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