                             }
2005                                         }
2006                                     }
2007                                 }
2008                             }
2009                         }
2010                     }
2011                 } else if (Object::objects[i]->type == rocktype) {
2012                     lowpoint2 = Person::players[k]->coords;
2013                     lowpoint = Person::players[k]->coords;
2014                     lowpoint.y += 2;
2015                     if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2016                         Person::players[k]->coords = colpoint;
2017                         Person::players[k]->collide = 1;
2018                         tempcollide = 1;
2019
2020                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2021                             //flipped into a rock
2022                             if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
2023                                 Person::players[k]->RagDoll(0);
2024                             }
2025
2026                             if (Person::players[k]->animTarget == jumpupanim) {
2027                                 Person::players[k]->jumppower = -4;
2028                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
2029                             }
2030                             Person::players[k]->target = 0;
2031                             Person::players[k]->frameTarget = 0;
2032                             Person::players[k]->onterrain = 1;
2033
2034                             if (Person::players[k]->id == 0) {
2035                                 pause_sound(whooshsound);
2036                                 OPENAL_SetVolume(channels[whooshsound], 0);
2037                             }
2038
2039                             //landing
2040                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2041                                 if (Person::players[k]->isFlip()) {
2042                                     Person::players[k]->jumppower = -4;
2043                                 }
2044                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
2045                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2046                                 if (k == 0) {
2047                                     addEnvSound(Person::players[k]->coords);
2048                                 }
2049                             }
2050                         }
2051                     }
2052                 }
2053             }
2054
2055             if (tempcollide) {
2056                 for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
2057                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2058                     lowpoint = Person::players[k]->coords;
2059                     lowpoint.y += 1.35;
2060                     if (Object::objects[i]->type != rocktype) {
2061                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
2062                             if (Person::players[k]->animTarget != jumpupanim &&
2063                                 Person::players[k]->animTarget != jumpdownanim &&
2064                                 Person::players[k]->onterrain) {
2065                                 Person::players[k]->avoidcollided = 1;
2066                             }
2067                             Person::players[k]->coords = lowpoint;
2068                             Person::players[k]->coords.y -= 1.35;
2069                             Person::players[k]->collide = 1;
2070
2071                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2072                                 (Person::players[k]->animCurrent != climbanim &&
2073                                      Person::players[k]->animCurrent != hanganim &&
2074                                      !Person::players[k]->isWallJump() ||
2075                                  Person::players[k]->animTarget == jumpupanim ||
2076                                  Person::players[k]->animTarget == jumpdownanim)) {
2077                                 lowpoint = Person::players[k]->coords;
2078                                 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
2079                                 lowpoint = Person::players[k]->coords;
2080                                 lowpoint.y += .05;
2081                                 facing = 0;
2082                                 facing.z = -1;
2083                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2084                                 lowpointtarget = lowpoint + facing * 1.4;
2085                                 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2086                                 if (whichhit != -1) {
2087                                     lowpoint = Person::players[k]->coords;
2088                                     lowpoint.y += .1;
2089                                     lowpointtarget = lowpoint + facing * 1.4;
2090                                     lowpoint2 = lowpoint;
2091                                     lowpointtarget2 = lowpointtarget;
2092                                     lowpoint3 = lowpoint;
2093                                     lowpointtarget3 = lowpointtarget;
2094                                     lowpoint4 = lowpoint;
2095                                     lowpointtarget4 = lowpointtarget;
2096                                     lowpoint5 = lowpoint;
2097                                     lowpointtarget5 = lowpointtarget;
2098                                     lowpoint6 = lowpoint;
2099                                     lowpointtarget6 = lowpointtarget;
2100                                     lowpoint7 = lowpoint;
2101                                     lowpointtarget7 = lowpoint;
2102                                     lowpoint2.x += .1;
2103                                     lowpointtarget2.x += .1;
2104                                     lowpoint3.z += .1;
2105                                     lowpointtarget3.z += .1;
2106                                     lowpoint4.x -= .1;
2107                                     lowpointtarget4.x -= .1;
2108                                     lowpoint5.z -= .1;
2109                                     lowpointtarget5.z -= .1;
2110                                     lowpoint6.y += 45 / 13;
2111                                     lowpointtarget6.y += 45 / 13;
2112                                     lowpointtarget6 += facing * .6;
2113                                     lowpointtarget7.y += 90 / 13;
2114                                     whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2115                                     if (Object::objects[i]->friction > .5) {
2116                                         if (whichhit != -1) {
2117                                             if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim) {
2118                                                 Person::players[k]->collided = 1;
2119                                             }
2120                                             if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1) {
2121                                                 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1) {
2122                                                     if (Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2123                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2124                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2125                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2126                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2127                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2128                                                         Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2129                                                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2130                                                         for (int j = 0; j < 45; j++) {
2131                                                             lowpoint = Person::players[k]->coords;
2132                                                             lowpoint.y += (float)j / 13;
2133                                                             lowpointtarget = lowpoint + facing * 1.4;
2134                                                             if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2135                                                                                                             &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2136                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim) {
2137                                                                     break;
2138                                                                 }
2139                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2140                                                                     lowpoint = Person::players[k]->coords;
2141                                                                     lowpoint.y += (float)j / 13;
2142                                                                     lowpointtarget = lowpoint + facing * 1.3;
2143                                                                     flatfacing = Person::players[k]->coords;
2144                                                                     Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
2145                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
2146                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2147
2148                                                                     if (j > 10 || !Person::players[k]->isRun()) {
2149                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2150                                                                             if (k == 0) {
2151                                                                                 pause_sound(whooshsound);
2152                                                                             }
2153                                                                         }
2154                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2155
2156                                                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
2157                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2158                                                                         if (lowpointtarget.z < 0) {
2159                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2160                                                                         }
2161                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2162                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2163
2164                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
2165                                                                         Person::players[k]->velocity = 0;
2166
2167                                                                         //climb ledge (?)
2168                                                                         if (Person::players[k]->animTarget == jumpupanim) {
2169                                                                             Person::players[k]->animTarget = climbanim;
2170                                                                             Person::players[k]->jumppower = 0;
2171                                                                             Person::players[k]->jumpclimb = 1;
2172                                                                         }
2173                                                                         Person::players[k]->transspeed = 6;
2174                                                                         Person::players[k]->target = 0;
2175                                                                         Person::players[k]->frameTarget = 1;
2176                                                                         //hang ledge (?)
2177                                                                         if (j > 25) {
2178                                                                             Person::players[k]->setTargetAnimation(hanganim);
2179                                                                             Person::players[k]->jumppower = 0;
2180                                                                         }
2181                                                                     }
2182                                                                     break;
2183                                                                 }
2184                                                             }
2185                                                         }
2186                                                     }
2187                                                 }
2188                                             }
2189                                         }
2190                                     }
2191                                 }
2192                             }
2193                         }
2194                     }
2195                 }
2196             }
2197             if (Person::players[k]->collide <= 0) {
2198                 //in the air
2199                 if (!Person::players[k]->onterrain &&
2200                     Person::players[k]->animTarget != jumpupanim &&
2201                     Person::players[k]->animTarget != jumpdownanim &&
2202                     Person::players[k]->animTarget != climbanim &&
2203                     Person::players[k]->animTarget != hanganim &&
2204                     !Person::players[k]->isWallJump() &&
2205                     !Person::players[k]->isFlip()) {
2206                     if (Person::players[k]->animCurrent != climbanim &&
2207                         Person::players[k]->animCurrent != tempanim &&
2208                         Person::players[k]->animTarget != backhandspringanim &&
2209                         (Person::players[k]->animTarget != rollanim ||
2210                          Person::players[k]->frameTarget < 2 ||
2211                          Person::players[k]->frameTarget > 6)) {
2212                         //stagger off ledge (?)
2213                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim) {
2214                             Person::players[k]->RagDoll(0);
2215                         }
2216                         Person::players[k]->setTargetAnimation(jumpdownanim);
2217
2218                         if (!k) {
2219                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2220                         }
2221                     }
2222                     //gravity
2223                     Person::players[k]->velocity.y += gravity;
2224                 }
2225             }
2226         }
2227         Person::players[k]->realoldcoords = Person::players[k]->coords;
2228     }
2229 }
2230
2231 void doAttacks()
2232 {
2233     static int randattack;
2234     static bool playerrealattackkeydown = 0;
2235
2236     if (!Input::isKeyDown(attackkey)) {
2237         oldattackkey = 0;
2238     }
2239     if (oldattackkey) {
2240         Person::players[0]->attackkeydown = 0;
2241     }
2242     if (oldattackkey) {
2243         playerrealattackkeydown = 0;
2244     }
2245     if (!oldattackkey) {
2246         playerrealattackkeydown = Input::isKeyDown(attackkey);
2247     }
2248     if ((Person::players[0]->parriedrecently <= 0 ||
2249          Person::players[0]->weaponactive == -1) &&
2250         (!oldattackkey ||
2251          (realthreat &&
2252           Person::players[0]->lastattack != swordslashanim &&
2253           Person::players[0]->lastattack != knifeslashstartanim &&
2254           Person::players[0]->lastattack != staffhitanim &&
2255           Person::players[0]->lastattack != staffspinhitanim))) {
2256         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2257     }
2258     if (Input::isKeyDown(attackkey) &&
2259         !oldattackkey &&
2260         !Person::players[0]->backkeydown) {
2261         for (unsigned k = 0; k < Person::players.size(); k++) {
2262             if ((Person::players[k]->animTarget == swordslashanim ||
2263                  Person::players[k]->animTarget == staffhitanim ||
2264                  Person::players[k]->animTarget == staffspinhitanim) &&
2265                 Person::players[0]->animCurrent != dodgebackanim &&
2266                 !Person::players[k]->skeleton.free) {
2267                 Person::players[k]->Reverse();
2268             }
2269         }
2270     }
2271
2272     if (!hostile || Dialog::inDialog()) {
2273         Person::players[0]->attackkeydown = 0;
2274     }
2275
2276     for (unsigned k = 0; k < Person::players.size(); k++) {
2277         if (Dialog::inDialog()) {
2278             Person::players[k]->attackkeydown = 0;
2279         }
2280         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2281             if (Person::players[k]->aitype != playercontrolled) {
2282                 Person::players[k]->victim = Person::players[0];
2283             }
2284             //attack key pressed
2285             if (Person::players[k]->attackkeydown) {
2286                 //dodge backward
2287                 if (Person::players[k]->backkeydown &&
2288                     Person::players[k]->animTarget != backhandspringanim &&
2289                     (Person::players[k]->isIdle() ||
2290                      Person::players[k]->isStop() ||
2291                      Person::players[k]->isRun() ||
2292                      Person::players[k]->animTarget == walkanim)) {
2293                     if (Person::players[k]->jumppower <= 1) {
2294                         Person::players[k]->jumppower -= 2;
2295                     } else {
2296                         for (unsigned i = 0; i < Person::players.size(); i++) {
2297                             if (i == k) {
2298                                 continue;
2299                             }
2300                             if (Person::players[i]->animTarget == swordslashanim ||
2301                                 Person::players[i]->animTarget == knifeslashstartanim ||
2302                                 Person::players[i]->animTarget == staffhitanim ||
2303                                 Person::players[i]->animTarget == staffspinhitanim) {
2304                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2305                                     Person::players[k]->setTargetAnimation(dodgebackanim);
2306                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2307                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2308                                 }
2309                             }
2310                         }
2311                         if (Person::players[k]->animTarget != dodgebackanim) {
2312                             if (k == 0) {
2313                                 numflipped++;
2314                             }
2315                             Person::players[k]->setTargetAnimation(backhandspringanim);
2316                             Person::players[k]->targetyaw = -yaw + 180;
2317                             if (Person::players[k]->leftkeydown) {
2318                                 Person::players[k]->targetyaw -= 45;
2319                             }
2320                             if (Person::players[k]->rightkeydown) {
2321                                 Person::players[k]->targetyaw += 45;
2322                             }
2323                             Person::players[k]->yaw = Person::players[k]->targetyaw;
2324                             Person::players[k]->jumppower -= 2;
2325                         }
2326                     }
2327                 }
2328                 //attack
2329                 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2330                     !Person::players[k]->backkeydown &&
2331                     (Person::players[k]->isIdle() ||
2332                      Person::players[k]->isRun() ||
2333                      Person::players[k]->animTarget == walkanim ||
2334                      Person::players[k]->animTarget == sneakanim ||
2335                      Person::players[k]->isCrouch())) {
2336                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2337                     //normal attacks (?)
2338                     Person::players[k]->hasvictim = 0;
2339                     if (Person::players.size() > 1) {
2340                         for (unsigned i = 0; i < Person::players.size(); i++) {
2341                             if (i == k || !(k == 0 || i == 0)) {
2342                                 continue;
2343                             }
2344                             if (!Person::players[k]->hasvictim) {
2345                                 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2346                                     //choose an attack
2347                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2348                                     if (distance < 4.5 &&
2349                                         !Person::players[i]->skeleton.free &&
2350                                         Person::players[i]->howactive < typedead1 &&
2351                                         Person::players[i]->animTarget != jumpreversedanim &&
2352                                         Person::players[i]->animTarget != rabbitkickreversedanim &&
2353                                         Person::players[i]->animTarget != rabbitkickanim &&
2354                                         Person::players[k]->animTarget != rabbitkickanim &&
2355                                         Person::players[i]->animTarget != getupfrombackanim &&
2356                                         (Person::players[i]->animTarget != staggerbackhighanim &&
2357                                          (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2358                                         Person::players[i]->animTarget != jumpdownanim &&
2359                                         Person::players[i]->animTarget != jumpupanim &&
2360                                         Person::players[i]->animTarget != getupfromfrontanim) {
2361                                         Person::players[k]->victim = Person::players[i];
2362                                         Person::players[k]->hasvictim = 1;
2363                                         if (Person::players[k]->aitype == playercontrolled) { //human player
2364                                             //sweep
2365                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2366                                                 Person::players[k]->crouchkeydown &&
2367                                                 Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2368                                                 Person::players[k]->animTarget = sweepanim;
2369                                                 //winduppunch
2370                                             } else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2371                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2372                                                        !Person::players[k]->forwardkeydown &&
2373                                                        !Person::players[k]->leftkeydown &&
2374                                                        !Person::players[k]->rightkeydown &&
2375                                                        !Person::players[k]->crouchkeydown &&
2376                                                        !attackweapon &&
2377                                                        !reversaltrain) {
2378                                                 Person::players[k]->animTarget = winduppunchanim;
2379                                                 //upunch
2380                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2381                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2382                                                        !Person::players[k]->forwardkeydown &&
2383                                                        !Person::players[k]->leftkeydown &&
2384                                                        !Person::players[k]->rightkeydown &&
2385                                                        !Person::players[k]->crouchkeydown &&
2386                                                        !attackweapon) {
2387                                                 Person::players[k]->animTarget = upunchanim;
2388                                                 //knifefollow
2389                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2390                                                        Person::players[i]->staggerdelay > 0 &&
2391                                                        attackweapon == knife &&
2392                                                        Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
2393                                                 Person::players[k]->animTarget = knifefollowanim;
2394                                                 //knifeslashstart
2395                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2396                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2397                                                        !Person::players[k]->forwardkeydown &&
2398                                                        !Person::players[k]->leftkeydown &&
2399                                                        !Person::players[k]->rightkeydown &&
2400                                                        !Person::players[k]->crouchkeydown &&
2401                                                        attackweapon == knife &&
2402                                                        Person::players[k]->weaponmissdelay <= 0) {
2403                                                 Person::players[k]->animTarget = knifeslashstartanim;
2404                                                 //swordslash
2405                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2406                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2407                                                        !Person::players[k]->crouchkeydown &&
2408                                                        attackweapon == sword &&
2409                                                        Person::players[k]->weaponmissdelay <= 0) {
2410                                                 Person::players[k]->animTarget = swordslashanim;
2411                                                 //staffhit
2412                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2413                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2414                                                        !Person::players[k]->crouchkeydown &&
2415                                                        attackweapon == staff &&
2416                                                        Person::players[k]->weaponmissdelay <= 0 &&
2417                                                        !Person::players[k]->leftkeydown &&
2418                                                        !Person::players[k]->rightkeydown &&
2419                                                        !Person::players[k]->forwardkeydown) {
2420                                                 Person::players[k]->animTarget = staffhitanim;
2421                                                 //staffspinhit
2422                                             } else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2423                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2424                                                        !Person::players[k]->crouchkeydown &&
2425                                                        attackweapon == staff &&
2426                                                        Person::players[k]->weaponmissdelay <= 0) {
2427                                                 Person::players[k]->animTarget = staffspinhitanim;
2428                                                 //spinkick
2429                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2430                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2431                                                 Person::players[k]->animTarget = spinkickanim;
2432                                                 //lowkick
2433                                             } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2434                                                        Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2435                                                        Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2436                                                 Person::players[k]->animTarget = lowkickanim;
2437                                             }
2438                                         } else { //AI player
2439                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2440                                                 randattack = abs(Random() % 5);
2441                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2442                                                     //sweep
2443                                                     if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2444                                                         Person::players[k]->animTarget = sweepanim;
2445                                                         //upunch
2446                                                     } else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2447                                                                !attackweapon) {
2448                                                         Person::players[k]->animTarget = upunchanim;
2449                                                         //spinkick
2450                                                     } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2451                                                         Person::players[k]->animTarget = spinkickanim;
2452                                                         //lowkick
2453                                                     } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
2454                                                         Person::players[k]->animTarget = lowkickanim;
2455                                                     }
2456                                                 }
2457                                                 if (attackweapon) {
2458                                                     //sweep
2459                                                     if ((!Tutorial::active || !attackweapon) &&
2460                                                         distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2461                                                         randattack == 0 &&
2462                                                         Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2463                                                         Person::players[k]->animTarget = sweepanim;
2464                                                         //knifeslashstart
2465                                                     } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2466                                                                attackweapon == knife &&
2467                                                                Person::players[k]->weaponmissdelay <= 0) {
2468                                                         Person::players[k]->animTarget = knifeslashstartanim;
2469                                                         //swordslash
2470                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2471                                                                  Person::players[0]->hasvictim &&
2472                                                                  Person::players[0]->animTarget == swordslashanim) &&
2473                                                                attackweapon == sword &&
2474                                                                Person::players[k]->weaponmissdelay <= 0) {
2475                                                         Person::players[k]->animTarget = swordslashanim;
2476                                                         //staffhit
2477                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2478                                                                  Person::players[0]->hasvictim &&
2479                                                                  Person::players[0]->animTarget == swordslashanim) &&
2480                                                                attackweapon == staff &&
2481                                                                Person::players[k]->weaponmissdelay <= 0 &&
2482                                                                randattack < 3) {
2483                                                         Person::players[k]->animTarget = staffhitanim;
2484                                                         //staffspinhit
2485                                                     } else if (!(Person::players[0]->victim == Person::players[i] &&
2486                                                                  Person::players[0]->hasvictim &&
2487                                                                  Person::players[0]->animTarget == swordslashanim) &&
2488                                                                attackweapon == staff &&
2489                                                                Person::players[k]->weaponmissdelay <= 0 &&
2490                                                                randattack >= 3) {
2491                                                         Person::players[k]->animTarget = staffspinhitanim;
2492                                                         //spinkick
2493                                                     } else if ((!Tutorial::active || !attackweapon) &&
2494                                                                distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2495                                                                randattack == 1 &&
2496                                                                Animation::animations[Person::players[i]->animTarget].height != lowheight) {
2497                                                         Person::players[k]->animTarget = spinkickanim;
2498                                                         //lowkick
2499                                                     } else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2500                                                                Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2501                                                                Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
2502                                                         Person::players[k]->animTarget = lowkickanim;
2503                                                     }
2504                                                 }
2505                                             }
2506                                         }
2507                                         //upunch becomes wolfslap
2508                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
2509                                             Person::players[k]->animTarget = wolfslapanim;
2510                                         }
2511                                     }
2512                                     //sneak attacks
2513                                     if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2514                                         Person::players[i]->howactive < typedead1 &&
2515                                         distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2516                                         !Person::players[i]->skeleton.free &&
2517                                         Person::players[i]->animTarget != getupfrombackanim &&
2518                                         Person::players[i]->animTarget != getupfromfrontanim &&
2519                                         (Person::players[i]->surprised > 0 ||
2520                                          Person::players[i]->aitype == passivetype ||
2521                                          attackweapon && Person::players[i]->stunned > 0) &&
2522                                         normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2523                                         //sneakattack
2524                                         if (!attackweapon) {
2525                                             Person::players[k]->animCurrent = sneakattackanim;
2526                                             Person::players[k]->animTarget = sneakattackanim;
2527                                             Person::players[i]->animCurrent = sneakattackedanim;
2528                                             Person::players[i]->animTarget = sneakattackedanim;
2529                                             Person::players[k]->oldcoords = Person::players[k]->coords;
2530                                             Person::players[k]->coords = Person::players[i]->coords;
2531                                         }
2532                                         //knifesneakattack
2533                                         if (attackweapon == knife) {
2534                                             Person::players[k]->animCurrent = knifesneakattackanim;
2535                                             Person::players[k]->animTarget = knifesneakattackanim;
2536                                             Person::players[i]->animCurrent = knifesneakattackedanim;
2537                                             Person::players[i]->animTarget = knifesneakattackedanim;
2538                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2539                                             Person::players[i]->coords = Person::players[k]->coords;
2540                                         }
2541                                         //swordsneakattack
2542                                         if (attackweapon == sword) {
2543                                             Person::players[k]->animCurrent = swordsneakattackanim;
2544                                             Person::players[k]->animTarget = swordsneakattackanim;
2545                                             Person::players[i]->animCurrent = swordsneakattackedanim;
2546                                             Person::players[i]->animTarget = swordsneakattackedanim;
2547                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2548                                             Person::players[i]->coords = Person::players[k]->coords;
2549                                         }
2550                                         if (attackweapon != staff) {
2551                                             Person::players[k]->victim = Person::players[i];
2552                                             Person::players[k]->hasvictim = 1;
2553                                             Person::players[i]->targettilt2 = 0;
2554                                             Person::players[i]->frameTarget = 1;
2555                                             Person::players[i]->frameCurrent = 0;
2556                                             Person::players[i]->target = 0;
2557                                             Person::players[i]->velocity = 0;
2558                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2559                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2560                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2561                                             Person::players[k]->target = Person::players[i]->target;
2562                                             Person::players[k]->velocity = 0;
2563                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
2564                                             Person::players[k]->yaw = Person::players[i]->yaw;
2565                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
2566                                         }
2567                                     }
2568                                     if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2569                                         Person::players[k]->victim == Person::players[i] &&
2570                                         (!Person::players[i]->skeleton.free)) {
2571                                         oldattackkey = 1;
2572                                         Person::players[k]->frameTarget = 0;
2573                                         Person::players[k]->target = 0;
2574
2575                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2576                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2577                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2578                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2579                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
2580                                     }
2581                                     if (Person::players[k]->animTarget == knifefollowanim &&
2582                                         Person::players[k]->victim == Person::players[i]) {
2583                                         oldattackkey = 1;
2584                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2585                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2586                                         Person::players[k]->victim = Person::players[i];
2587                                         Person::players[k]->hasvictim = 1;
2588                                         Person::players[i]->animTarget = knifefollowedanim;
2589                                         Person::players[i]->animCurrent = knifefollowedanim;
2590                                         Person::players[i]->targettilt2 = 0;
2591                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2592                                         Person::players[i]->frameTarget = 1;
2593                                         Person::players[i]->frameCurrent = 0;
2594                                         Person::players[i]->target = 0;
2595                                         Person::players[i]->velocity = 0;
2596                                         Person::players[k]->animCurrent = knifefollowanim;
2597                                         Person::players[k]->animTarget = knifefollowanim;
2598                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2599                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2600                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2601                                         Person::players[k]->target = Person::players[i]->target;
2602                                         Person::players[k]->velocity = 0;
2603                                         Person::players[k]->oldcoords = Person::players[k]->coords;
2604                                         Person::players[i]->coords = Person::players[k]->coords;
2605                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2606                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2607                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
2608                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2609                                     }
2610                                 }
2611                             }
2612                         }
2613                     }
2614                     const bool hasstaff = attackweapon == staff;
2615                     if (k == 0 && Person::players.size() > 1) {
2616                         for (unsigned i = 0; i < Person::players.size(); i++) {
2617                             if (i == k) {
2618                                 continue;
2619                             }
2620                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2621                                 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2622                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2623                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
2624                                     if (Person::players[i]->skeleton.free) {
2625                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2626                                             (Person::players[i]->dead ||
2627                                              Person::players[i]->skeleton.longdead > 1000 ||
2628                                              Person::players[k]->isRun() ||
2629                                              hasstaff ||
2630                                              (attackweapon &&
2631                                               (Person::players[i]->skeleton.longdead > 2000 ||
2632                                                Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2633                                                Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2634                                               distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2635                                             Person::players[k]->victim = Person::players[i];
2636                                             Person::players[k]->hasvictim = 1;
2637                                             if (attackweapon && !Tutorial::active) {
2638                                                 //crouchstab
2639                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
2640                                                     Person::players[k]->animTarget = crouchstabanim;
2641                                                 }
2642                                                 //swordgroundstab
2643                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
2644                                                     Person::players[k]->animTarget = swordgroundstabanim;
2645                                                 }
2646                                                 //staffgroundsmash
2647                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
2648                                                     Person::players[k]->animTarget = staffgroundsmashanim;
2649                                                 }
2650                                             }
2651                                             if (distance < 2.5 &&
2652                                                 Person::players[k]->crouchkeydown &&
2653                                                 Person::players[k]->animTarget != crouchstabanim &&
2654                                                 !attackweapon &&
2655                                                 Person::players[i]->dead &&
2656                                                 Person::players[i]->skeleton.free &&
2657                                                 Person::players[i]->skeleton.longdead > 1000) {
2658                                                 Person::players[k]->animTarget = killanim;
2659                                                 terrain.deleteDeadDecals();
2660                                                 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2661                                                     if (Object::objects[l]->model.type == decalstype) {
2662                                                         Object::objects[l]->model.deleteDeadDecals();
2663                                                     }
2664                                                 }
2665                                             }
2666                                             if (!Person::players[i]->dead || musictype != 2) {
2667                                                 if (distance < 3.5 &&
2668                                                     (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2669                                                     Person::players[k]->staggerdelay <= 0 &&
2670                                                     (Person::players[i]->dead ||
2671                                                      Person::players[i]->skeleton.longdead < 300 &&
2672                                                          Person::players[k]->lastattack != spinkickanim &&
2673                                                          Person::players[i]->skeleton.free) &&
2674                                                     (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2675                                                     Person::players[k]->animTarget = dropkickanim;
2676                                                     terrain.deleteDeadDecals();
2677                                                     for (unsigned int l = 0; l < Object::objects.size(); l++) {
2678                                                         if (Object::objects[l]->model.type == decalstype) {
2679                                                             Object::objects[l]->model.deleteDeadDecals();
2680                                                         }
2681                                                     }
2682                                                 }
2683                                             }
2684                                         }
2685                                     }
2686                                 }
2687                                 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2688                                     Person::players[k]->victim == Person::players[i] &&
2689                                     (!Person::players[i]->skeleton.free ||
2690                                      Person::players[k]->animTarget == killanim ||
2691                                      Person::players[k]->animTarget == crouchstabanim ||
2692                                      Person::players[k]->animTarget == swordgroundstabanim ||
2693                                      Person::players[k]->animTarget == staffgroundsmashanim ||
2694                                      Person::players[k]->animTarget == dropkickanim)) {
2695                                     oldattackkey = 1;
2696                                     Person::players[k]->frameTarget = 0;
2697                                     Person::players[k]->target = 0;
2698
2699                                     XYZ targetpoint = Person::players[i]->coords;
2700                                     if (Person::players[k]->animTarget == crouchstabanim ||
2701                                         Person::players[k]->animTarget == swordgroundstabanim ||
2702                                         Person::players[k]->animTarget == staffgroundsmashanim) {
2703                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
2704                                                         Person::players[i]->jointPos(neck)) /
2705                                                        2 *
2706                                                        Person::players[i]->scale;
2707                                     }
2708                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2709                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2710
2711                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2712                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2713                                     }
2714
2715                                     if (Person::players[k]->animTarget == staffgroundsmashanim) {
2716                                         Person::players[k]->targettilt2 += 10;
2717                                     }
2718
2719                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2720                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2721                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
2722
2723                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
2724                                         Person::players[k]->targetyaw += 30;
2725                                     }
2726                                 }
2727                             }
2728                         }
2729                     }
2730                     if (!Person::players[k]->hasvictim) {
2731                         //find victim
2732                         for (unsigned i = 0; i < Person::players.size(); i++) {
2733                             if (i == k || !(i == 0 || k == 0)) {
2734                                 continue;
2735                             }
2736                             if (!Person::players[i]->skeleton.free) {
2737                                 if (Person::players[k]->hasvictim) {
2738                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2739                                         distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
2740                                         Person::players[k]->victim = Person::players[i];
2741                                     }
2742                                 } else {
2743                                     Person::players[k]->victim = Person::players[i];
2744                                     Person::players[k]->hasvictim = 1;
2745                                 }
2746                             }
2747                         }
2748                     }
2749                     if (Person::players[k]->aitype == playercontrolled) {
2750                         //rabbit kick
2751                         if (Person::players[k]->attackkeydown &&
2752                             Person::players[k]->isRun() &&
2753                             Person::players[k]->wasRun() &&
2754                             ((Person::players[k]->hasvictim &&
2755                               distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2756                               distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2757                               !Person::players[k]->victim->skeleton.free &&
2758                               Person::players[k]->victim->animTarget != getupfrombackanim &&
2759                               Person::players[k]->victim->animTarget != getupfromfrontanim &&
2760                               Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2761                               Person::players[k]->aitype != playercontrolled && //wat???
2762                               normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2763                               Person::players[k]->rabbitkickenabled) ||
2764                              Person::players[k]->jumpkeydown)) {
2765                             oldattackkey = 1;
2766                             Person::players[k]->setTargetAnimation(rabbitkickanim);
2767                         }
2768                     }
2769                     //update counts
2770                     if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2771                         numattacks++;
2772                         switch (attackweapon) {
2773                             case 0:
2774                                 numunarmedattack++;
2775                                 break;
2776                             case knife:
2777                                 numknifeattack++;
2778                                 break;
2779                             case sword:
2780                                 numswordattack++;
2781                                 break;
2782                             case staff:
2783                                 numstaffattack++;
2784                                 break;
2785                         }
2786                     }
2787                 }
2788             }
2789         }
2790     }
2791 }
2792
2793 void doPlayerCollisions()
2794 {
2795     static XYZ rotatetarget;
2796     static float collisionradius;
2797     if (Person::players.size() > 1) {
2798         for (unsigned k = 0; k < Person::players.size(); k++) {
2799             for (unsigned i = k + 1; i < Person::players.size(); i++) {
2800                 //neither player is part of a reversal
2801                 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2802                      Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2803                      Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2804                      Animation::animations[Person::players[k]->animTarget].attack != reversal) ||
2805                     (i != 0 && k != 0)) {
2806                     if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2807                          Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2808                          Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2809                          Animation::animations[Person::players[k]->animCurrent].attack != reversal) ||
2810                         (i != 0 && k != 0)) {
2811                         //neither is sleeping
2812                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping) {
2813                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall) {
2814                                 //in same patch, neither is climbing
2815                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2816                                     Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2817                                     Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2818                                     Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2819                                     Person::players[i]->animTarget != climbanim &&
2820                                     Person::players[i]->animTarget != hanganim &&
2821                                     Person::players[k]->animTarget != climbanim &&
2822                                     Person::players[k]->animTarget != hanganim) {
2823                                     //players are close (bounding box test)
2824                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3) {
2825                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3) {
2826                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3) {
2827                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3) {
2828                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3) {
2829                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2830                                                             //spread fire from player to player
2831                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2832                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2833                                                                     if (!Person::players[i]->onfire) {
2834                                                                         Person::players[i]->CatchFire();
2835                                                                     }
2836                                                                     if (!Person::players[k]->onfire) {
2837                                                                         Person::players[k]->CatchFire();
2838                                                                     }
2839                                                                 }
2840                                                             }
2841
2842                                                             XYZ tempcoords1 = Person::players[i]->coords;
2843                                                             XYZ tempcoords2 = Person::players[k]->coords;
2844                                                             if (!Person::players[i]->skeleton.oldfree) {
2845                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2846                                                             }
2847                                                             if (!Person::players[k]->skeleton.oldfree) {
2848                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2849                                                             }
2850                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2851                                                             if (Person::players[0]->hasvictim) {
2852                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free) {
2853                                                                     collisionradius = 3;
2854                                                                 }
2855                                                             }
2856                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2857                                                                 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2858                                                                  distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2859                                                                 //jump down on a dead body
2860                                                                 if (k == 0 || i == 0) {
2861                                                                     int l = i ? i : k;
2862                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
2863                                                                         !Person::players[0]->skeleton.oldfree &&
2864                                                                         !Person::players[0]->skeleton.free &&
2865                                                                         Person::players[l]->skeleton.oldfree &&
2866                                                                         Person::players[l]->skeleton.free &&
2867                                                                         Person::players[l]->dead &&
2868                                                                         Person::players[0]->lastcollide <= 0 &&
2869                                                                         fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2870                                                                         distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2871                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
2872                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
2873                                                                         Person::players[l]->skeleton.free = 0;
2874                                                                         Person::players[l]->yaw = 0;
2875                                                                         Person::players[l]->RagDoll(0);
2876                                                                         Person::players[l]->DoDamage(20);
2877                                                                         camerashake += .3;
2878                                                                         Person::players[l]->skeleton.longdead = 0;
2879                                                                         Person::players[0]->lastcollide = 1;
2880                                                                     }
2881                                                                 }
2882
2883                                                                 if ((Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2884                                                                     (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2885                                                                     (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2886                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2887                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2888                                                                          Person::players[i]->skeleton.free) &&
2889                                                                         (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2890                                                                          Person::players[k]->skeleton.free)) {
2891                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2892                                                                                k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2893                                                                               normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2894                                                                              (k == 0 ||
2895                                                                               k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2896                                                                               /*i!=0&&*/ Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2897                                                                             (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2898                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2899                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2900                                                                             //If hit by body
2901                                                                             if ((i != 0 || Person::players[i]->skeleton.free) &&
2902                                                                                     (k != 0 || Person::players[k]->skeleton.free) ||
2903                                                                                 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2904                                                                                  Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2905                                                                                 if (!Tutorial::active) {
2906                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2907                                                                                 }
2908
2909                                                                                 Person::players[i]->RagDoll(0);
2910                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2911                                                                                     award_bonus(0, aimbonus);
2912                                                                                 }
2913                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2914                                                                                 Person::players[k]->RagDoll(0);
2915                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2916                                                                                     award_bonus(0, aimbonus); // Huh, again?
2917                                                                                 }
2918                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2919
2920                                                                                 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2921                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2922                                                                                 }
2923                                                                                 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2924                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2925                                                                                 }
2926                                                                             }
2927                                                                         }
2928                                                                     }
2929                                                                     if ((Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2930                                                                          Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2931                                                                         (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2932                                                                          Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2933                                                                         //If bumped
2934                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2935                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2936                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2937                                                                                 Normalise(&rotatetarget);
2938                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2939                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2940                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2941                                                                                 if (Person::players[k]->howactive == typeactive || hostile) {
2942                                                                                     if (Person::players[k]->isIdle()) {
2943                                                                                         if (Person::players[k]->howactive < typesleeping) {
2944                                                                                             Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2945                                                                                         } else if (Person::players[k]->howactive == typesleeping) {
2946                                                                                             Person::players[k]->setTargetAnimation(getupfromfrontanim);
2947                                                                                         }
2948                                                                                         if (!editorenabled) {
2949                                                                                             Person::players[k]->howactive = typeactive;
2950                                                                                         }
2951                                                                                     }
2952                                                                                 }
2953                                                                                 if (Person::players[i]->howactive == typeactive || hostile) {
2954                                                                                     if (Person::players[i]->isIdle()) {
2955                                                                                         if (Person::players[i]->howactive < typesleeping) {
2956                                                                                             Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2957                                                                                         } else {
2958                                                                                             Person::players[i]->setTargetAnimation(getupfromfrontanim);
2959                                                                                         }
2960                                                                                         if (!editorenabled) {
2961                                                                                             Person::players[i]->howactive = typeactive;
2962                                                                                         }
2963                                                                                     }
2964                                                                                 }
2965                                                                             }
2966                                                                             //jump down on player
2967                                                                             if (hostile) {
2968                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2969                                                                                     !Person::players[i]->isCrouch() &&
2970                                                                                     Person::players[i]->animTarget != rollanim &&
2971                                                                                     !Person::players[k]->skeleton.oldfree && !Person::players[k]->skeleton.free &&
2972                                                                                     Person::players[k]->lastcollide <= 0 &&
2973                                                                                     Person::players[k]->velocity.y < -10) {
2974                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
2975                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2976                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2977                                                                                     Person::players[i]->DoDamage(20);
2978                                                                                     Person::players[i]->RagDoll(0);
2979                                                                                     Person::players[k]->lastcollide = 1;
2980                                                                                     award_bonus(k, AboveBonus);
2981                                                                                 }
2982                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2983                                                                                     !Person::players[k]->isCrouch() &&
2984                                                                                     Person::players[k]->animTarget != rollanim &&
2985                                                                                     !Person::players[i]->skeleton.oldfree &&
2986                                                                                     !Person::players[i]->skeleton.free &&
2987                                                                                     Person::players[i]->lastcollide <= 0 &&
2988                                                                                     Person::players[i]->velocity.y < -10) {
2989                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
2990                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2991                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2992                                                                                     Person::players[k]->DoDamage(20);
2993                                                                                     Person::players[k]->RagDoll(0);
2994                                                                                     Person::players[i]->lastcollide = 1;
2995                                                                                     award_bonus(i, AboveBonus);
2996                                                                                 }
2997                                                                             }
2998                                                                         }
2999                                                                     }
3000                                                                 }
3001                                                                 Person::players[i]->CheckKick();
3002                                                                 Person::players[k]->CheckKick();
3003                                                             }
3004                                                         }
3005                                                     }
3006                                                 }
3007                                             }
3008                                         }
3009                                     }
3010                                 }
3011                             }
3012                         }
3013                     }
3014                 }
3015             }
3016         }
3017     }
3018 }
3019
3020 void Game::Tick()
3021 {
3022     static XYZ facing, flatfacing;
3023     static int target;
3024
3025     /* Pump SDL input events and process non-gameplay related ones */
3026     ProcessInput();
3027
3028     /*
3029     Values of mainmenu :
3030     1 Main menu
3031     2 Menu pause (resume/end game)
3032     3 Option menu
3033     4 Controls configuration menu
3034     5 Main game menu (choose level or challenge)
3035     6 Deleting user menu
3036     7 User managment menu (select/add)
3037     8 Choose difficulty menu
3038     9 Challenge level selection menu
3039     10 End of the campaign congratulation (is that really a menu?)
3040     11 Same that 9 ??? => unused
3041     18 stereo configuration
3042     */
3043
3044     if (!console) {
3045         //campaign over?
3046         if (mainmenu && endgame == 1) {
3047             mainmenu = 10;
3048         }
3049         //go to level select after completing a campaign level
3050         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
3051             mainmenu = 5;
3052             gameon = 0;
3053             winfreeze = 0;
3054             fireSound();
3055             flash();
3056             if (musictoggle) {
3057                 OPENAL_SetFrequency(OPENAL_ALL);
3058                 emit_stream_np(stream_menutheme);
3059                 pause_sound(leveltheme);
3060             }
3061             Menu::Load();
3062         }
3063     }
3064
3065     if (mainmenu) {
3066         Menu::Tick();
3067     }
3068
3069     if (!mainmenu) {
3070         if (hostile == 1) {
3071             hostiletime += multiplier;
3072         } else {
3073             hostiletime = 0;
3074         }
3075         if (!winfreeze) {
3076             leveltime += multiplier;
3077         }
3078
3079         if (console) {
3080             freeze = 1;
3081
3082             inputText(consoletext[0], &consoleselected);
3083             if (!waiting) {
3084                 if (!consoletext[0].empty()) {
3085                     cmd_dispatch(consoletext[0]);
3086                     for (int k = 14; k >= 1; k--) {
3087                         consoletext[k] = consoletext[k - 1];
3088                     }
3089                     consoletext[0].clear();
3090                     consoleselected = 0;
3091                 }
3092             }
3093
3094             consoleblinkdelay -= multiplier;
3095             if (consoleblinkdelay <= 0) {
3096                 consoleblinkdelay = .3;
3097                 consoleblink = !consoleblink;
3098             }
3099         }
3100
3101         static int oldwinfreeze;
3102         if (winfreeze && !oldwinfreeze) {
3103             OPENAL_SetFrequency(OPENAL_ALL);
3104             emit_sound_np(consolesuccesssound);
3105         }
3106         if (winfreeze == 0) {
3107             oldwinfreeze = winfreeze;
3108         } else {
3109             oldwinfreeze++;
3110         }
3111
3112         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
3113
3114             //dialogues
3115             static float talkdelay = 0;
3116
3117             if (Dialog::inDialog()) {
3118                 talkdelay = 1;
3119             }
3120             talkdelay -= multiplier;
3121
3122             if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
3123                 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
3124                     Dialog::dialogs[i].tick(i);
3125                 }
3126             }
3127
3128             windvar += multiplier;
3129             smoketex += multiplier;
3130             Tutorial::stagetime += multiplier;
3131
3132             //hotspots
3133             static float hotspotvisual[40];
3134             if (Hotspot::hotspots.size()) {
3135                 XYZ hotspotsprite;
3136                 if (editorenabled) {
3137                     for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3138                         hotspotvisual[i] -= multiplier / 320;
3139                     }
3140                 }
3141
3142                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3143                     while (hotspotvisual[i] < 0) {
3144                         hotspotsprite = 0;
3145                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3146                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3147                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3148                         hotspotsprite += Hotspot::hotspots[i].position;
3149                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3150                         hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3151                     }
3152                 }
3153
3154                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3155                     if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3156                         Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3157                     }
3158                 }
3159             }
3160
3161             //Tutorial
3162             if (Tutorial::active) {
3163                 Tutorial::Do(multiplier);
3164             }
3165
3166             //bonuses
3167             if (!Tutorial::active) {
3168                 if (bonustime == 0 &&
3169                     bonus != solidhit &&
3170                     bonus != spinecrusher &&
3171                     bonus != tracheotomy &&
3172                     bonus != backstab &&
3173                     bonusvalue > 10) {
3174                     emit_sound_np(consolesuccesssound);
3175                 }
3176             } else if (bonustime == 0) {
3177                 emit_sound_np(fireendsound);
3178             }
3179             if (bonustime == 0) {
3180                 if (bonus != solidhit &&
3181                     bonus != twoxcombo &&
3182                     bonus != threexcombo &&
3183                     bonus != fourxcombo &&
3184                     bonus != megacombo) {
3185                     bonusnum[bonus]++;
3186                 } else {
3187                     bonusnum[bonus] += 0.15;
3188                 }
3189                 if (Tutorial::active) {
3190                     bonusvalue = 0;
3191                 }
3192                 if (bonusvalue > 0) {
3193                     bonusvalue /= bonusnum[bonus];
3194                     if (bonusvalue <= 0) {
3195                         bonusvalue = 0;
3196                     }
3197                 }
3198                 bonustotal += bonusvalue;
3199             }
3200             bonustime += multiplier;
3201
3202             //snow effects
3203             if (environment == snowyenvironment) {
3204                 precipdelay -= multiplier;
3205                 while (precipdelay < 0) {
3206                     precipdelay += .04;
3207                     if (!detail) {
3208                         precipdelay += .04;
3209                     }
3210                     XYZ footvel, footpoint;
3211
3212                     footvel = 0;
3213                     footpoint = viewer + viewerfacing * 6;
3214                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3215                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3216                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3217                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3218                 }
3219             }
3220
3221             doAerialAcrobatics();
3222
3223             static XYZ oldviewer;
3224
3225             //control keys
3226             if (!Dialog::inDialog()) {
3227                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3228                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3229                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3230                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3231                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3232                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3233                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3234                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3235             } else {
3236                 Person::players[0]->forwardkeydown = 0;
3237                 Person::players[0]->leftkeydown = 0;
3238                 Person::players[0]->backkeydown = 0;
3239                 Person::players[0]->rightkeydown = 0;
3240                 Person::players[0]->jumpkeydown = 0;
3241                 Person::players[0]->crouchkeydown = 0;
3242                 Person::players[0]->drawkeydown = 0;
3243                 Person::players[0]->throwkeydown = 0;
3244             }
3245
3246             if (!Person::players[0]->jumpkeydown) {
3247                 Person::players[0]->jumpclimb = 0;
3248             }
3249
3250             if (Dialog::inDialog()) {
3251                 cameramode = 1;
3252                 if (Dialog::directing) {
3253                     facing = 0;
3254                     facing.z = -1;
3255
3256                     facing = DoRotation(facing, -pitch, 0, 0);
3257                     facing = DoRotation(facing, 0, 0 - yaw, 0);
3258
3259                     flatfacing = 0;
3260                     flatfacing.z = -1;
3261
3262                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3263
3264                     if (Input::isKeyDown(forwardkey)) {
3265                         viewer += facing * multiplier * 4;
3266                     }
3267                     if (Input::isKeyDown(backkey)) {
3268                         viewer -= facing * multiplier * 4;
3269                     }
3270                     if (Input::isKeyDown(leftkey)) {
3271                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3272                     }
3273                     if (Input::isKeyDown(rightkey)) {
3274                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3275                     }
3276                     if (Input::isKeyDown(jumpkey)) {
3277                         viewer.y += multiplier * 4;
3278                     }
3279                     if (Input::isKeyDown(crouchkey)) {
3280                         viewer.y -= multiplier * 4;
3281                     }
3282                     if (Input::isKeyPressed(SDL_SCANCODE_1) ||
3283                         Input::isKeyPressed(SDL_SCANCODE_2) ||
3284                         Input::isKeyPressed(SDL_SCANCODE_3) ||
3285                         Input::isKeyPressed(SDL_SCANCODE_4) ||
3286                         Input::isKeyPressed(SDL_SCANCODE_5) ||
3287                         Input::isKeyPressed(SDL_SCANCODE_6) ||
3288                         Input::isKeyPressed(SDL_SCANCODE_7) ||
3289                         Input::isKeyPressed(SDL_SCANCODE_8) ||
3290                         Input::isKeyPressed(SDL_SCANCODE_9) ||
3291                         Input::isKeyPressed(SDL_SCANCODE_0) ||
3292                         Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3293                         int whichend;
3294                         if (Input::isKeyPressed(SDL_SCANCODE_1)) {
3295                             whichend = 1;
3296                         }
3297                         if (Input::isKeyPressed(SDL_SCANCODE_2)) {
3298                             whichend = 2;
3299                         }
3300                         if (Input::isKeyPressed(SDL_SCANCODE_3)) {
3301                             whichend = 3;
3302                         }
3303                         if (Input::isKeyPressed(SDL_SCANCODE_4)) {
3304                             whichend = 4;
3305                         }
3306                         if (Input::isKeyPressed(SDL_SCANCODE_5)) {
3307                             whichend = 5;
3308                         }
3309                         if (Input::isKeyPressed(SDL_SCANCODE_6)) {
3310                             whichend = 6;
3311                         }
3312                         if (Input::isKeyPressed(SDL_SCANCODE_7)) {
3313                             whichend = 7;
3314                         }
3315                         if (Input::isKeyPressed(SDL_SCANCODE_8)) {
3316                             whichend = 8;
3317                         }
3318                         if (Input::isKeyPressed(SDL_SCANCODE_9)) {
3319                             whichend = 9;
3320                         }
3321                         if (Input::isKeyPressed(SDL_SCANCODE_0)) {
3322                             whichend = 0;
3323                         }
3324                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3325                             whichend = -1;
3326                         }
3327                         if (whichend != -1) {
3328                             Dialog::currentScene().participantfocus = whichend;
3329                             Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3330                             Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3331                         }
3332                         if (whichend == -1) {
3333                             Dialog::currentScene().participantfocus = -1;
3334                         }
3335                         /* FIXME: potentially accessing -1 in Person::players! */
3336                         if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3337                             Dialog::indialogue = -1;
3338                             Dialog::directing = false;
3339                             cameramode = 0;
3340                         }
3341                         Dialog::currentScene().camera = viewer;
3342                         Dialog::currentScene().camerayaw = yaw;
3343                         Dialog::currentScene().camerapitch = pitch;
3344                         Dialog::indialogue++;
3345                         if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3346                             if (Dialog::currentScene().sound != 0) {
3347                                 playdialoguescenesound();
3348                             }
3349                         }
3350
3351                         for (unsigned j = 0; j < Person::players.size(); j++) {
3352                             Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3353                         }
3354                     }
3355                     //TODO: should these be KeyDown or KeyPressed?
3356                     if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3357                         Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3358                         Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3359                         Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3360                         Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3361                         Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3362                         Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3363                         Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3364                         Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3365                         Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3366                         int whichend;
3367                         if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
3368                             whichend = 1;
3369                         }
3370                         if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
3371                             whichend = 2;
3372                         }
3373                         if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
3374                             whichend = 3;
3375                         }
3376                         if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
3377                             whichend = 4;
3378                         }
3379                         if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
3380                             whichend = 5;
3381                         }
3382                         if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
3383                             whichend = 6;
3384                         }
3385                         if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
3386                             whichend = 7;
3387                         }
3388                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
3389                             whichend = 8;
3390                         }
3391                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
3392                             whichend = 9;
3393                         }
3394                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3395                             whichend = 0;
3396                         }
3397                         Dialog::currentScene().participantfacing[whichend] = facing;
3398                     }
3399                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3400                         Dialog::indialogue = -1;
3401                         Dialog::directing = false;
3402                         cameramode = 0;
3403                     }
3404                 }
3405                 if (!Dialog::directing) {
3406                     pause_sound(whooshsound);
3407                     viewer = Dialog::currentScene().camera;
3408                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3409                     yaw = Dialog::currentScene().camerayaw;
3410                     pitch = Dialog::currentScene().camerapitch;
3411                     if (Dialog::dialoguetime > 0.5) {
3412                         if (Input::isKeyPressed(attackkey)) {
3413                             Dialog::indialogue++;
3414                             if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3415                                 if (Dialog::currentScene().sound != 0) {
3416                                     playdialoguescenesound();
3417                                     if (Dialog::currentScene().sound == -5) {
3418                                         Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3419                                     }
3420                                     if (Dialog::currentScene().sound == -6) {
3421                                         hostile = 1;
3422                                     }
3423
3424                                     if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
3425                                         Dialog::indialogue = -1;
3426                                         Dialog::directing = false;
3427                                         cameramode = 0;
3428                                     }
3429                                 }
3430                             }
3431                         }
3432                     }
3433                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3434                         Dialog::indialogue = -1;
3435                         Dialog::directing = false;
3436                         cameramode = 0;
3437                         if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3438                             hostile = 1;
3439                         }
3440                         if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3441                             windialogue = true;
3442                         }
3443                         if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3444                             hostile = 1;
3445                             for (unsigned i = 1; i < Person::players.size(); i++) {
3446                                 Person::players[i]->aitype = attacktypecutoff;
3447                             }
3448                         }
3449                     }
3450                 }
3451             }
3452
3453             if (!Person::players[0]->jumpkeydown) {
3454                 Person::players[0]->jumptogglekeydown = 0;
3455             }
3456             if (Person::players[0]->jumpkeydown &&
3457                 Person::players[0]->animTarget != jumpupanim &&
3458                 Person::players[0]->animTarget != jumpdownanim &&
3459                 !Person::players[0]->isFlip()) {
3460                 Person::players[0]->jumptogglekeydown = 1;
3461             }
3462
3463             Dialog::dialoguetime += multiplier;
3464             hawkyaw += multiplier * 25;
3465             realhawkcoords = 0;
3466             realhawkcoords.x = 25;
3467             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3468             hawkcalldelay -= multiplier / 2;
3469
3470             if (hawkcalldelay <= 0) {
3471                 emit_sound_at(hawksound, realhawkcoords);
3472
3473                 hawkcalldelay = 16 + abs(Random() % 8);
3474             }
3475
3476             doAttacks();
3477
3478             doPlayerCollisions();
3479
3480             doJumpReversals();
3481
3482             for (unsigned k = 0; k < Person::players.size(); k++) {
3483                 if (k != 0 && Person::players[k]->immobile) {
3484                     Person::players[k]->coords = Person::players[k]->realoldcoords;
3485                 }
3486             }
3487
3488             for (unsigned k = 0; k < Person::players.size(); k++) {
3489                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3490                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3491                         Person::players[k]->DoDamage(1000);
3492                     }
3493                 }
3494             }
3495
3496             //respawn
3497             static bool respawnkeydown;
3498             if (!editorenabled &&
3499                 (whichlevel != -2 &&
3500                      (Input::isKeyDown(SDL_SCANCODE_K) &&
3501                       Input::isKeyDown(SDL_SCANCODE_LALT) &&
3502                       devtools) ||
3503                  (Input::isKeyDown(jumpkey) &&
3504                   !respawnkeydown &&
3505                   !oldattackkey &&
3506                   Person::players[0]->dead))) {
3507                 targetlevel = whichlevel;
3508                 loading = 1;
3509                 leveltime = 5;
3510             }
3511             respawnkeydown = Input::isKeyDown(jumpkey);
3512
3513             static bool movekey;
3514
3515             //?
3516             for (unsigned i = 0; i < Person::players.size(); i++) {
3517                 static float oldtargetyaw;
3518                 if (!Person::players[i]->skeleton.free) {
3519                     oldtargetyaw = Person::players[i]->targetyaw;
3520                     if (i == 0 && !Dialog::inDialog()) {
3521                         //TODO: refactor repetitive code
3522                         if (!Animation::animations[Person::players[0]->animTarget].attack &&
3523                             Person::players[0]->animTarget != staggerbackhighanim &&
3524                             Person::players[0]->animTarget != staggerbackhardanim &&
3525                             Person::players[0]->animTarget != crouchremoveknifeanim &&
3526                             Person::players[0]->animTarget != removeknifeanim &&
3527                             Person::players[0]->animTarget != backhandspringanim &&
3528                             Person::players[0]->animTarget != dodgebackanim &&
3529                             Person::players[0]->animTarget != walljumprightkickanim &&
3530                             Person::players[0]->animTarget != walljumpleftkickanim) {
3531                             if (cameramode) {
3532                                 Person::players[0]->targetyaw = 0;
3533                             } else {
3534                                 Person::players[0]->targetyaw = -yaw + 180;
3535                             }
3536                         }
3537
3538                         facing = 0;
3539                         facing.z = -1;
3540
3541                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3542                         if (cameramode) {
3543                             facing = flatfacing;
3544                         } else {
3545                             facing = DoRotation(facing, -pitch, 0, 0);
3546                             facing = DoRotation(facing, 0, 0 - yaw, 0);
3547                         }
3548
3549                         Person::players[0]->lookyaw = -yaw;
3550
3551                         Person::players[i]->targetheadyaw = yaw;
3552                         Person::players[i]->targetheadpitch = pitch;
3553                     }
3554                     if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3555                         if (!Animation::animations[Person::players[i]->animTarget].attack &&
3556                             Person::players[i]->animTarget != staggerbackhighanim &&
3557                             Person::players[i]->animTarget != staggerbackhardanim &&
3558                             Person::players[i]->animTarget != crouchremoveknifeanim &&
3559                             Person::players[i]->animTarget != removeknifeanim &&
3560                             Person::players[i]->animTarget != backhandspringanim &&
3561                             Person::players[i]->animTarget != dodgebackanim &&
3562                             Person::players[i]->animTarget != walljumprightkickanim &&
3563                             Person::players[i]->animTarget != walljumpleftkickanim) {
3564                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3565                         }
3566
3567                         facing = 0;
3568                         facing.z = -1;
3569
3570                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3571
3572                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3573                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3574
3575                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3576                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3577                     }
3578                     if (Dialog::inDialog()) {
3579                         Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3580                         Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3581                     }
3582
3583                     if (leveltime < .5) {
3584                         numenvsounds = 0;
3585                     }
3586
3587                     Person::players[i]->avoidsomething = 0;
3588
3589                     //avoid flaming things
3590                     for (unsigned int j = 0; j < Object::objects.size(); j++) {
3591                         if (Object::objects[j]->onfire) {
3592                             if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200) {
3593                                 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3594                                     distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3595                                     Person::players[i]->collided = 0;
3596                                     Person::players[i]->avoidcollided = 1;
3597                                     if (Person::players[i]->avoidsomething == 0 ||
3598                                         distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3599                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3600                                         Person::players[i]->avoidwhere = Object::objects[j]->position;
3601                                         Person::players[i]->avoidsomething = 1;
3602                                     }
3603                                 }
3604                             }
3605                         }
3606                     }
3607
3608                     //avoid flaming players
3609                     for (unsigned j = 0; j < Person::players.size(); j++) {
3610                         if (Person::players[j]->onfire) {
3611                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
3612                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3613                                     distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3614                                     Person::players[i]->collided = 0;
3615                                     Person::players[i]->avoidcollided = 1;
3616                                     if (Person::players[i]->avoidsomething == 0 ||
3617                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3618                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3619                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
3620                                         Person::players[i]->avoidsomething = 1;
3621                                     }
3622                                 }
3623                             }
3624                         }
3625                     }
3626
3627                     if (Person::players[i]->collided > .8) {
3628                         Person::players[i]->avoidcollided = 0;
3629                     }
3630
3631                     Person::players[i]->doAI();
3632
3633                     if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3634                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
3635                         Person::players[i]->forwardkeydown = 0;
3636                         Person::players[i]->leftkeydown = 0;
3637                         Person::players[i]->backkeydown = 0;
3638                         Person::players[i]->rightkeydown = 0;
3639                         Person::players[i]->jumpkeydown = 0;
3640                         Person::players[i]->attackkeydown = 0;
3641                         //Person::players[i]->crouchkeydown=0;
3642                         Person::players[i]->throwkeydown = 0;
3643                     }
3644
3645                     if (Dialog::inDialog()) {
3646                         Person::players[i]->forwardkeydown = 0;
3647                         Person::players[i]->leftkeydown = 0;
3648                         Person::players[i]->backkeydown = 0;
3649                         Person::players[i]->rightkeydown = 0;
3650                         Person::players[i]->jumpkeydown = 0;
3651                         Person::players[i]->crouchkeydown = 0;
3652                         Person::players[i]->drawkeydown = 0;
3653                         Person::players[i]->throwkeydown = 0;
3654                     }
3655
3656                     if (Person::players[i]->collided < -.3) {
3657                         Person::players[i]->collided = -.3;
3658                     }
3659                     if (Person::players[i]->collided > 1) {
3660                         Person::players[i]->collided = 1;
3661                     }
3662                     Person::players[i]->collided -= multiplier * 4;
3663                     Person::players[i]->whichdirectiondelay -= multiplier;
3664                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3665                         Person::players[i]->avoidcollided = -.3;
3666                         Person::players[i]->whichdirection = abs(Random() % 2);
3667                         Person::players[i]->whichdirectiondelay = .4;
3668                     }
3669                     if (Person::players[i]->avoidcollided > 1) {
3670                         Person::players[i]->avoidcollided = 1;
3671                     }
3672                     Person::players[i]->avoidcollided -= multiplier / 4;
3673                     if (!Person::players[i]->skeleton.free) {
3674                         Person::players[i]->stunned -= multiplier;
3675                         Person::players[i]->surprised -= multiplier;
3676                     }
3677                     if (i != 0 && Person::players[i]->surprised <= 0 &&
3678                         Person::players[i]->aitype == attacktypecutoff &&
3679                         !Person::players[i]->dead &&
3680                         !Person::players[i]->skeleton.free &&
3681                         Animation::animations[Person::players[i]->animTarget].attack == neutral) {
3682                         numresponded = 1;
3683                     }
3684
3685                     if (!Person::players[i]->throwkeydown) {
3686                         Person::players[i]->throwtogglekeydown = 0;
3687                     }
3688
3689                     //pick up weapon
3690                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3691                         if (Person::players[i]->weaponactive == -1 &&
3692                             Person::players[i]->num_weapons < 2 &&
3693                             (Person::players[i]->isIdle() ||
3694                              Person::players[i]->isCrouch() ||
3695                              Person::players[i]->animTarget == sneakanim ||
3696                              Person::players[i]->animTarget == rollanim ||
3697                              Person::players[i]->animTarget == backhandspringanim ||
3698                              Person::players[i]->isFlip() ||
3699                              Person::players[i]->aitype != playercontrolled)) {
3700                             for (unsigned j = 0; j < weapons.size(); j++) {
3701                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3702                                      Person::players[i]->aitype == playercontrolled) &&
3703                                     weapons[j].owner == -1 &&
3704                                     Person::players[i]->weaponactive == -1) {
3705                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3706                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3707                                             if (Person::players[i]->isCrouch() ||
3708                                                 Person::players[i]->animTarget == sneakanim ||
3709                                                 Person::players[i]->isRun() ||
3710                                                 Person::players[i]->isIdle() ||
3711                                                 Person::players[i]->aitype != playercontrolled) {
3712                                                 Person::players[i]->throwtogglekeydown = 1;
3713                                                 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3714                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3715                                                 Person::players[i]->hasvictim = 0;
3716                                             }
3717                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3718                                                 Person::players[i]->throwtogglekeydown = 1;
3719                                                 Person::players[i]->hasvictim = 0;
3720
3721                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3722                                                      Person::players[i]->aitype == playercontrolled) &&
3723                                                         weapons[j].owner == -1 ||
3724                                                     Person::players[i]->victim &&
3725                                                         weapons[j].owner == int(Person::players[i]->victim->id)) {
3726                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) {
3727                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3728                                                             if (weapons[j].getType() != staff) {
3729                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3730                                                             }
3731
3732                                                             Person::players[i]->takeWeapon(j);
3733                                                         }
3734                                                     }
3735                                                 }
3736                                             }
3737                                         } else if ((Person::players[i]->isIdle() ||
3738                                                     Person::players[i]->isFlip() ||
3739                                                     Person::players[i]->aitype != playercontrolled) &&
3740                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3741                                                    Person::players[i]->coords.y < weapons[j].position.y) {
3742                                             if (!Person::players[i]->isFlip()) {
3743                                                 Person::players[i]->throwtogglekeydown = 1;
3744                                                 Person::players[i]->setTargetAnimation(removeknifeanim);
3745                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3746                                             }
3747                                             if (Person::players[i]->isFlip()) {
3748                                                 Person::players[i]->throwtogglekeydown = 1;
3749                                                 Person::players[i]->hasvictim = 0;
3750
3751                                                 for (unsigned k = 0; k < weapons.size(); k++) {
3752                                                     if (Person::players[i]->weaponactive == -1) {
3753                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3754                                                              Person::players[i]->aitype == playercontrolled) &&
3755                                                                 weapons[k].owner == -1 ||
3756                                                             Person::players[i]->victim &&
3757                                                                 weapons[k].owner == int(Person::players[i]->victim->id)) {
3758                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3759                                                                 Person::players[i]->weaponactive == -1) {
3760                                                                 if (weapons[k].getType() != staff) {
3761                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3762                                                                 }
3763
3764                                                                 Person::players[i]->takeWeapon(k);
3765                                                             }
3766                                                         }
3767                                                     }
3768                                                 }
3769                                             }
3770                                         }
3771                                     }
3772                                 }
3773                             }
3774                             if (Person::players[i]->isCrouch() ||
3775                                 Person::players[i]->animTarget == sneakanim ||
3776                                 Person::players[i]->isRun() ||
3777                                 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3778                                 Person::players[i]->animTarget == backhandspringanim) {
3779                                 if (Person::players.size() > 1) {
3780                                     for (unsigned j = 0; j < Person::players.size(); j++) {
3781                                         if (Person::players[i]->weaponactive == -1) {
3782                                             if (j != i) {
3783                                                 if (Person::players[j]->num_weapons &&
3784                                                     Person::players[j]->skeleton.free &&
3785                                                     distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
3786                                                     (((Person::players[j]->skeleton.forward.y < 0 &&
3787                                                        Person::players[j]->weaponstuckwhere == 0) ||
3788                                                       (Person::players[j]->skeleton.forward.y > 0 &&
3789                                                        Person::players[j]->weaponstuckwhere == 1)) ||
3790                                                      Person::players[j]->weaponstuck == -1 ||
3791                                                      Person::players[j]->num_weapons > 1)) {
3792                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3793                                                         Person::players[i]->throwtogglekeydown = 1;
3794                                                         Person::players[i]->victim = Person::players[j];
3795                                                         Person::players[i]->hasvictim = 1;
3796                                                         Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3797                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3798                                                     }
3799                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3800                                                         Person::players[i]->throwtogglekeydown = 1;
3801                                                         Person::players[i]->victim = Person::players[j];
3802                                                         Person::players[i]->hasvictim = 1;
3803                                                         int k = Person::players[j]->weaponids[0];
3804                                                         if (Person::players[i]->hasvictim) {
3805                                                             bool fleshstuck;
3806                                                             fleshstuck = 0;
3807                                                             if (Person::players[i]->victim->weaponstuck != -1) {
3808                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3809                                                                     fleshstuck = 1;
3810                                                                 }
3811                                                             }
3812                                                             if (!fleshstuck) {
3813                                                                 if (weapons[k].getType() != staff) {
3814                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3815                                                                 }
3816                                                             }
3817                                                             if (fleshstuck) {
3818                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3819                                                             }
3820
3821                                                             if (weapons[k].owner != -1) {
3822                                                                 if (Person::players[i]->victim->num_weapons == 1) {
3823                                                                     Person::players[i]->victim->num_weapons = 0;
3824                                                                 } else {
3825                                                                     Person::players[i]->victim->num_weapons = 1;
3826                                                                 }
3827
3828                                                                 Person::players[i]->victim->skeleton.longdead = 0;
3829                                                                 Person::players[i]->victim->skeleton.free = 1;
3830                                                                 Person::players[i]->victim->skeleton.broken = 0;
3831
3832                                                                 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3833                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3834                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
3835                                                                 }
3836
3837                                                                 XYZ relative;
3838                                                                 relative = 0;
3839                                                                 relative.y = 10;
3840                                                                 Normalise(&relative);
3841                                                                 XYZ footvel, footpoint;
3842                                                                 footvel = 0;
3843                                                                 footpoint = weapons[k].position;
3844                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
3845                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3846                                                                         if (bloodtoggle) {
3847                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3848                                                                         }
3849                                                                         weapons[k].bloody = 2;
3850                                                                         weapons[k].blooddrip = 5;
3851                                                                         Person::players[i]->victim->weaponstuck = -1;
3852                                                                         Person::players[i]->victim->bloodloss += 2000;
3853                                                                         Person::players[i]->victim->DoDamage(2000);
3854                                                                     }
3855                                                                 }
3856                                                                 if (Person::players[i]->victim->num_weapons > 0) {
3857                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
3858                                                                         Person::players[i]->victim->weaponstuck = 0;
3859                                                                     }
3860                                                                     if (Person::players[i]->victim->weaponids[0] == k) {
3861                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3862                                                                     }
3863                                                                 }
3864
3865                                                                 Person::players[i]->victim->weaponactive = -1;
3866
3867                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3868                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
3869                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3870                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3871                                                             }
3872                                                             Person::players[i]->takeWeapon(k);
3873                                                         }
3874                                                     }
3875                                                 }
3876                                             }
3877                                         }
3878                                     }
3879                                 }
3880                             }
3881                         }
3882                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3883                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3884                                 if (Person::players[i]->isIdle() ||
3885                                     Person::players[i]->isRun() ||
3886                                     Person::players[i]->isCrouch() ||
3887                                     Person::players[i]->animTarget == sneakanim ||
3888                                     Person::players[i]->isFlip()) {
3889                                     if (Person::players.size() > 1) {
3890                                         for (unsigned j = 0; j < Person::players.size(); j++) {
3891                                             if (i != j) {
3892                                                 if (!Tutorial::active || Tutorial::stage == 49) {
3893                                                     if (hostile) {
3894                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3895                                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3896                                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3897                                                             !Person::players[j]->skeleton.free &&
3898                                                             -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)) {
3899                                                             if (!Person::players[i]->isFlip()) {
3900                                                                 Person::players[i]->throwtogglekeydown = 1;
3901                                                                 Person::players[i]->victim = Person::players[j];
3902                                                                 Person::players[i]->setTargetAnimation(knifethrowanim);
3903                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3904                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3905                                                             }
3906                                                             if (Person::players[i]->isFlip()) {
3907                                                                 if (Person::players[i]->weaponactive != -1) {
3908                                                                     Person::players[i]->throwtogglekeydown = 1;
3909                                                                     Person::players[i]->victim = Person::players[j];
3910                                                                     XYZ aim;
3911                                                                     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);
3912                                                                     Normalise(&aim);
3913
3914                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3915
3916                                                                     weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3917                                                                     Person::players[i]->num_weapons--;
3918                                                                     if (Person::players[i]->num_weapons) {
3919                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3920                                                                     }
3921                                                                     Person::players[i]->weaponactive = -1;
3922                                                                 }
3923                                                             }
3924                                                         }
3925                                                     }
3926                                                 }
3927                                             }
3928                                         }
3929                                     }
3930                                 }
3931                             }
3932                         }
3933                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3934                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3935                                 Person::players[i]->throwtogglekeydown = 1;
3936                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
3937                                 if (tempVelocity.x == 0) {
3938                                     tempVelocity.x = .1;
3939                                 }
3940                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3941                                 Person::players[i]->num_weapons--;
3942                                 if (Person::players[i]->num_weapons) {
3943                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3944                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
3945                                         Person::players[i]->weaponstuck = 0;
3946                                     }
3947                                 }
3948
3949                                 Person::players[i]->weaponactive = -1;
3950                                 for (unsigned j = 0; j < Person::players.size(); j++) {
3951                                     Person::players[j]->wentforweapon = 0;
3952                                 }
3953                             }
3954                         }
3955                     }
3956
3957                     //draw weapon
3958                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3959                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3960                             (Person::players[i]->num_weapons == 2) &&
3961                                 (Person::players[i]->weaponactive == -1) &&
3962                                 Person::players[i]->isIdle() ||
3963                             Person::players[0]->dead &&
3964                                 (Person::players[i]->weaponactive != -1) &&
3965                                 i != 0) {
3966                             bool isgood = true;
3967                             if (Person::players[i]->weaponactive != -1) {
3968                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
3969                                     isgood = false;
3970                                 }
3971                             }
3972                             if (isgood && Person::players[i]->creature != wolftype) {
3973                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3974                                     Person::players[i]->setTargetAnimation(drawrightanim);
3975                                     Person::players[i]->drawtogglekeydown = 1;
3976                                 }
3977                                 if ((Person::players[i]->isIdle() ||
3978                                      (Person::players[i]->aitype != playercontrolled &&
3979                                       Person::players[0]->weaponactive != -1 &&
3980                                       Person::players[i]->isRun())) &&
3981                                     Person::players[i]->num_weapons &&
3982                                     weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3983                                     Person::players[i]->setTargetAnimation(drawleftanim);
3984                                     Person::players[i]->drawtogglekeydown = 1;
3985                                 }
3986                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3987                                     Person::players[i]->setTargetAnimation(crouchdrawrightanim);
3988                                     Person::players[i]->drawtogglekeydown = 1;
3989                                 }
3990                             }
3991                         }
3992                     }
3993
3994                     //clean weapon
3995                     if (Person::players[i]->weaponactive != -1) {
3996                         if (Person::players[i]->isCrouch() &&
3997                             weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3998                             bloodtoggle &&
3999                             Person::players[i]->onterrain &&
4000                             Person::players[i]->num_weapons &&
4001                             Person::players[i]->attackkeydown &&
4002                             musictype != stream_fighttheme) {
4003                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
4004                                 Person::players[i]->setTargetAnimation(crouchstabanim);
4005                             }
4006                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
4007                                 Person::players[i]->setTargetAnimation(swordgroundstabanim);
4008                             }
4009                             Person::players[i]->hasvictim = 0;
4010                         }
4011                     }
4012
4013                     if (!Person::players[i]->drawkeydown) {
4014                         Person::players[i]->drawtogglekeydown = 0;
4015                     }
4016
4017                     XYZ absflatfacing;
4018                     if (i == 0) {
4019                         absflatfacing = 0;
4020                         absflatfacing.z = -1;
4021
4022                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
4023                     } else {
4024                         absflatfacing = flatfacing;
4025                     }
4026
4027                     if (Dialog::inDialog()) {
4028                         Person::players[i]->forwardkeydown = 0;
4029                         Person::players[i]->leftkeydown = 0;
4030                         Person::players[i]->backkeydown = 0;
4031                         Person::players[i]->rightkeydown = 0;
4032                         Person::players[i]->jumpkeydown = 0;
4033                         Person::players[i]->crouchkeydown = 0;
4034                         Person::players[i]->drawkeydown = 0;
4035                         Person::players[i]->throwkeydown = 0;
4036                     }
4037                     movekey = 0;
4038                     //Do controls
4039                     if (!Animation::animations[Person::players[i]->animTarget].attack &&
4040                         Person::players[i]->animTarget != staggerbackhighanim &&
4041                         Person::players[i]->animTarget != staggerbackhardanim &&
4042                         Person::players[i]->animTarget != backhandspringanim &&
4043                         Person::players[i]->animTarget != dodgebackanim) {
4044                         if (!Person::players[i]->forwardkeydown) {
4045                             Person::players[i]->forwardstogglekeydown = 0;
4046                         }
4047                         if (Person::players[i]->crouchkeydown) {
4048                             //Crouch
4049                             target = -2;
4050                             if (i == 0) {
4051                                 Person::players[i]->superruntoggle = 1;
4052                                 if (Person::players.size() > 1) {
4053                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4054                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
4055                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
4056                                                 Person::players[i]->superruntoggle = 0;
4057                                             }
4058                                         }
4059                                     }
4060                                 }
4061                             }
4062
4063                             if (Person::players.size() > 1) {
4064                                 for (unsigned j = 0; j < Person::players.size(); j++) {
4065                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
4066                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4067                                             Person::players[j]->victim == Person::players[i] &&
4068                                             (Person::players[j]->animTarget == sweepanim ||
4069                                              Person::players[j]->animTarget == upunchanim ||
4070                                              Person::players[j]->animTarget == wolfslapanim ||
4071                                              ((Person::players[j]->animTarget == swordslashanim ||
4072                                                Person::players[j]->animTarget == knifeslashstartanim ||
4073                                                Person::players[j]->animTarget == staffhitanim ||
4074                                                Person::players[j]->animTarget == staffspinhitanim) &&
4075                                               distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
4076                                             if (target >= 0) {
4077                                                 target = -1;
4078                                             } else {
4079                                                 target = j;
4080                                             }
4081                                         }
4082                                     }
4083                                 }
4084                             }
4085                             if (target >= 0) {
4086                                 Person::players[target]->Reverse();
4087                             }
4088                             Person::players[i]->lowreversaldelay = .5;
4089
4090                             if (Person::players[i]->isIdle()) {
4091                                 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
4092                                 Person::players[i]->transspeed = 10;
4093                             }
4094                             if (Person::players[i]->isRun() ||
4095                                 (Person::players[i]->isStop() &&
4096                                  (Person::players[i]->leftkeydown ||
4097                                   Person::players[i]->rightkeydown ||
4098                                   Person::players[i]->forwardkeydown ||
4099                                   Person::players[i]->backkeydown))) {
4100                                 Person::players[i]->setTargetAnimation(rollanim);
4101                                 Person::players[i]->transspeed = 20;
4102                             }
4103                         }
4104                         if (!Person::players[i]->crouchkeydown) {
4105                             //Uncrouch
4106                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
4107                                 Person::players[i]->superruntoggle = 0;
4108                             }
4109                             target = -2;
4110                             if (Person::players[i]->isCrouch()) {
4111                                 if (Person::players.size() > 1) {
4112                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4113                                         if (j != i &&
4114                                             !Person::players[j]->skeleton.free &&
4115                                             Person::players[j]->victim &&
4116                                             Person::players[i]->highreversaldelay <= 0) {
4117                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4118                                                 Person::players[j]->victim == Person::players[i] &&
4119                                                 (Person::players[j]->animTarget == spinkickanim) &&
4120                                                 Person::players[i]->isCrouch()) {
4121                                                 if (target >= 0) {
4122                                                     target = -1;
4123                                                 } else {
4124                                                     target = j;
4125                                                 }
4126                                             }
4127                                         }
4128                                     }
4129                                 }
4130                                 if (target >= 0) {
4131                                     Person::players[target]->Reverse();
4132                                 }
4133                                 Person::players[i]->highreversaldelay = .5;
4134
4135                                 if (Person::players[i]->isCrouch()) {
4136                                     if (!Person::players[i]->wasCrouch()) {
4137                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
4138                                         Person::players[i]->frameCurrent = 0;
4139                                     }
4140                                     Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4141                                     Person::players[i]->transspeed = 10;
4142                                 }
4143                             }
4144                             if (Person::players[i]->animTarget == sneakanim) {
4145                                 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
4146                                 Person::players[i]->transspeed = 10;
4147                             }
4148                         }
4149                         if (Person::players[i]->forwardkeydown) {
4150                             if (Person::players[i]->isIdle() ||
4151                                 (Person::players[i]->isStop() &&
4152                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4153                                 (Person::players[i]->isLanding() &&
4154                                  Person::players[i]->frameTarget > 0 &&
4155                                  !Person::players[i]->jumpkeydown) ||
4156                                 (Person::players[i]->isLandhard() &&
4157                                  Person::players[i]->frameTarget > 0 &&
4158                                  !Person::players[i]->jumpkeydown &&
4159                                  Person::players[i]->crouchkeydown)) {
4160                                 if (Person::players[i]->aitype == passivetype) {
4161                                     Person::players[i]->setTargetAnimation(walkanim);
4162                                 } else {
4163                                     Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4164                                 }
4165                             }
4166                             if (Person::players[i]->isCrouch()) {
4167                                 Person::players[i]->animTarget = sneakanim;
4168                                 if (Person::players[i]->wasCrouch()) {
4169                                     Person::players[i]->target = 0;
4170                                 }
4171                                 Person::players[i]->frameTarget = 0;
4172                             }
4173                             if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
4174                                 Person::players[i]->setTargetAnimation(climbanim);
4175                                 Person::players[i]->frameTarget = 1;
4176                                 Person::players[i]->jumpclimb = 1;
4177                             }
4178                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4179                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
4180                             }
4181                             Person::players[i]->forwardstogglekeydown = 1;
4182                             movekey = 1;
4183                         }
4184                         if (Person::players[i]->rightkeydown) {
4185                             if (Person::players[i]->isIdle() ||
4186                                 (Person::players[i]->isStop() &&
4187                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4188                                 (Person::players[i]->isLanding() &&
4189                                  Person::players[i]->frameTarget > 0 &&
4190                                  !Person::players[i]->jumpkeydown) ||
4191                                 (Person::players[i]->isLandhard() &&
4192                                  Person::players[i]->frameTarget > 0 &&
4193                                  !Person::players[i]->jumpkeydown &&
4194                                  Person::players[i]->crouchkeydown)) {
4195                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4196                             }
4197                             if (Person::players[i]->isCrouch()) {
4198                                 Person::players[i]->animTarget = sneakanim;
4199                                 if (Person::players[i]->wasCrouch()) {
4200                                     Person::players[i]->target = 0;
4201                                 }
4202                                 Person::players[i]->frameTarget = 0;
4203                             }
4204                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4205                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4206                             }
4207                             Person::players[i]->targetyaw -= 90;
4208                             if (Person::players[i]->forwardkeydown) {
4209                                 Person::players[i]->targetyaw += 45;
4210                             }
4211                             if (Person::players[i]->backkeydown) {
4212                                 Person::players[i]->targetyaw -= 45;
4213                             }
4214                             movekey = 1;
4215                         }
4216                         if (Person::players[i]->leftkeydown) {
4217                             if (Person::players[i]->isIdle() ||
4218                                 (Person::players[i]->isStop() &&
4219                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4220                                 (Person::players[i]->isLanding() &&
4221                                  Person::players[i]->frameTarget > 0 &&
4222                                  !Person::players[i]->jumpkeydown) ||
4223                                 (Person::players[i]->isLandhard() &&
4224                                  Person::players[i]->frameTarget > 0 &&
4225                                  !Person::players[i]->jumpkeydown &&
4226                                  Person::players[i]->crouchkeydown)) {
4227                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4228                             }
4229                             if (Person::players[i]->isCrouch()) {
4230                                 Person::players[i]->animTarget = sneakanim;
4231                                 if (Person::players[i]->wasCrouch()) {
4232                                     Person::players[i]->target = 0;
4233                                 }
4234                                 Person::players[i]->frameTarget = 0;
4235                             }
4236                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4237                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
4238                             }
4239                             Person::players[i]->targetyaw += 90;
4240                             if (Person::players[i]->forwardkeydown) {
4241                                 Person::players[i]->targetyaw -= 45;
4242                             }
4243                             if (Person::players[i]->backkeydown) {
4244                                 Person::players[i]->targetyaw += 45;
4245                             }
4246                             movekey = 1;
4247                         }
4248                         if (Person::players[i]->backkeydown) {
4249                             if (Person::players[i]->isIdle() ||
4250                                 (Person::players[i]->isStop() &&
4251                                  Person::players[i]->targetyaw == Person::players[i]->yaw) ||
4252                                 (Person::players[i]->isLanding() &&
4253                                  Person::players[i]->frameTarget > 0 &&
4254                                  !Person::players[i]->jumpkeydown) ||
4255                                 (Person::players[i]->isLandhard() &&
4256                                  Person::players[i]->frameTarget > 0 &&
4257                                  !Person::players[i]->jumpkeydown &&
4258                                  Person::players[i]->crouchkeydown)) {
4259                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4260                             }
4261                             if (Person::players[i]->isCrouch()) {
4262                                 Person::players[i]->animTarget = sneakanim;
4263                                 if (Person::players[i]->wasCrouch()) {
4264                                     Person::players[i]->target = 0;
4265                                 }
4266                                 Person::players[i]->frameTarget = 0;
4267                             }
4268                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4269                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4270                             }
4271                             if (Person::players[i]->animTarget == hanganim) {
4272                                 Person::players[i]->animCurrent = jumpdownanim;
4273                                 Person::players[i]->animTarget = jumpdownanim;
4274                                 Person::players[i]->target = 0;
4275                                 Person::players[i]->frameCurrent = 0;
4276                                 Person::players[i]->frameTarget = 1;
4277                                 Person::players[i]->velocity = 0;
4278                                 Person::players[i]->velocity.y += gravity;
4279                                 Person::players[i]->coords.y -= 1.4;
4280                                 Person::players[i]->grabdelay = 1;
4281                             }
4282                             if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
4283                                 Person::players[i]->targetyaw += 180;
4284                             }
4285                             movekey = 1;
4286                         }
4287                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4288                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4289                                   Person::players[i]->isRun() ||
4290                                   Person::players[i]->animTarget == walkanim ||
4291                                   Person::players[i]->isCrouch() ||
4292                                   Person::players[i]->animTarget == sneakanim) &&
4293                                  Person::players[i]->jumppower > 1) &&
4294                                 ((Person::players[i]->animTarget != rabbitrunninganim &&
4295                                   Person::players[i]->animTarget != wolfrunninganim) ||
4296                                  i != 0)) {
4297                                 Person::players[i]->jumpstart = 0;
4298                                 Person::players[i]->setTargetAnimation(jumpupanim);
4299                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
4300                                 Person::players[i]->transspeed = 20;
4301                                 Person::players[i]->FootLand(leftfoot, 1);
4302                                 Person::players[i]->FootLand(rightfoot, 1);
4303
4304                                 facing = 0;
4305                                 facing.z = -1;
4306                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4307
4308                                 if (movekey) {
4309                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4310                                 }
4311                                 if (!movekey) {
4312                                     Person::players[i]->velocity = 0;
4313                                 }
4314
4315                                 //Dodge sweep?
4316                                 target = -2;
4317                                 if (Person::players.size() > 1) {
4318                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4319                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4320                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4321                                                 (Person::players[j]->victim == Person::players[i]) &&
4322                                                 (Person::players[j]->animTarget == sweepanim)) {
4323                                                 if (target >= 0) {
4324                                                     target = -1;
4325                                                 } else {
4326                                                     target = j;
4327                                                 }
4328                                             }
4329                                         }
4330                                     }
4331                                 }
4332                                 if (target >= 0) {
4333                                     Person::players[i]->velocity.y = 1;
4334                                 } else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4335                                     Person::players[i]->velocity.y = 7;
4336                                     Person::players[i]->crouchtogglekeydown = 1;
4337                                 } else {
4338                                     Person::players[i]->velocity.y = 5;
4339                                 }
4340
4341                                 if (mousejump && i == 0 && devtools) {
4342                                     if (!Person::players[i]->isLanding()) {
4343                                         Person::players[i]->tempdeltav = deltav;
4344                                     }
4345                                     if (Person::players[i]->tempdeltav < 0) {
4346                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4347                                     }
4348                                 }
4349
4350                                 Person::players[i]->coords.y += .2;
4351                                 Person::players[i]->jumppower -= 1;
4352
4353                                 if (!i) {
4354                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4355                                 }
4356
4357                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4358                             }
4359                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4360                                 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4361                                 Person::players[i]->frameTarget = 2;
4362                                 Person::players[i]->landhard = 0;
4363                                 Person::players[i]->jumpstart = 1;
4364                                 Person::players[i]->tempdeltav = deltav;
4365                             }
4366                             if (Person::players[i]->animTarget == jumpupanim &&
4367                                 (((!floatjump &&
4368                                    !editorenabled) ||
4369                                   !devtools) ||
4370                                  Person::players[i]->aitype != playercontrolled)) {
4371                                 if (Person::players[i]->jumppower > multiplier * 6) {
4372                                     Person::players[i]->velocity.y += multiplier * 6;
4373                                     Person::players[i]->jumppower -= multiplier * 6;
4374                                 }
4375                                 if (Person::players[i]->jumppower <= multiplier * 6) {
4376                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
4377                                     Person::players[i]->jumppower = 0;
4378                                 }
4379                             }
4380                             if (((floatjump || editorenabled) && devtools) && i == 0) {
4381                                 Person::players[i]->velocity.y += multiplier * 30;
4382                             }
4383                         }
4384
4385                         if (!movekey) {
4386                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4387                                 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4388                             }
4389                             if (Person::players[i]->animTarget == sneakanim) {
4390                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4391                                 if (Person::players[i]->animCurrent == sneakanim) {
4392                                     Person::players[i]->target = 0;
4393                                 }
4394                                 Person::players[i]->frameTarget = 0;
4395                             }
4396                         }
4397                         if (Person::players[i]->animTarget == walkanim &&
4398                             (Person::players[i]->aitype == attacktypecutoff ||
4399                              Person::players[i]->aitype == searchtype ||
4400                              (Person::players[i]->aitype == passivetype &&
4401                               Person::players[i]->numwaypoints <= 1))) {
4402                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4403                         }
4404                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
4405                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4406                         }
4407                     }
4408                 }
4409                 if (Person::players[i]->animTarget == rollanim) {
4410                     Person::players[i]->targetyaw = oldtargetyaw;
4411                 }
4412             }
4413
4414             //Rotation
4415             for (unsigned k = 0; k < Person::players.size(); k++) {
4416                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4417                     if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
4418                         Person::players[k]->yaw -= 360;
4419                     } else {
4420                         Person::players[k]->yaw += 360;
4421                     }
4422                 }
4423
4424                 //stop to turn in right direction
4425                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
4426                     Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4427                 }
4428
4429                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
4430                     Person::players[k]->targettilt = 0;
4431                 }
4432
4433                 if (Person::players[k]->animTarget != jumpupanim &&
4434                     Person::players[k]->animTarget != backhandspringanim &&
4435                     Person::players[k]->animTarget != jumpdownanim &&
4436                     !Person::players[k]->isFlip()) {
4437                     Person::players[k]->targettilt = 0;
4438                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
4439                         Person::players[k]->jumppower = 0;
4440                     }
4441                     Person::players[k]->jumppower += multiplier * 7;
4442                     if (Person::players[k]->isCrouch()) {
4443                         Person::players[k]->jumppower += multiplier * 7;
4444                     }
4445                     if (Person::players[k]->jumppower > 5) {
4446                         Person::players[k]->jumppower = 5;
4447                     }
4448                 }
4449
4450                 if (Person::players[k]->isRun()) {
4451                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4452                 }
4453
4454                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4455                 Person::players[k]->grabdelay -= multiplier;
4456             }
4457
4458             //do animations
4459             for (unsigned k = 0; k < Person::players.size(); k++) {
4460                 Person::players[k]->DoAnimations();
4461                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4462                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4463             }
4464
4465             //do stuff
4466             Object::DoStuff();
4467
4468             for (int j = numenvsounds - 1; j >= 0; j--) {
4469                 envsoundlife[j] -= multiplier;
4470                 if (envsoundlife[j] < 0) {
4471                     numenvsounds--;
4472                     envsoundlife[j] = envsoundlife[numenvsounds];
4473                     envsound[j] = envsound[numenvsounds];
4474                 }
4475             }
4476             OPENAL_SetFrequency(OPENAL_ALL, slomo);
4477
4478             if (Tutorial::active) {
4479                 Tutorial::DoStuff(multiplier);
4480             }
4481
4482             //3d sound
4483             static float gLoc[3];
4484             gLoc[0] = viewer.x;
4485             gLoc[1] = viewer.y;
4486             gLoc[2] = viewer.z;
4487             static float vel[3];
4488             vel[0] = (viewer.x - oldviewer.x) / multiplier;
4489             vel[1] = (viewer.y - oldviewer.y) / multiplier;
4490             vel[2] = (viewer.z - oldviewer.z) / multiplier;
4491
4492             //Set orientation with forward and up vectors
4493             static XYZ upvector;
4494             upvector = 0;
4495             upvector.z = -1;
4496
4497             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4498             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4499
4500             facing = 0;
4501             facing.z = -1;
4502
4503             facing = DoRotation(facing, -pitch, 0, 0);
4504             facing = DoRotation(facing, 0, 0 - yaw, 0);
4505
4506             static float ori[6];
4507             ori[0] = -facing.x;
4508             ori[1] = facing.y;
4509             ori[2] = -facing.z;
4510             ori[3] = -upvector.x;
4511             ori[4] = upvector.y;
4512             ori[5] = -upvector.z;
4513
4514             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4515             OPENAL_Update();
4516
4517             oldviewer = viewer;
4518         }
4519     }
4520 }
4521
4522 void Game::TickOnce()
4523 {
4524     if (mainmenu) {
4525         yaw += multiplier * 5;
4526     } else if (Dialog::directing || !Dialog::inDialog()) {
4527         yaw += deltah * .7;
4528         if (invertmouse) {
4529             pitch -= deltav * .7;
4530         } else {
4531             pitch += deltav * .7;
4532         }
4533         if (pitch > 90) {
4534             pitch = 90;
4535         }
4536         if (pitch < -70) {
4537             pitch = -70;
4538         }
4539     }
4540 }
4541
4542 void Game::TickOnceAfter()
4543 {
4544     static XYZ colviewer;
4545     static XYZ coltarget;
4546     static XYZ target;
4547     static XYZ col;
4548     static XYZ facing;
4549     static float changedelay;
4550     static bool alldead;
4551     static float unseendelay;
4552     static float cameraspeed;
4553
4554     if (!mainmenu) {
4555         static int oldmusictype = musictype;
4556
4557         if (environment == snowyenvironment) {
4558             leveltheme = stream_snowtheme;
4559         }
4560         if (environment == grassyenvironment) {
4561             leveltheme = stream_grasstheme;
4562         }
4563         if (environment == desertenvironment) {
4564             leveltheme = stream_deserttheme;
4565         }
4566
4567         realthreat = 0;
4568
4569         musictype = leveltheme;
4570         for (unsigned i = 0; i < Person::players.size(); i++) {
4571             if ((Person::players[i]->aitype == attacktypecutoff ||
4572                  Person::players[i]->aitype == getweapontype ||
4573                  Person::players[i]->aitype == gethelptype ||
4574                  Person::players[i]->aitype == searchtype) &&
4575                 !Person::players[i]->dead &&
4576                 (Person::players[i]->animTarget != sneakattackedanim &&
4577                  Person::players[i]->animTarget != knifesneakattackedanim &&
4578                  Person::players[i]->animTarget != swordsneakattackedanim)) {
4579                 musictype = stream_fighttheme;
4580                 realthreat = 1;
4581             }
4582         }
4583         if (Person::players[0]->dead) {
4584             musictype = stream_menutheme;
4585         }
4586
4587         if (musictype == stream_fighttheme) {
4588             unseendelay = 1;
4589         }
4590
4591         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4592             unseendelay -= multiplier;
4593             if (unseendelay > 0) {
4594                 musictype = stream_fighttheme;
4595             }
4596         }
4597
4598         if (loading == 2) {
4599             musictype = stream_menutheme;
4600             musicvolume[2] = 512;
4601             musicvolume[0] = 0;
4602             musicvolume[1] = 0;
4603             musicvolume[3] = 0;
4604         }
4605
4606         if (musictoggle) {
4607             if (musictype != oldmusictype && musictype == stream_fighttheme) {
4608                 emit_sound_np(alarmsound);
4609             }
4610         }
4611         musicselected = musictype;
4612
4613         if (musicselected == leveltheme) {
4614             musicvolume[0] += multiplier * 450;
4615         } else {
4616             musicvolume[0] -= multiplier * 450;
4617         }
4618         if (musicselected == stream_fighttheme) {
4619             musicvolume[1] += multiplier * 450;
4620         } else {
4621             musicvolume[1] -= multiplier * 450;
4622         }
4623         if (musicselected == stream_menutheme) {
4624             musicvolume[2] += multiplier * 450;
4625         } else {
4626             musicvolume[2] -= multiplier * 450;
4627         }
4628
4629         for (int i = 0; i < 3; i++) {
4630             if (musicvolume[i] < 0) {
4631                 musicvolume[i] = 0;
4632             }
4633             if (musicvolume[i] > 512) {
4634                 musicvolume[i] = 512;
4635             }
4636         }
4637
4638         if (musicvolume[2] > 128 && !loading && !mainmenu) {
4639             musicvolume[2] = 128;
4640         }
4641
4642         if (musictoggle) {
4643             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
4644                 emit_stream_np(leveltheme, musicvolume[0]);
4645             }
4646             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
4647                 emit_stream_np(stream_fighttheme, musicvolume[1]);
4648             }
4649             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
4650                 emit_stream_np(stream_menutheme, musicvolume[2]);
4651             }
4652             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
4653                 pause_sound(leveltheme);
4654             }
4655             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
4656                 pause_sound(stream_fighttheme);
4657             }
4658             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
4659                 pause_sound(stream_menutheme);
4660             }
4661
4662             if (musicvolume[0] != oldmusicvolume[0]) {
4663                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4664             }
4665             if (musicvolume[1] != oldmusicvolume[1]) {
4666                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4667             }
4668             if (musicvolume[2] != oldmusicvolume[2]) {
4669                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4670             }
4671
4672             for (int i = 0; i < 3; i++) {
4673                 oldmusicvolume[i] = musicvolume[i];
4674             }
4675         } else {
4676             pause_sound(leveltheme);
4677             pause_sound(stream_fighttheme);
4678             pause_sound(stream_menutheme);
4679
4680             for (int i = 0; i < 4; i++) {
4681                 oldmusicvolume[i] = 0;
4682                 musicvolume[i] = 0;
4683             }
4684         }
4685
4686         Hotspot::killhotspot = 2;
4687         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4688             if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4689                 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
4690                     Hotspot::killhotspot = 0;
4691                 } else if (Hotspot::killhotspot == 2) {
4692                     Hotspot::killhotspot = 1;
4693                 }
4694             }
4695         }
4696         if (Hotspot::killhotspot == 2) {
4697             Hotspot::killhotspot = 0;
4698         }
4699
4700         winhotspot = false;
4701         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4702             if (Hotspot::hotspots[i].type == -1) {
4703                 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4704                     winhotspot = true;
4705                 }
4706             }
4707         }
4708
4709         int numalarmed = 0;
4710         for (unsigned i = 1; i < Person::players.size(); i++) {
4711             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4712                 numalarmed++;
4713             }
4714         }
4715         if (numalarmed > maxalarmed) {
4716             maxalarmed = numalarmed;
4717         }
4718
4719         if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4720             if (Person::players[0]->dead) {
4721                 changedelay = 1;
4722                 targetlevel = whichlevel;
4723             }
4724             alldead = true;
4725             for (unsigned i = 1; i < Person::players.size(); i++) {
4726                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4727                     alldead = false;
4728                     break;
4729                 }
4730             }
4731
4732             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4733                 changedelay = 1;
4734                 targetlevel = whichlevel + 1;
4735                 if (targetlevel > numchallengelevels - 1) {
4736                     targetlevel = 0;
4737                 }
4738             }
4739             if (winhotspot || windialogue) {
4740                 changedelay = 0.1;
4741                 targetlevel = whichlevel + 1;
4742                 if (targetlevel > numchallengelevels - 1) {
4743                     targetlevel = 0;
4744                 }
4745             }
4746
4747             if (Hotspot::killhotspot) {
4748                 changedelay = 1;
4749                 targetlevel = whichlevel + 1;
4750                 if (targetlevel > numchallengelevels - 1) {
4751                     targetlevel = 0;
4752                 }
4753             }
4754
4755             if (changedelay > 0 && !Person::players[0]->dead && !won) {
4756                 //high scores, awards, win
4757                 if (campaign) {
4758                     Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4759                     scoreadded = 1;
4760                 } else {
4761                     wonleveltime = leveltime;
4762                     Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4763                 }
4764                 won = 1;
4765                 Account::saveFile(Folders::getUserSavePath());
4766             }
4767         }
4768
4769         if (!winfreeze) {
4770
4771             if (leveltime < 1) {
4772                 loading = 0;
4773                 changedelay = .1;
4774                 alldead = false;
4775                 winhotspot = false;
4776                 Hotspot::killhotspot = 0;
4777             }
4778
4779             if (!editorenabled && gameon && !mainmenu) {
4780                 if (changedelay != -999) {
4781                     changedelay -= multiplier / 7;
4782                 }
4783                 if (Person::players[0]->dead) {
4784                     targetlevel = whichlevel;
4785                 }
4786                 if (loading == 2 && !campaign) {
4787                     flash();
4788
4789                     fireSound(firestartsound);
4790
4791                     if (!Person::players[0]->dead && targetlevel != whichlevel) {
4792                         startbonustotal = bonustotal;
4793                     }
4794
4795                     LoadLevel(targetlevel);
4796                     fireSound();
4797
4798                     loading = 3;
4799                 }
4800                 if (loading == 2 && targetlevel == whichlevel) {
4801                     flash();
4802                     loadtime = 0;
4803
4804                     fireSound(firestartsound);
4805
4806                     LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4807
4808                     fireSound();
4809
4810                     loading = 3;
4811                 }
4812                 if (changedelay <= -999 &&
4813                     whichlevel != -2 &&
4814                     !loading &&
4815                     (Person::players[0]->dead ||
4816                      (alldead && maptype == mapkilleveryone) ||
4817                      (winhotspot) ||
4818                      (Hotspot::killhotspot))) {
4819                     loading = 1;
4820                 }
4821                 if ((Person::players[0]->dead ||
4822                      (alldead && maptype == mapkilleveryone) ||
4823                      (winhotspot) ||
4824                      (windialogue) ||
4825                      (Hotspot::killhotspot)) &&
4826                     changedelay <= 0) {
4827                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4828                         winfreeze = true;
4829                         changedelay = -999;
4830                     }
4831                     if (Person::players[0]->dead) {
4832                         loading = 1;
4833                     }
4834                 }
4835             }
4836
4837             if (campaign) {
4838                 // campaignchoosenext determines what to do when the level is complete:
4839                 // 0 = load next level
4840                 // 1 = go back to level select screen
4841                 // 2 = stealthload next level
4842                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4843                     if (campaignlevels[actuallevel].nextlevel.empty()) {
4844                         endgame = 1;
4845                     }
4846                 } else if (mainmenu == 0 && winfreeze) {
4847                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4848
4849                     if (!stealthloading) {
4850                         fireSound(firestartsound);
4851
4852                         flash();
4853                     }
4854
4855                     startbonustotal = 0;
4856
4857                     LoadCampaign();
4858
4859                     loading = 2;
4860                     loadtime = 0;
4861                     targetlevel = 7;
4862                     if (!firstLoadDone) {
4863                         LoadStuff();
4864                     }
4865                     whichchoice = 0;
4866                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
4867                     visibleloading = true;
4868                     stillloading = 1;
4869                     LoadLevel(campaignlevels[actuallevel].mapname.c_str());
4870                     campaign = 1;
4871                     mainmenu = 0;
4872                     gameon = 1;
4873                     pause_sound(stream_menutheme);
4874
4875                     stealthloading = 0;
4876                 }
4877             }
4878
4879             if (loading == 3) {
4880                 loading = 0;
4881             }
4882         }
4883
4884         oldmusictype = musictype;
4885     }
4886
4887     facing = 0;
4888     facing.z = -1;
4889
4890     facing = DoRotation(facing, -pitch, 0, 0);
4891     facing = DoRotation(facing, 0, 0 - yaw, 0);
4892     viewerfacing = facing;
4893
4894     if (!cameramode) {
4895         if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
4896             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;
4897         } else {
4898             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;
4899         }
4900         target.y += .1;
4901         if (Person::players[0]->skeleton.free) {
4902             for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4903                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y) {
4904                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4905                 }
4906             }
4907             target.y += .1;
4908         }
4909         if (Person::players[0]->skeleton.free != 2) {
4910             cameraspeed = 20;
4911             if (findLengthfast(&Person::players[0]->velocity) > 400) {
4912                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4913             }
4914             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
4915                 target.y += 1.4;
4916             }
4917             coltarget = target - cameraloc;
4918             if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
4919                 cameraloc = target;
4920             } else {
4921                 Normalise(&coltarget);
4922                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
4923                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4924                 } else {
4925                     cameraloc = cameraloc + coltarget * multiplier * 8;
4926                 }
4927             }
4928             if (editorenabled) {
4929                 cameraloc = target;
4930             }
4931             cameradist += multiplier * 5;
4932             if (cameradist > 2.3) {
4933                 cameradist = 2.3;
4934             }
4935             viewer = cameraloc - facing * cameradist;
4936             colviewer = viewer;
4937             coltarget = cameraloc;
4938             Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4939             for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4940                 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4941                 colviewer = viewer;
4942                 coltarget = cameraloc;
4943                 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4944                     viewer = col;
4945                 }
4946             }
4947             for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
4948                 unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4949                 colviewer = viewer;
4950                 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4951                     viewer = colviewer;
4952                 }
4953             }
4954             cameradist = findDistance(&viewer, &target);
4955             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4956             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4957                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4958             }
4959         }
4960         if (camerashake > .8) {
4961             camerashake = .8;
4962         }
4963         woozy += multiplier;
4964         if (Person::players[0]->dead) {
4965             camerashake = 0;
4966         }
4967         if (Person::players[0]->dead) {
4968             woozy = 0;
4969         }
4970         camerashake -= multiplier * 2;
4971         blackout -= multiplier * 2;
4972         if (camerashake < 0) {
4973             camerashake = 0;
4974         }
4975         if (blackout < 0) {
4976             blackout = 0;
4977         }
4978         if (camerashake) {
4979             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4980             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4981             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
4982         }
4983     }
4984 }