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Using the Decal class in Model as well
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1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
4
5 This file is part of Lugaru.
6
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
19 */
20
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
23
24 #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 "User/Settings.hpp"
35 #include "Utils/Folders.hpp"
36 #include "Utils/Input.hpp"
37 #include "Tutorial.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
64 extern float multiplier;
65 extern XYZ viewer;
66 extern int environment;
67 extern Terrain terrain;
68 extern float screenwidth, screenheight;
69 extern float gravity;
70 extern int detail;
71 extern float texdetail;
72 extern int slomo;
73 extern float slomodelay;
74 extern bool floatjump;
75 extern float volume;
76 extern Light light;
77 extern float camerashake;
78 extern float woozy;
79 extern float blackout;
80 extern bool cellophane;
81 extern bool musictoggle;
82 extern int difficulty;
83 extern int bloodtoggle;
84 extern bool invertmouse;
85 extern float windvar;
86 extern float precipdelay;
87 extern XYZ viewerfacing;
88 extern bool ambientsound;
89 extern bool mousejump;
90 extern float viewdistance;
91 extern bool freeze;
92 extern XYZ windvector;
93 extern bool devtools;
94 int leveltheme;
95 extern int mainmenu;
96 extern int oldmainmenu;
97 extern bool visibleloading;
98 extern XYZ envsound[30];
99 extern float envsoundvol[30];
100 extern int numenvsounds;
101 extern float envsoundlife[30];
102 extern float usermousesensitivity;
103 extern bool ismotionblur;
104 extern bool showdamagebar; // (des)activate the damage bar
105 extern bool decalstoggle;
106 extern bool skyboxtexture;
107 extern float skyboxr;
108 extern float skyboxg;
109 extern float skyboxb;
110 extern float skyboxlightr;
111 extern float skyboxlightg;
112 extern float skyboxlightb;
113 extern float fadestart;
114 extern float slomospeed;
115 extern float slomofreq;
116 extern float smoketex;
117 extern bool againbonus;
118 extern bool reversaltrain;
119 extern bool canattack;
120 extern bool cananger;
121 extern float damagedealt;
122 extern int maptype;
123 extern int editoractive;
124 extern int editorpathtype;
125
126 extern float hostiletime;
127
128 extern bool gamestarted;
129
130 extern int hostile;
131
132 extern bool stillloading;
133 extern bool winfreeze;
134
135 extern bool campaign;
136
137 extern void toggleFullscreen();
138
139 bool won = false;
140 int whichchoice = 0;
141 bool winhotspot = false;
142 bool windialogue = false;
143 bool realthreat = 0;
144 XYZ cameraloc;
145 float cameradist = 0;
146 bool oldattackkey = 0;
147 int whichlevel = 0;
148 float musicvolume[4] = {};
149 float oldmusicvolume[4] = {};
150 int musicselected = 0;
151
152 const char *rabbitskin[] = {
153     "Textures/Fur3.jpg",
154     "Textures/Fur.jpg",
155     "Textures/Fur2.jpg",
156     "Textures/Lynx.jpg",
157     "Textures/Otter.jpg",
158     "Textures/Opal.jpg",
159     "Textures/Sable.jpg",
160     "Textures/Chocolate.jpg",
161     "Textures/BW2.jpg",
162     "Textures/WB2.jpg"
163 };
164
165 const char *wolfskin[] = {
166     "Textures/Wolf.jpg",
167     "Textures/DarkWolf.jpg",
168     "Textures/SnowWolf.jpg"
169 };
170
171 const char **creatureskin[] = {rabbitskin, wolfskin};
172
173 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
174 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
175
176 // utility functions
177
178 // TODO: this is slightly incorrect
179 float roughDirection(XYZ vec)
180 {
181     Normalise(&vec);
182     float angle = -asin(-vec.x) * 180 / M_PI;
183     if (vec.z < 0)
184         angle = 180 - angle;
185     return angle;
186 }
187 float roughDirectionTo(XYZ start, XYZ end)
188 {
189     return roughDirection(end - start);
190 }
191 inline float pitchOf(XYZ vec)
192 {
193     Normalise(&vec);
194     return -asin(vec.y) * 180 / M_PI;
195 }
196 float pitchTo(XYZ start, XYZ end)
197 {
198     return pitchOf(end - start);
199 }
200 float sq(float n)
201 {
202     return n * n;
203 }
204 inline float stepTowardf(float from, float to, float by)
205 {
206     if (fabs(from - to) < by)
207         return to;
208     else if (from > to)
209         return from - by;
210     else
211         return from + by;
212 }
213
214 void Game::playdialoguescenesound()
215 {
216     XYZ temppos;
217     temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
218     temppos = temppos - viewer;
219     Normalise(&temppos);
220     temppos += viewer;
221
222     int sound = -1;
223     switch (Dialog::currentScene().sound) {
224     case -6:
225         sound = alarmsound;
226         break;
227     case -4:
228         sound = consolefailsound;
229         break;
230     case -3:
231         sound = consolesuccesssound;
232         break;
233     case -2:
234         sound = firestartsound;
235         break;
236     case -1:
237         sound = fireendsound;
238         break;
239     case 1:
240         sound = rabbitchitter;
241         break;
242     case 2:
243         sound = rabbitchitter2;
244         break;
245     case 3:
246         sound = rabbitpainsound;
247         break;
248     case 4:
249         sound = rabbitpain1sound;
250         break;
251     case 5:
252         sound = rabbitattacksound;
253         break;
254     case 6:
255         sound = rabbitattack2sound;
256         break;
257     case 7:
258         sound = rabbitattack3sound;
259         break;
260     case 8:
261         sound = rabbitattack4sound;
262         break;
263     case 9:
264         sound = growlsound;
265         break;
266     case 10:
267         sound = growl2sound;
268         break;
269     case 11:
270         sound = snarlsound;
271         break;
272     case 12:
273         sound = snarl2sound;
274         break;
275     case 13:
276         sound = barksound;
277         break;
278     case 14:
279         sound = bark2sound;
280         break;
281     case 15:
282         sound = bark3sound;
283         break;
284     case 16:
285         sound = barkgrowlsound;
286         break;
287     default:
288         break;
289     }
290     if (sound != -1)
291         emit_sound_at(sound, temppos);
292 }
293
294 // ================================================================
295
296 int Game::findClosestPlayer()
297 {
298     int closest = -1;
299     float closestdist = std::numeric_limits<float>::max();
300
301     for (unsigned i = 1; i < Person::players.size(); i++) {
302         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
303         if (distance < closestdist) {
304             closestdist = distance;
305             closest = i;
306         }
307     }
308     return closest;
309 }
310
311 static int findClosestObject()
312 {
313     int closest = -1;
314     float closestdist = std::numeric_limits<float>::max();
315
316     for (unsigned int i = 0; i < Object::objects.size(); i++) {
317         float distance = distsq(&Object::objects[i]->position,
318                                 &Person::players[0]->coords);
319         if (distance < closestdist) {
320             closestdist = distance;
321             closest = (int) i;
322         }
323     }
324     return closest;
325 }
326
327 static void cmd_dispatch(const string cmd)
328 {
329     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
330
331     for (i = 0; i < n_cmds; i++)
332         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
333             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
334             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
335             break;
336         }
337     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
338 }
339
340 /********************> Tick() <*****/
341 extern bool save_screenshot(const char * fname);
342 void Screenshot (void)
343 {
344     char filename[1024];
345     time_t t = time(NULL);
346     struct tm *tme = localtime(&t);
347     sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
348             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
349
350     save_screenshot(filename);
351 }
352
353 void Game::SetUpLighting()
354 {
355     if (environment == snowyenvironment)
356         light.setColors(.65, .65, .7, .4, .4, .44);
357     if (environment == desertenvironment)
358         light.setColors(.95, .95, .95, .4, .35, .3);
359     if (environment == grassyenvironment)
360         light.setColors(.95, .95, 1, .4, .4, .44);
361     if (!skyboxtexture)
362         light.setColors(1, 1, 1, .4, .4, .4);
363     float average;
364     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
365     light.color[0] *= (skyboxlightr + average) / 2;
366     light.color[1] *= (skyboxlightg + average) / 2;
367     light.color[2] *= (skyboxlightb + average) / 2;
368     light.ambient[0] *= (skyboxlightr + average) / 2;
369     light.ambient[1] *= (skyboxlightg + average) / 2;
370     light.ambient[2] *= (skyboxlightb + average) / 2;
371 }
372
373 void Setenvironment(int which)
374 {
375     LOGFUNC;
376
377     LOG(" Setting environment...");
378
379     float temptexdetail;
380     environment = which;
381
382     pause_sound(stream_snowtheme);
383     pause_sound(stream_grasstheme);
384     pause_sound(stream_deserttheme);
385     pause_sound(stream_wind);
386     pause_sound(stream_desertambient);
387
388
389     if (environment == snowyenvironment) {
390         windvector = 0;
391         windvector.z = 3;
392         if (ambientsound)
393             emit_stream_np(stream_wind);
394
395         Object::treetextureptr.load("Textures/SnowTree.png", 0);
396         Object::bushtextureptr.load("Textures/BushSnow.png", 0);
397         Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
398         Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
399
400         footstepsound = footstepsn1;
401         footstepsound2 = footstepsn2;
402         footstepsound3 = footstepst1;
403         footstepsound4 = footstepst2;
404
405         terraintexture.load("Textures/Snow.jpg", 1);
406         terraintexture2.load("Textures/Rock.jpg", 1);
407
408
409         temptexdetail = texdetail;
410         if (texdetail > 1)
411             texdetail = 4;
412         skybox->load(   "Textures/Skybox(snow)/Front.jpg",
413                         "Textures/Skybox(snow)/Left.jpg",
414                         "Textures/Skybox(snow)/Back.jpg",
415                         "Textures/Skybox(snow)/Right.jpg",
416                         "Textures/Skybox(snow)/Up.jpg",
417                         "Textures/Skybox(snow)/Down.jpg");
418
419
420         texdetail = temptexdetail;
421     } else if (environment == desertenvironment) {
422         windvector = 0;
423         windvector.z = 2;
424         Object::treetextureptr.load("Textures/DesertTree.png", 0);
425         Object::bushtextureptr.load("Textures/BushDesert.png", 0);
426         Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
427         Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
428
429
430         if (ambientsound)
431             emit_stream_np(stream_desertambient);
432
433         footstepsound = footstepsn1;
434         footstepsound2 = footstepsn2;
435         footstepsound3 = footstepsn1;
436         footstepsound4 = footstepsn2;
437
438         terraintexture.load("Textures/Sand.jpg", 1);
439         terraintexture2.load("Textures/SandSlope.jpg", 1);
440
441
442         temptexdetail = texdetail;
443         if (texdetail > 1)
444             texdetail = 4;
445         skybox->load(   "Textures/Skybox(sand)/Front.jpg",
446                         "Textures/Skybox(sand)/Left.jpg",
447                         "Textures/Skybox(sand)/Back.jpg",
448                         "Textures/Skybox(sand)/Right.jpg",
449                         "Textures/Skybox(sand)/Up.jpg",
450                         "Textures/Skybox(sand)/Down.jpg");
451
452
453         texdetail = temptexdetail;
454     } else if (environment == grassyenvironment) {
455         windvector = 0;
456         windvector.z = 2;
457         Object::treetextureptr.load("Textures/Tree.png", 0);
458         Object::bushtextureptr.load("Textures/Bush.png", 0);
459         Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
460         Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
461
462         if (ambientsound)
463             emit_stream_np(stream_wind, 100.);
464
465         footstepsound = footstepgr1;
466         footstepsound2 = footstepgr2;
467         footstepsound3 = footstepst1;
468         footstepsound4 = footstepst2;
469
470         terraintexture.load("Textures/GrassDirt.jpg", 1);
471         terraintexture2.load("Textures/MossRock.jpg", 1);
472
473
474         temptexdetail = texdetail;
475         if (texdetail > 1)
476             texdetail = 4;
477         skybox->load(   "Textures/Skybox(grass)/Front.jpg",
478                         "Textures/Skybox(grass)/Left.jpg",
479                         "Textures/Skybox(grass)/Back.jpg",
480                         "Textures/Skybox(grass)/Right.jpg",
481                         "Textures/Skybox(grass)/Up.jpg",
482                         "Textures/Skybox(grass)/Down.jpg");
483
484
485         texdetail = temptexdetail;
486     }
487     temptexdetail = texdetail;
488     texdetail = 1;
489     terrain.load("Textures/HeightMap.png");
490
491     texdetail = temptexdetail;
492 }
493
494 void Game::Loadlevel(int which)
495 {
496     stealthloading = 0;
497     whichlevel = which;
498
499     if (which == -1) {
500         Loadlevel("tutorial", true);
501     } else if (which >= 0 && which <= 15) {
502         char buf[32];
503         snprintf(buf, 32, "map%d", which + 1); // challenges
504         Loadlevel(buf);
505     } else
506         Loadlevel("mapsave");
507 }
508
509 void Game::Loadlevel(const std::string& name, bool tutorial)
510 {
511     int indemo; // FIXME this should be removed
512     int templength;
513     float lamefloat;
514
515     LOGFUNC;
516
517     LOG(std::string("Loading level...") + name);
518
519     if (!gameon)
520         visibleloading = true;
521     if (stealthloading)
522         visibleloading = false;
523     if (!stillloading)
524         loadtime = 0;
525     gamestarted = 1;
526
527     numenvsounds = 0;
528
529     Tutorial::active = tutorial;
530
531     if (Tutorial::active) {
532         Tutorial::stage = 0;
533     }
534     if (Tutorial::stage == 0) {
535         Tutorial::stagetime = 0;
536         Tutorial::maxtime = 1;
537     }
538     pause_sound(whooshsound);
539     pause_sound(stream_firesound);
540
541     int mapvers;
542     FILE *tfile;
543     errno = 0;
544     tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
545
546     pause_sound(stream_firesound);
547     scoreadded = 0;
548     windialogue = false;
549     hostiletime = 0;
550     won = 0;
551
552     //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
553
554     Dialog::dialogs.clear();
555
556     Dialog::indialogue = -1;
557     cameramode = 0;
558
559     damagedealt = 0;
560     damagetaken = 0;
561
562     if (Account::hasActive()) {
563         difficulty = Account::active().getDifficulty();
564     }
565
566     Hotspot::hotspots.clear();
567     Hotspot::current = -1;
568     bonustime = 1;
569
570     skyboxtexture = 1;
571     skyboxr = 1;
572     skyboxg = 1;
573     skyboxb = 1;
574
575     freeze = 0;
576     winfreeze = 0;
577
578     for (unsigned char i = 0; i < 100; i++)
579         bonusnum[i] = 0;
580
581     numfalls = 0;
582     numflipfail = 0;
583     numseen = 0;
584     numstaffattack = 0;
585     numswordattack = 0;
586     numknifeattack = 0;
587     numunarmedattack = 0;
588     numescaped = 0;
589     numflipped = 0;
590     numwallflipped = 0;
591     numthrowkill = 0;
592     numafterkill = 0;
593     numreversals = 0;
594     numattacks = 0;
595     maxalarmed = 0;
596     numresponded = 0;
597
598     bonustotal = startbonustotal;
599     bonus = 0;
600     gameon = 1;
601     changedelay = 0;
602     if (console) {
603         emit_sound_np(consolesuccesssound);
604         freeze = 0;
605         console = false;
606     }
607
608     if (!stealthloading) {
609         terrain.decals.clear();
610         Sprite::deleteSprites();
611
612         for (int i = 0; i < subdivision; i++) {
613             for (int j = 0; j < subdivision; j++) {
614                 terrain.patchobjectnum[i][j] = 0;
615             }
616         }
617         Game::LoadingScreen();
618     }
619
620     weapons.clear();
621     Person::players.resize(1);
622
623     funpackf(tfile, "Bi", &mapvers);
624     if (mapvers < 12) {
625         cerr << name << " has obsolete map version " << mapvers << endl;
626     }
627     if (mapvers >= 15)
628         funpackf(tfile, "Bi", &indemo);
629     else
630         indemo = 0;
631     if (mapvers >= 5)
632         funpackf(tfile, "Bi", &maptype);
633     else
634         maptype = mapkilleveryone;
635     if (mapvers >= 6)
636         funpackf(tfile, "Bi", &hostile);
637     else
638         hostile = 1;
639     if (mapvers >= 4)
640         funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
641     else {
642         viewdistance = 100;
643         fadestart = .6;
644     }
645     if (mapvers >= 2)
646         funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
647     else {
648         skyboxtexture = 1;
649         skyboxr = 1;
650         skyboxg = 1;
651         skyboxb = 1;
652     }
653     if (mapvers >= 10)
654         funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
655     else {
656         skyboxlightr = skyboxr;
657         skyboxlightg = skyboxg;
658         skyboxlightb = skyboxb;
659     }
660     /* 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) */
661     if (stealthloading) {
662         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
663     } else {
664         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);
665     }
666     if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
667         for (int j = 0; j < Person::players[0]->num_weapons; j++) {
668             Person::players[0]->weaponids[j] = weapons.size();
669             int type;
670             funpackf(tfile, "Bi", &type);
671             weapons.push_back(Weapon(type, 0));
672         }
673
674     Game::LoadingScreen();
675
676     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
677     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
678     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
679     funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
680
681     funpackf(tfile, "Bi", &Person::players[0]->numclothes);
682
683     if (mapvers >= 9)
684         funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
685     else {
686         Person::players[0]->whichskin = 0;
687         Person::players[0]->creature = rabbittype;
688     }
689
690     Person::players[0]->lastattack = -1;
691     Person::players[0]->lastattack2 = -1;
692     Person::players[0]->lastattack3 = -1;
693
694     //dialogues
695     if (mapvers >= 8) {
696         Dialog::loadDialogs(tfile);
697     }
698
699     for (int k = 0; k < Person::players[0]->numclothes; k++) {
700         funpackf(tfile, "Bi", &templength);
701         for (int l = 0; l < templength; l++)
702             funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
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     Object::LoadObjectsFromFile(tfile, stealthloading);
710
711     if (mapvers >= 7) {
712         int numhotspots;
713         funpackf(tfile, "Bi", &numhotspots);
714         if (numhotspots < 0) {
715             cerr << "Map " << name << " have an invalid number of hotspots" << endl;
716             numhotspots = 0;
717         }
718         Hotspot::hotspots.resize(numhotspots);
719         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
720             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);
721             funpackf(tfile, "Bi", &templength);
722             if (templength)
723                 for (int l = 0; l < templength; l++)
724                     funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
725             Hotspot::hotspots[i].text[templength] = '\0';
726             if (Hotspot::hotspots[i].type == -111)
727                 indemo = 1;
728         }
729     } else {
730         Hotspot::hotspots.clear();
731     }
732
733     Game::LoadingScreen();
734
735     if (!stealthloading) {
736         Object::ComputeCenter();
737         Object::ComputeRadius();
738     }
739
740     Game::LoadingScreen();
741
742     int numplayers;
743     funpackf(tfile, "Bi", &numplayers);
744     if (numplayers > maxplayers) {
745         cout << "Warning: this level contains more players than allowed" << endl;
746     }
747     unsigned j = 1;
748     for (int i = 1; i < numplayers; i++) {
749         try {
750             Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
751             j++;
752         } catch (InvalidPersonException e) {
753             cerr << "Invalid Person found in " << name << endl;
754         }
755     }
756     Game::LoadingScreen();
757
758     funpackf(tfile, "Bi", &numpathpoints);
759     if (numpathpoints > 30 || numpathpoints < 0)
760         numpathpoints = 0;
761     for (int j = 0; j < numpathpoints; j++) {
762         funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
763         for (int k = 0; k < numpathpointconnect[j]; k++) {
764             funpackf(tfile, "Bi", &pathpointconnect[j][k]);
765         }
766     }
767     Game::LoadingScreen();
768
769     funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
770
771     SetUpLighting();
772     if (environment != oldenvironment)
773         Setenvironment(environment);
774     oldenvironment = environment;
775
776     if (!stealthloading) {
777         Object::AddObjectsToTerrain();
778         terrain.DoShadows();
779         Game::LoadingScreen();
780         Object::DoShadows();
781         Game::LoadingScreen();
782     }
783
784     fclose(tfile);
785
786     for (unsigned i = 0; i < Person::players.size(); i++) {
787         Game::LoadingScreen();
788         if (i == 0) {
789             Person::players[i]->burnt = 0;
790             Person::players[i]->bled = 0;
791             Person::players[i]->onfire = 0;
792             Person::players[i]->scale = .2;
793             if (mapvers < 9) {
794                 Person::players[i]->creature = rabbittype;
795             }
796         }
797         Person::players[i]->skeleton.free = 0;
798
799         Person::players[i]->skeletonLoad();
800
801         Person::players[i]->addClothes();
802
803         if (i == 0) {
804             Person::players[i]->animCurrent = bounceidleanim;
805             Person::players[i]->animTarget = bounceidleanim;
806             Person::players[i]->frameCurrent = 0;
807             Person::players[i]->frameTarget = 1;
808             Person::players[i]->target = 0;
809         }
810         Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
811         if (difficulty == 0)
812             Person::players[i]->speed -= .2;
813         if (difficulty == 1)
814             Person::players[i]->speed -= .1;
815
816         if (i == 0) {
817             Person::players[i]->velocity = 0;
818             Person::players[i]->oldcoords = Person::players[i]->coords;
819             Person::players[i]->realoldcoords = Person::players[i]->coords;
820
821             Person::players[i]->id = i;
822             Person::players[i]->updatedelay = 0;
823             Person::players[i]->normalsupdatedelay = 0;
824
825             Person::players[i]->proportionhead = 1.2;
826             Person::players[i]->proportionbody = 1.05;
827             Person::players[i]->proportionarms = 1.00;
828             Person::players[i]->proportionlegs = 1.1;
829             Person::players[i]->proportionlegs.y = 1.05;
830             Person::players[i]->headless = 0;
831             Person::players[i]->currentoffset = 0;
832             Person::players[i]->targetoffset = 0;
833             if (Person::players[i]->creature == wolftype) {
834                 Person::players[i]->scale = .23;
835                 Person::players[i]->damagetolerance = 300;
836             } else {
837                 Person::players[i]->damagetolerance = 200;
838             }
839         }
840
841
842         Game::LoadingScreen();
843
844         if (cellophane) {
845             Person::players[i]->proportionhead.z = 0;
846             Person::players[i]->proportionbody.z = 0;
847             Person::players[i]->proportionarms.z = 0;
848             Person::players[i]->proportionlegs.z = 0;
849         }
850
851         Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
852
853         if (i == 0) {
854             Person::players[i]->headmorphness = 0;
855             Person::players[i]->targetheadmorphness = 1;
856             Person::players[i]->headmorphstart = 0;
857             Person::players[i]->headmorphend = 0;
858
859             Person::players[i]->pausetime = 0;
860
861             Person::players[i]->dead = 0;
862             Person::players[i]->jumppower = 5;
863             Person::players[i]->damage = 0;
864             Person::players[i]->permanentdamage = 0;
865             Person::players[i]->superpermanentdamage = 0;
866
867             Person::players[i]->forwardkeydown = 0;
868             Person::players[i]->leftkeydown = 0;
869             Person::players[i]->backkeydown = 0;
870             Person::players[i]->rightkeydown = 0;
871             Person::players[i]->jumpkeydown = 0;
872             Person::players[i]->crouchkeydown = 0;
873             Person::players[i]->throwkeydown = 0;
874
875             Person::players[i]->collided = -10;
876             Person::players[i]->loaded = 1;
877             Person::players[i]->bloodloss = 0;
878             Person::players[i]->weaponactive = -1;
879             Person::players[i]->weaponstuck = -1;
880             Person::players[i]->bleeding = 0;
881             Person::players[i]->deathbleeding = 0;
882             Person::players[i]->stunned = 0;
883             Person::players[i]->hasvictim = 0;
884             Person::players[i]->wentforweapon = 0;
885         }
886     }
887
888     Person::players[0]->aitype = playercontrolled;
889
890     if (difficulty == 1) {
891         Person::players[0]->power = 1 / .9;
892         Person::players[0]->damagetolerance = 250;
893     } else if (difficulty == 0) {
894         Person::players[0]->power = 1 / .8;
895         Person::players[0]->damagetolerance = 300;
896         Person::players[0]->armorhead *= 1.5;
897         Person::players[0]->armorhigh *= 1.5;
898         Person::players[0]->armorlow *= 1.5;
899     }
900
901     cameraloc = Person::players[0]->coords;
902     cameraloc.y += 5;
903     yaw = Person::players[0]->yaw;
904
905     hawkcoords = Person::players[0]->coords;
906     hawkcoords.y += 30;
907
908     Game::LoadingScreen();
909
910     LOG("Starting background music...");
911
912     OPENAL_StopSound(OPENAL_ALL);
913     if (ambientsound) {
914         if (environment == snowyenvironment) {
915             emit_stream_np(stream_wind);
916         } else if (environment == desertenvironment) {
917             emit_stream_np(stream_desertambient);
918         } else if (environment == grassyenvironment) {
919             emit_stream_np(stream_wind, 100.);
920         }
921     }
922     oldmusicvolume[0] = 0;
923     oldmusicvolume[1] = 0;
924     oldmusicvolume[2] = 0;
925     oldmusicvolume[3] = 0;
926
927     if (!firstload)
928         firstload = 1;
929
930     leveltime = 0;
931     wonleveltime = 0;
932     visibleloading = false;
933 }
934
935 void doDevKeys()
936 {
937     float headprop, bodyprop, armprop, legprop;
938     if (!devtools) {
939         return;
940     }
941
942     if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
943         /* Invicible */
944         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
945             Person::players[0]->damagetolerance = 200000;
946             Person::players[0]->damage = 0;
947             Person::players[0]->burnt = 0;
948             Person::players[0]->permanentdamage = 0;
949             Person::players[0]->superpermanentdamage = 0;
950         }
951
952         /* Change environment */
953         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
954             environment++;
955             if (environment > 2)
956                 environment = 0;
957             Setenvironment(environment);
958         }
959
960         /* Camera mode */
961         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
962             cameramode = !cameramode;
963         }
964
965         /* Toggle Slow motion */
966         if (Input::isKeyPressed(SDL_SCANCODE_B)) {
967             slomo = 1 - slomo;
968             slomodelay = 1000;
969         }
970
971         /* Ragdoll */
972         if (Input::isKeyPressed(SDL_SCANCODE_N)) {
973             Person::players[0]->RagDoll(0);
974
975             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
976         }
977
978         /* Grow tree leaves?? */
979         if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
980             for (auto& an_object : Object::objects) {
981                 if (an_object->type == treeleavestype) {
982                     an_object->scale *= .9;
983                 }
984             }
985         }
986
987         /* Change (or add) weapon */
988         if (Input::isKeyPressed(SDL_SCANCODE_X)) {
989             int closest = 0;
990             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
991                 closest = findClosestPlayer();
992             }
993
994             if (closest >= 0) {
995                 if (Person::players[closest]->num_weapons > 0) {
996                     if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
997                         weapons[Person::players[closest]->weaponids[0]].setType(staff);
998                     else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
999                         weapons[Person::players[closest]->weaponids[0]].setType(knife);
1000                     else
1001                         weapons[Person::players[closest]->weaponids[0]].setType(sword);
1002                 } else {
1003                     Person::players[closest]->weaponids[0] = weapons.size();
1004
1005                     weapons.push_back(Weapon(knife, closest));
1006
1007                     Person::players[closest]->num_weapons = 1;
1008                 }
1009             }
1010         }
1011
1012         /* Change yaw? */
1013         if (Input::isKeyDown(SDL_SCANCODE_U)) {
1014             int closest = 0;
1015             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1016                 closest = findClosestPlayer();
1017             }
1018
1019             if (closest >= 0) {
1020                 Person::players[closest]->yaw += multiplier * 50;
1021                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1022             }
1023         }
1024
1025         /* Toggle fire */
1026         if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1027             Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1028             if (Person::players[0]->onfire) {
1029                 Person::players[0]->CatchFire();
1030             }
1031             if (!Person::players[0]->onfire) {
1032                 emit_sound_at(fireendsound, Person::players[0]->coords);
1033                 pause_sound(stream_firesound);
1034             }
1035         }
1036
1037         /* Change skin */
1038         if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1039             int closest = 0;
1040             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1041                 closest = findClosestPlayer();
1042             }
1043
1044             if (closest >= 0) {
1045                 Person::players[closest]->whichskin++;
1046                 if (Person::players[closest]->whichskin > 9)
1047                     Person::players[closest]->whichskin = 0;
1048                 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1049                     Person::players[closest]->whichskin = 0;
1050
1051                 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1052                         &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1053             }
1054
1055             Person::players[closest]->addClothes();
1056         }
1057
1058         /* Change creature type */
1059         if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1060             int closest = 0;
1061             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1062                 closest = findClosestPlayer();
1063             }
1064
1065             if (closest >= 0) {
1066                 if (Person::players[closest]->creature == wolftype) {
1067                     headprop = Person::players[closest]->proportionhead.x / 1.1;
1068                     bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1069                     armprop = Person::players[closest]->proportionarms.x / 1.1;
1070                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
1071                 } else {
1072                     // rabbittype
1073                     headprop = Person::players[closest]->proportionhead.x / 1.2;
1074                     bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1075                     armprop = Person::players[closest]->proportionarms.x / 1.00;
1076                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
1077                 }
1078
1079
1080                 if (Person::players[closest]->creature == rabbittype) {
1081                     Person::players[closest]->creature = wolftype;
1082                     Person::players[closest]->whichskin = 0;
1083                     Person::players[closest]->skeletonLoad();
1084
1085                     Person::players[closest]->proportionhead = 1.1;
1086                     Person::players[closest]->proportionbody = 1.1;
1087                     Person::players[closest]->proportionarms = 1.1;
1088                     Person::players[closest]->proportionlegs = 1.1;
1089                     Person::players[closest]->proportionlegs.y = 1.1;
1090                     Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1091
1092                     Person::players[closest]->damagetolerance = 300;
1093                 } else {
1094                     Person::players[closest]->creature = rabbittype;
1095                     Person::players[closest]->whichskin = 0;
1096                     Person::players[closest]->skeletonLoad(true);
1097
1098                     Person::players[closest]->proportionhead = 1.2;
1099                     Person::players[closest]->proportionbody = 1.05;
1100                     Person::players[closest]->proportionarms = 1.00;
1101                     Person::players[closest]->proportionlegs = 1.1;
1102                     Person::players[closest]->proportionlegs.y = 1.05;
1103                     Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1104
1105                     Person::players[closest]->damagetolerance = 200;
1106                 }
1107
1108                 if (Person::players[closest]->creature == wolftype) {
1109                     Person::players[closest]->proportionhead = 1.1 * headprop;
1110                     Person::players[closest]->proportionbody = 1.1 * bodyprop;
1111                     Person::players[closest]->proportionarms = 1.1 * armprop;
1112                     Person::players[closest]->proportionlegs = 1.1 * legprop;
1113                 }
1114
1115                 if (Person::players[closest]->creature == rabbittype) {
1116                     Person::players[closest]->proportionhead = 1.2 * headprop;
1117                     Person::players[closest]->proportionbody = 1.05 * bodyprop;
1118                     Person::players[closest]->proportionarms = 1.00 * armprop;
1119                     Person::players[closest]->proportionlegs = 1.1 * legprop;
1120                     Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1121                 }
1122
1123             }
1124         }
1125
1126         /* Decapitate */
1127         if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1128             int closest = -1;
1129             float closestdist = std::numeric_limits<float>::max();
1130
1131             for (unsigned i = 1; i < Person::players.size(); i++) {
1132                 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1133                 if (!Person::players[i]->headless)
1134                     if (distance < closestdist) {
1135                         closestdist = distance;
1136                         closest = i;
1137                     }
1138             }
1139
1140             XYZ flatfacing2, flatvelocity2;
1141             XYZ blah;
1142             if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1143                 blah = Person::players[closest]->coords;
1144                 XYZ headspurtdirection;
1145                 //int i = Person::players[closest]->skeleton.jointlabels[head];
1146                 Joint& headjoint = Person::players[closest]->joint(head);
1147                 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1148                     if (!Person::players[closest]->skeleton.free)
1149                         flatvelocity2 = Person::players[closest]->velocity;
1150                     if (Person::players[closest]->skeleton.free)
1151                         flatvelocity2 = headjoint.velocity;
1152                     if (!Person::players[closest]->skeleton.free)
1153                         flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1154                     if (Person::players[closest]->skeleton.free)
1155                         flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1156                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1157                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1158                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1159                     headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1160                     Normalise(&headspurtdirection);
1161                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1162                     flatvelocity2 += headspurtdirection * 8;
1163                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1164                 }
1165                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1166
1167                 emit_sound_at(splattersound, blah);
1168                 emit_sound_at(breaksound2, blah, 100.);
1169
1170                 if (Person::players[closest]->skeleton.free == 2)
1171                     Person::players[closest]->skeleton.free = 0;
1172                 Person::players[closest]->RagDoll(0);
1173                 Person::players[closest]->dead = 2;
1174                 Person::players[closest]->headless = 1;
1175                 Person::players[closest]->DoBloodBig(3, 165);
1176
1177                 camerashake += .3;
1178             }
1179         }
1180
1181         /* Explode */
1182         if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1183             int closest = findClosestPlayer();
1184             XYZ flatfacing2, flatvelocity2;
1185             XYZ blah;
1186             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1187                 blah = Person::players[closest]->coords;
1188                 emit_sound_at(splattersound, blah);
1189                 emit_sound_at(breaksound2, blah);
1190
1191                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1192                     if (!Person::players[closest]->skeleton.free)
1193                         flatvelocity2 = Person::players[closest]->velocity;
1194                     if (Person::players[closest]->skeleton.free)
1195                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1196                     if (!Person::players[closest]->skeleton.free)
1197                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1198                     if (Person::players[closest]->skeleton.free)
1199                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1200                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1201                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1202                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1203                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1204                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1205                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1206                 }
1207
1208                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1209                     if (!Person::players[closest]->skeleton.free)
1210                         flatvelocity2 = Person::players[closest]->velocity;
1211                     if (Person::players[closest]->skeleton.free)
1212                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1213                     if (!Person::players[closest]->skeleton.free)
1214                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1215                     if (Person::players[closest]->skeleton.free)
1216                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1217                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1218                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1219                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1220                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1221                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1222                 }
1223
1224                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1225                     if (!Person::players[closest]->skeleton.free)
1226                         flatvelocity2 = Person::players[closest]->velocity;
1227                     if (Person::players[closest]->skeleton.free)
1228                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1229                     if (!Person::players[closest]->skeleton.free)
1230                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1231                     if (Person::players[closest]->skeleton.free)
1232                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1233                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1234                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1235                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1236                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1237                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1238                 }
1239
1240                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1241                     if (!Person::players[closest]->skeleton.free)
1242                         flatvelocity2 = Person::players[closest]->velocity;
1243                     if (Person::players[closest]->skeleton.free)
1244                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1245                     if (!Person::players[closest]->skeleton.free)
1246                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
1247                     if (Person::players[closest]->skeleton.free)
1248                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1249                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1250                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1251                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1252                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1253                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1254                 }
1255
1256                 XYZ temppos;
1257                 for (unsigned j = 0; j < Person::players.size(); j++) {
1258                     if (int(j) != closest) {
1259                         if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1260                             Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1261                             if (Person::players[j]->skeleton.free == 2)
1262                                 Person::players[j]->skeleton.free = 1;
1263                             Person::players[j]->skeleton.longdead = 0;
1264                             Person::players[j]->RagDoll(0);
1265                             for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1266                                 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1267                                 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1268                                     flatvelocity2 = temppos - Person::players[closest]->coords;
1269                                     Normalise(&flatvelocity2);
1270                                     Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1271                                 }
1272                             }
1273                         }
1274                     }
1275                 }
1276
1277                 Person::players[closest]->DoDamage(10000);
1278                 Person::players[closest]->RagDoll(0);
1279                 Person::players[closest]->dead = 2;
1280                 Person::players[closest]->coords = 20;
1281                 Person::players[closest]->skeleton.free = 2;
1282
1283                 camerashake += .6;
1284
1285             }
1286         }
1287
1288         /* Enable editor */
1289         if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1290             editorenabled = !editorenabled;
1291             if (editorenabled) {
1292                 Person::players[0]->damagetolerance = 100000;
1293             } else {
1294                 Person::players[0]->damagetolerance = 200;
1295             }
1296             Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1297             Person::players[0]->permanentdamage = 0;
1298             Person::players[0]->superpermanentdamage = 0;
1299             Person::players[0]->bloodloss = 0;
1300             Person::players[0]->deathbleeding = 0;
1301         }
1302     }
1303
1304     //skip level
1305     if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1306         targetlevel++;
1307         if (targetlevel > numchallengelevels - 1)
1308             targetlevel = 0;
1309         loading = 1;
1310         leveltime = 5;
1311     }
1312
1313     if (editorenabled) {
1314         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1315             int closest = findClosestPlayer();
1316             if (closest >= 0) {
1317                 Person::players.erase(Person::players.begin()+closest);
1318             }
1319         }
1320
1321         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1322             int closest = findClosestObject();
1323             if (closest >= 0) {
1324                 Object::objects[closest]->position.y -= 500;
1325             }
1326         }
1327
1328         if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1329             if (Object::objects.size() < max_objects - 1) {
1330                 XYZ scenecoords;
1331                 scenecoords.x = Person::players[0]->coords.x;
1332                 scenecoords.z = Person::players[0]->coords.z;
1333                 scenecoords.y = Person::players[0]->coords.y - 3;
1334                 if (editortype == bushtype)
1335                     scenecoords.y = Person::players[0]->coords.y - .5;
1336                 if (editortype == firetype)
1337                     scenecoords.y = Person::players[0]->coords.y - .5;
1338                 float temprotat, temprotat2;
1339                 temprotat = editoryaw;
1340                 temprotat2 = editorpitch;
1341                 if (temprotat < 0 || editortype == bushtype)
1342                     temprotat = Random() % 360;
1343                 if (temprotat2 < 0)
1344                     temprotat2 = Random() % 360;
1345
1346                 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
1347                 if (editortype == treetrunktype)
1348                     Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1349             }
1350         }
1351
1352         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1353             Person::players.push_back(shared_ptr<Person>(new Person()));
1354
1355             Person::players.back()->id = Person::players.size()-1;
1356
1357             Person::players.back()->scale = Person::players[0]->scale;
1358             Person::players.back()->creature = rabbittype;
1359             Person::players.back()->howactive = editoractive;
1360
1361             int k = abs(Random() % 2) + 1;
1362             if (k == 0) {
1363                 Person::players.back()->whichskin = 0;
1364             } else if (k == 1) {
1365                 Person::players.back()->whichskin = 1;
1366             } else {
1367                 Person::players.back()->whichskin = 2;
1368             }
1369
1370             Person::players.back()->skeletonLoad(true);
1371
1372             Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1373             Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1374
1375             Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1376             Person::players.back()->yaw = Person::players[0]->yaw;
1377
1378             Person::players.back()->coords = Person::players[0]->coords;
1379             Person::players.back()->oldcoords = Person::players.back()->coords;
1380             Person::players.back()->realoldcoords = Person::players.back()->coords;
1381
1382             if (Person::players[0]->creature == wolftype) {
1383                 headprop = Person::players[0]->proportionhead.x / 1.1;
1384                 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1385                 armprop = Person::players[0]->proportionarms.x / 1.1;
1386                 legprop = Person::players[0]->proportionlegs.x / 1.1;
1387             } else {
1388                 // rabbittype
1389                 headprop = Person::players[0]->proportionhead.x / 1.2;
1390                 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1391                 armprop = Person::players[0]->proportionarms.x / 1.00;
1392                 legprop = Person::players[0]->proportionlegs.x / 1.1;
1393             }
1394
1395             if (Person::players.back()->creature == wolftype) {
1396                 Person::players.back()->proportionhead = 1.1 * headprop;
1397                 Person::players.back()->proportionbody = 1.1 * bodyprop;
1398                 Person::players.back()->proportionarms = 1.1 * armprop;
1399                 Person::players.back()->proportionlegs = 1.1 * legprop;
1400             }
1401
1402             if (Person::players.back()->creature == rabbittype) {
1403                 Person::players.back()->proportionhead = 1.2 * headprop;
1404                 Person::players.back()->proportionbody = 1.05 * bodyprop;
1405                 Person::players.back()->proportionarms = 1.00 * armprop;
1406                 Person::players.back()->proportionlegs = 1.1 * legprop;
1407                 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1408             }
1409
1410             if (cellophane) {
1411                 Person::players.back()->proportionhead.z = 0;
1412                 Person::players.back()->proportionbody.z = 0;
1413                 Person::players.back()->proportionarms.z = 0;
1414                 Person::players.back()->proportionlegs.z = 0;
1415             }
1416
1417             Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1418
1419             Person::players.back()->damagetolerance = 200;
1420
1421             Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1422             Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1423             Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1424             Person::players.back()->armorhead = Person::players[0]->armorhead;
1425             Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1426             Person::players.back()->armorlow = Person::players[0]->armorlow;
1427             Person::players.back()->metalhead = Person::players[0]->metalhead;
1428             Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1429             Person::players.back()->metallow = Person::players[0]->metallow;
1430
1431             Person::players.back()->immobile = Person::players[0]->immobile;
1432
1433             Person::players.back()->numclothes = Person::players[0]->numclothes;
1434             for (int i = 0; i < Person::players.back()->numclothes; i++) {
1435                 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1436                 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1437                 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1438                 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1439             }
1440             Person::players.back()->addClothes();
1441
1442             Person::players.back()->power = Person::players[0]->power;
1443             Person::players.back()->speedmult = Person::players[0]->speedmult;
1444
1445             Person::players.back()->loaded = true;
1446         }
1447
1448         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1449             if (Person::players.back()->numwaypoints < 90) {
1450                 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1451                 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1452                 Person::players.back()->numwaypoints++;
1453             }
1454         }
1455
1456         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1457             if (numpathpoints < 30) {
1458                 bool connected, alreadyconnected;
1459                 connected = 0;
1460                 if (numpathpoints > 1)
1461                     for (int i = 0; i < numpathpoints; i++) {
1462                         if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1463                             alreadyconnected = 0;
1464                             for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1465                                 if (pathpointconnect[pathpointselected][j] == i)
1466                                     alreadyconnected = 1;
1467                             }
1468                             if (!alreadyconnected) {
1469                                 numpathpointconnect[pathpointselected]++;
1470                                 connected = 1;
1471                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1472                             }
1473                         }
1474                     }
1475                 if (!connected) {
1476                     numpathpoints++;
1477                     pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1478                     numpathpointconnect[numpathpoints - 1] = 0;
1479                     if (numpathpoints > 1 && pathpointselected != -1) {
1480                         numpathpointconnect[pathpointselected]++;
1481                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1482                     }
1483                     pathpointselected = numpathpoints - 1;
1484                 }
1485             }
1486         }
1487
1488         if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1489             pathpointselected++;
1490             if (pathpointselected >= numpathpoints)
1491                 pathpointselected = -1;
1492         }
1493
1494         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1495             pathpointselected--;
1496             if (pathpointselected <= -2)
1497                 pathpointselected = numpathpoints - 1;
1498         }
1499
1500         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1501             if (pathpointselected != -1) {
1502                 numpathpoints--;
1503                 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1504                 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1505                 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1506                     pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1507                 }
1508                 for (int i = 0; i < numpathpoints; i++) {
1509                     for (int j = 0; j < numpathpointconnect[i]; j++) {
1510                         if (pathpointconnect[i][j] == pathpointselected) {
1511                             pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1512                             numpathpointconnect[i]--;
1513                         }
1514                         if (pathpointconnect[i][j] == numpathpoints) {
1515                             pathpointconnect[i][j] = pathpointselected;
1516                         }
1517                     }
1518                 }
1519                 pathpointselected = numpathpoints - 1;
1520             }
1521         }
1522
1523         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1524             editortype--;
1525             if (editortype == treeleavestype || editortype == 10)
1526                 editortype--;
1527             if (editortype < 0)
1528                 editortype = firetype;
1529         }
1530
1531         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1532             editortype++;
1533             if (editortype == treeleavestype || editortype == 10)
1534                 editortype++;
1535             if (editortype > firetype)
1536                 editortype = 0;
1537         }
1538
1539         if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1540             editoryaw -= multiplier * 100;
1541             if (editoryaw < -.01)
1542                 editoryaw = -.01;
1543         }
1544
1545         if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1546             editoryaw += multiplier * 100;
1547         }
1548
1549         if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1550             editorsize += multiplier;
1551         }
1552
1553         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1554             editorsize -= multiplier;
1555             if (editorsize < .1)
1556                 editorsize = .1;
1557         }
1558
1559
1560         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1561             mapradius -= multiplier * 10;
1562         }
1563
1564         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1565             mapradius += multiplier * 10;
1566         }
1567
1568         if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1569             editorpitch += multiplier * 100;
1570         }
1571
1572         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1573             editorpitch -= multiplier * 100;
1574             if (editorpitch < -.01)
1575                 editorpitch = -.01;
1576         }
1577
1578         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1579             int closest = findClosestObject();
1580             if (closest >= 0) {
1581                 Object::DeleteObject(closest);
1582             }
1583         }
1584     }
1585 }
1586
1587 void doJumpReversals()
1588 {
1589     for (unsigned k = 0; k < Person::players.size(); k++) {
1590         for (unsigned i = k + 1; i < Person::players.size(); i++) {
1591             if (     Person::players[k]->skeleton.free == 0 &&
1592                      Person::players[i]->skeleton.oldfree == 0 &&
1593                      (Person::players[i]->animTarget == jumpupanim ||
1594                       Person::players[k]->animTarget == jumpupanim) &&
1595                      (Person::players[i]->aitype == playercontrolled ||
1596                       Person::players[k]->aitype == playercontrolled) &&
1597                      ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1598                       (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1599                 if (     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1600                          distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1601                     //TODO: refactor two huge similar ifs
1602                     if (Person::players[i]->animTarget == jumpupanim &&
1603                             Person::players[k]->animTarget != getupfrombackanim &&
1604                             Person::players[k]->animTarget != getupfromfrontanim &&
1605                             Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1606                             normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1607                             ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1608                              Person::players[k]->aitype != playercontrolled)) {
1609                         Person::players[i]->victim = Person::players[k];
1610                         Person::players[i]->velocity = 0;
1611                         Person::players[i]->animCurrent = jumpreversedanim;
1612                         Person::players[i]->animTarget = jumpreversedanim;
1613                         Person::players[i]->frameCurrent = 0;
1614                         Person::players[i]->frameTarget = 1;
1615                         Person::players[i]->targettilt2 = 0;
1616                         Person::players[k]->victim = Person::players[i];
1617                         Person::players[k]->velocity = 0;
1618                         Person::players[k]->animCurrent = jumpreversalanim;
1619                         Person::players[k]->animTarget = jumpreversalanim;
1620                         Person::players[k]->frameCurrent = 0;
1621                         Person::players[k]->frameTarget = 1;
1622                         Person::players[k]->targettilt2 = 0;
1623                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1624                             Person::players[i]->animCurrent = rabbitkickreversedanim;
1625                             Person::players[i]->animTarget = rabbitkickreversedanim;
1626                             Person::players[i]->frameCurrent = 1;
1627                             Person::players[i]->frameTarget = 2;
1628                             Person::players[k]->animCurrent = rabbitkickreversalanim;
1629                             Person::players[k]->animTarget = rabbitkickreversalanim;
1630                             Person::players[k]->frameCurrent = 1;
1631                             Person::players[k]->frameTarget = 2;
1632                         }
1633                         Person::players[i]->target = 0;
1634                         Person::players[k]->oldcoords = Person::players[k]->coords;
1635                         Person::players[i]->coords = Person::players[k]->coords;
1636                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1637                         Person::players[k]->yaw = Person::players[i]->targetyaw;
1638                         if (Person::players[k]->aitype == attacktypecutoff)
1639                             Person::players[k]->stunned = .5;
1640                     }
1641                     if (Person::players[k]->animTarget == jumpupanim &&
1642                             Person::players[i]->animTarget != getupfrombackanim &&
1643                             Person::players[i]->animTarget != getupfromfrontanim &&
1644                             Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1645                             normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1646                             ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1647                              Person::players[i]->aitype != playercontrolled)) {
1648                         Person::players[k]->victim = Person::players[i];
1649                         Person::players[k]->velocity = 0;
1650                         Person::players[k]->animCurrent = jumpreversedanim;
1651                         Person::players[k]->animTarget = jumpreversedanim;
1652                         Person::players[k]->frameCurrent = 0;
1653                         Person::players[k]->frameTarget = 1;
1654                         Person::players[k]->targettilt2 = 0;
1655                         Person::players[i]->victim = Person::players[k];
1656                         Person::players[i]->velocity = 0;
1657                         Person::players[i]->animCurrent = jumpreversalanim;
1658                         Person::players[i]->animTarget = jumpreversalanim;
1659                         Person::players[i]->frameCurrent = 0;
1660                         Person::players[i]->frameTarget = 1;
1661                         Person::players[i]->targettilt2 = 0;
1662                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1663                             Person::players[k]->animTarget = rabbitkickreversedanim;
1664                             Person::players[k]->animCurrent = rabbitkickreversedanim;
1665                             Person::players[i]->animCurrent = rabbitkickreversalanim;
1666                             Person::players[i]->animTarget = rabbitkickreversalanim;
1667                             Person::players[k]->frameCurrent = 1;
1668                             Person::players[k]->frameTarget = 2;
1669                             Person::players[i]->frameCurrent = 1;
1670                             Person::players[i]->frameTarget = 2;
1671                         }
1672                         Person::players[k]->target = 0;
1673                         Person::players[i]->oldcoords = Person::players[i]->coords;
1674                         Person::players[k]->coords = Person::players[i]->coords;
1675                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1676                         Person::players[i]->yaw = Person::players[k]->targetyaw;
1677                         if (Person::players[i]->aitype == attacktypecutoff)
1678                             Person::players[i]->stunned = .5;
1679                     }
1680                 }
1681             }
1682         }
1683     }
1684 }
1685
1686 void doAerialAcrobatics()
1687 {
1688     static XYZ facing, flatfacing;
1689     for (unsigned k = 0; k < Person::players.size(); k++) {
1690         Person::players[k]->turnspeed = 500;
1691
1692         if ((Person::players[k]->isRun() &&
1693                 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1694                   Person::players[k]->targetyaw != wolfrunninganim) ||
1695                  Person::players[k]->frameTarget == 4)) ||
1696                 Person::players[k]->animTarget == removeknifeanim ||
1697                 Person::players[k]->animTarget == crouchremoveknifeanim ||
1698                 Person::players[k]->animTarget == flipanim ||
1699                 Person::players[k]->animTarget == fightsidestep ||
1700                 Person::players[k]->animTarget == walkanim) {
1701             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1702         }
1703
1704
1705         if (Person::players[k]->isStop() ||
1706                 Person::players[k]->isLanding() ||
1707                 Person::players[k]->animTarget == staggerbackhighanim ||
1708                 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1709                 Person::players[k]->animTarget == staggerbackhardanim ||
1710                 Person::players[k]->animTarget == backhandspringanim ||
1711                 Person::players[k]->animTarget == dodgebackanim ||
1712                 Person::players[k]->animTarget == rollanim ||
1713                 (Animation::animations[Person::players[k]->animTarget].attack &&
1714                  Person::players[k]->animTarget != rabbitkickanim &&
1715                  (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1716                  (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1717             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1718         }
1719
1720         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1721             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1722         }
1723
1724         Person::players[k]->DoStuff();
1725         if (Person::players[k]->immobile && k != 0)
1726             Person::players[k]->coords = Person::players[k]->realoldcoords;
1727
1728         //if player's position has changed (?)
1729         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1730                 !Person::players[k]->skeleton.free &&
1731                 Person::players[k]->animTarget != climbanim &&
1732                 Person::players[k]->animTarget != hanganim) {
1733             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1734             int whichhit;
1735             bool tempcollide = 0;
1736
1737             if (Person::players[k]->collide < -.3)
1738                 Person::players[k]->collide = -.3;
1739             if (Person::players[k]->collide > 1)
1740                 Person::players[k]->collide = 1;
1741             Person::players[k]->collide -= multiplier * 30;
1742
1743             //clip to terrain
1744             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1745
1746             for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
1747                 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1748                 if (Object::objects[i]->type != rocktype ||
1749                         Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1750                         Object::objects[i]->position.y > Person::players[k]->coords.y) {
1751                     lowpoint = Person::players[k]->coords;
1752                     if (Person::players[k]->animTarget != jumpupanim &&
1753                             Person::players[k]->animTarget != jumpdownanim &&
1754                             !Person::players[k]->isFlip())
1755                         lowpoint.y += 1.25;
1756                     else
1757                         lowpoint.y += 1.3;
1758                     if (     Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1759                              Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
1760                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1761                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1762                         flatfacing = lowpoint - Person::players[k]->coords;
1763                         Person::players[k]->coords = lowpoint;
1764                         Person::players[k]->coords.y -= 1.3;
1765                         Person::players[k]->collide = 1;
1766                         tempcollide = 1;
1767                         //wall jumps
1768                         //TODO: refactor four similar blocks
1769                         if (Person::players[k]->aitype == playercontrolled &&
1770                                 (Person::players[k]->animTarget == jumpupanim ||
1771                                  Person::players[k]->animTarget == jumpdownanim ||
1772                                  Person::players[k]->isFlip()) &&
1773                                 !Person::players[k]->jumptogglekeydown &&
1774                                 Person::players[k]->jumpkeydown) {
1775                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1776                             XYZ tempcoords1 = lowpoint;
1777                             whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1778                             if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1779                                 Person::players[k]->setTargetAnimation(walljumpleftanim);
1780                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1781                                 if (k == 0)
1782                                     pause_sound(whooshsound);
1783
1784                                 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1785                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1786                                 if (lowpointtarget.z < 0)
1787                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1788                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
1789                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
1790                                 if (k == 0)
1791                                     numwallflipped++;
1792                             } else {
1793                                 lowpoint = tempcoords1;
1794                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1795                                 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1796                                 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1797                                     Person::players[k]->setTargetAnimation(walljumprightanim);
1798                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
1799                                     if (k == 0)
1800                                         pause_sound(whooshsound);
1801
1802                                     lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1803                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1804                                     if (lowpointtarget.z < 0)
1805                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1806                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
1807                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
1808                                     if (k == 0)
1809                                         numwallflipped++;
1810                                 } else {
1811                                     lowpoint = tempcoords1;
1812                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1813                                     whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1814                                     if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1815                                         Person::players[k]->setTargetAnimation(walljumpbackanim);
1816                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
1817                                         if (k == 0)
1818                                             pause_sound(whooshsound);
1819
1820                                         lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1821                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1822                                         if (lowpointtarget.z < 0)
1823                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1824                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
1825                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
1826                                         if (k == 0)
1827                                             numwallflipped++;
1828                                     } else {
1829                                         lowpoint = tempcoords1;
1830                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1831                                         whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1832                                         if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
1833                                             Person::players[k]->setTargetAnimation(walljumpfrontanim);
1834                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
1835                                             if (k == 0)
1836                                                 pause_sound(whooshsound);
1837
1838                                             lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1839                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1840                                             if (lowpointtarget.z < 0)
1841                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1842                                             Person::players[k]->yaw += 180;
1843                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
1844                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
1845                                             if (k == 0)
1846                                                 numwallflipped++;
1847                                         }
1848                                     }
1849                                 }
1850                             }
1851                         }
1852                     }
1853                 } else if (Object::objects[i]->type == rocktype) {
1854                     lowpoint2 = Person::players[k]->coords;
1855                     lowpoint = Person::players[k]->coords;
1856                     lowpoint.y += 2;
1857                     if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1858                         Person::players[k]->coords = colpoint;
1859                         Person::players[k]->collide = 1;
1860                         tempcollide = 1;
1861
1862                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1863                             //flipped into a rock
1864                             if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
1865                                 Person::players[k]->RagDoll(0);
1866
1867                             if (Person::players[k]->animTarget == jumpupanim) {
1868                                 Person::players[k]->jumppower = -4;
1869                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
1870                             }
1871                             Person::players[k]->target = 0;
1872                             Person::players[k]->frameTarget = 0;
1873                             Person::players[k]->onterrain = 1;
1874
1875                             if (Person::players[k]->id == 0) {
1876                                 pause_sound(whooshsound);
1877                                 OPENAL_SetVolume(channels[whooshsound], 0);
1878                             }
1879
1880                             //landing
1881                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1882                                 if (Person::players[k]->isFlip())
1883                                     Person::players[k]->jumppower = -4;
1884                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
1885                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1886                                 if (k == 0) {
1887                                     addEnvSound(Person::players[k]->coords);
1888                                 }
1889                             }
1890                         }
1891                     }
1892                 }
1893             }
1894
1895             if (tempcollide)
1896                 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
1897                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1898                     lowpoint = Person::players[k]->coords;
1899                     lowpoint.y += 1.35;
1900                     if (Object::objects[i]->type != rocktype)
1901                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1902                             if (Person::players[k]->animTarget != jumpupanim &&
1903                                     Person::players[k]->animTarget != jumpdownanim &&
1904                                     Person::players[k]->onterrain)
1905                                 Person::players[k]->avoidcollided = 1;
1906                             Person::players[k]->coords = lowpoint;
1907                             Person::players[k]->coords.y -= 1.35;
1908                             Person::players[k]->collide = 1;
1909
1910                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
1911                                     (Person::players[k]->animCurrent != climbanim &&
1912                                      Person::players[k]->animCurrent != hanganim &&
1913                                      !Person::players[k]->isWallJump() ||
1914                                      Person::players[k]->animTarget == jumpupanim ||
1915                                      Person::players[k]->animTarget == jumpdownanim)) {
1916                                 lowpoint = Person::players[k]->coords;
1917                                 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
1918                                 lowpoint = Person::players[k]->coords;
1919                                 lowpoint.y += .05;
1920                                 facing = 0;
1921                                 facing.z = -1;
1922                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
1923                                 lowpointtarget = lowpoint + facing * 1.4;
1924                                 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1925                                 if (whichhit != -1) {
1926                                     lowpoint = Person::players[k]->coords;
1927                                     lowpoint.y += .1;
1928                                     lowpointtarget = lowpoint + facing * 1.4;
1929                                     lowpoint2 = lowpoint;
1930                                     lowpointtarget2 = lowpointtarget;
1931                                     lowpoint3 = lowpoint;
1932                                     lowpointtarget3 = lowpointtarget;
1933                                     lowpoint4 = lowpoint;
1934                                     lowpointtarget4 = lowpointtarget;
1935                                     lowpoint5 = lowpoint;
1936                                     lowpointtarget5 = lowpointtarget;
1937                                     lowpoint6 = lowpoint;
1938                                     lowpointtarget6 = lowpointtarget;
1939                                     lowpoint7 = lowpoint;
1940                                     lowpointtarget7 = lowpoint;
1941                                     lowpoint2.x += .1;
1942                                     lowpointtarget2.x += .1;
1943                                     lowpoint3.z += .1;
1944                                     lowpointtarget3.z += .1;
1945                                     lowpoint4.x -= .1;
1946                                     lowpointtarget4.x -= .1;
1947                                     lowpoint5.z -= .1;
1948                                     lowpointtarget5.z -= .1;
1949                                     lowpoint6.y += 45 / 13;
1950                                     lowpointtarget6.y += 45 / 13;
1951                                     lowpointtarget6 += facing * .6;
1952                                     lowpointtarget7.y += 90 / 13;
1953                                     whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1954                                     if (Object::objects[i]->friction > .5)
1955                                         if (whichhit != -1) {
1956                                             if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
1957                                                 Person::players[k]->collided = 1;
1958                                             if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1)
1959                                                 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1)
1960                                                     if (     Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
1961                                                              &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1962                                                              Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
1963                                                                      &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1964                                                              Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
1965                                                                      &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1966                                                              Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
1967                                                                      &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
1968                                                         for (int j = 0; j < 45; j++) {
1969                                                             lowpoint = Person::players[k]->coords;
1970                                                             lowpoint.y += (float)j / 13;
1971                                                             lowpointtarget = lowpoint + facing * 1.4;
1972                                                             if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
1973                                                                                                    &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
1974                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
1975                                                                     break;
1976                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
1977                                                                     lowpoint = Person::players[k]->coords;
1978                                                                     lowpoint.y += (float)j / 13;
1979                                                                     lowpointtarget = lowpoint + facing * 1.3;
1980                                                                     flatfacing = Person::players[k]->coords;
1981                                                                     Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01;
1982                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
1983                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
1984
1985                                                                     if (j > 10 || !Person::players[k]->isRun()) {
1986                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
1987                                                                             if (k == 0)
1988                                                                                 pause_sound(whooshsound);
1989                                                                         }
1990                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
1991
1992                                                                         lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
1993                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1994                                                                         if (lowpointtarget.z < 0)
1995                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1996                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
1997                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
1998
1999                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
2000                                                                         Person::players[k]->velocity = 0;
2001
2002                                                                         //climb ledge (?)
2003                                                                         if (Person::players[k]->animTarget == jumpupanim) {
2004                                                                             Person::players[k]->animTarget = climbanim;
2005                                                                             Person::players[k]->jumppower = 0;
2006                                                                             Person::players[k]->jumpclimb = 1;
2007                                                                         }
2008                                                                         Person::players[k]->transspeed = 6;
2009                                                                         Person::players[k]->target = 0;
2010                                                                         Person::players[k]->frameTarget = 1;
2011                                                                         //hang ledge (?)
2012                                                                         if (j > 25) {
2013                                                                             Person::players[k]->setTargetAnimation(hanganim);
2014                                                                             Person::players[k]->jumppower = 0;
2015                                                                         }
2016                                                                     }
2017                                                                     break;
2018                                                                 }
2019                                                             }
2020                                                         }
2021                                         }
2022                                 }
2023                             }
2024                         }
2025                 }
2026             if (Person::players[k]->collide <= 0) {
2027                 //in the air
2028                 if (!Person::players[k]->onterrain &&
2029                         Person::players[k]->animTarget != jumpupanim &&
2030                         Person::players[k]->animTarget != jumpdownanim &&
2031                         Person::players[k]->animTarget != climbanim &&
2032                         Person::players[k]->animTarget != hanganim &&
2033                         !Person::players[k]->isWallJump() &&
2034                         !Person::players[k]->isFlip()) {
2035                     if (Person::players[k]->animCurrent != climbanim &&
2036                             Person::players[k]->animCurrent != tempanim &&
2037                             Person::players[k]->animTarget != backhandspringanim &&
2038                             (Person::players[k]->animTarget != rollanim ||
2039                              Person::players[k]->frameTarget < 2 ||
2040                              Person::players[k]->frameTarget > 6)) {
2041                         //stagger off ledge (?)
2042                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2043                             Person::players[k]->RagDoll(0);
2044                         Person::players[k]->setTargetAnimation(jumpdownanim);
2045
2046                         if (!k)
2047                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2048                     }
2049                     //gravity
2050                     Person::players[k]->velocity.y += gravity;
2051                 }
2052             }
2053         }
2054         Person::players[k]->realoldcoords = Person::players[k]->coords;
2055     }
2056 }
2057
2058 void doAttacks()
2059 {
2060     static int randattack;
2061     static bool playerrealattackkeydown = 0;
2062
2063     if (!Input::isKeyDown(attackkey))
2064         oldattackkey = 0;
2065     if (oldattackkey)
2066         Person::players[0]->attackkeydown = 0;
2067     if (oldattackkey)
2068         playerrealattackkeydown = 0;
2069     if (!oldattackkey)
2070         playerrealattackkeydown = Input::isKeyDown(attackkey);
2071     if ((Person::players[0]->parriedrecently <= 0 ||
2072             Person::players[0]->weaponactive == -1) &&
2073             (!oldattackkey ||
2074              (realthreat &&
2075               Person::players[0]->lastattack != swordslashanim &&
2076               Person::players[0]->lastattack != knifeslashstartanim &&
2077               Person::players[0]->lastattack != staffhitanim &&
2078               Person::players[0]->lastattack != staffspinhitanim)))
2079         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2080     if (Input::isKeyDown(attackkey) &&
2081             !oldattackkey &&
2082             !Person::players[0]->backkeydown) {
2083         for (unsigned k = 0; k < Person::players.size(); k++) {
2084             if ((Person::players[k]->animTarget == swordslashanim ||
2085                     Person::players[k]->animTarget == staffhitanim ||
2086                     Person::players[k]->animTarget == staffspinhitanim) &&
2087                     Person::players[0]->animCurrent != dodgebackanim &&
2088                     !Person::players[k]->skeleton.free)
2089                 Person::players[k]->Reverse();
2090         }
2091     }
2092
2093     if (!hostile || Dialog::inDialog())
2094         Person::players[0]->attackkeydown = 0;
2095
2096     for (unsigned k = 0; k < Person::players.size(); k++) {
2097         if (Dialog::inDialog())
2098             Person::players[k]->attackkeydown = 0;
2099         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2100             if (Person::players[k]->aitype != playercontrolled)
2101                 Person::players[k]->victim = Person::players[0];
2102             //attack key pressed
2103             if (Person::players[k]->attackkeydown) {
2104                 //dodge backward
2105                 if (Person::players[k]->backkeydown &&
2106                         Person::players[k]->animTarget != backhandspringanim &&
2107                         (Person::players[k]->isIdle() ||
2108                          Person::players[k]->isStop() ||
2109                          Person::players[k]->isRun() ||
2110                          Person::players[k]->animTarget == walkanim)) {
2111                     if (Person::players[k]->jumppower <= 1) {
2112                         Person::players[k]->jumppower -= 2;
2113                     } else {
2114                         for (unsigned i = 0; i < Person::players.size(); i++) {
2115                             if (i == k)
2116                                 continue;
2117                             if (Person::players[i]->animTarget == swordslashanim ||
2118                                     Person::players[i]->animTarget == knifeslashstartanim ||
2119                                     Person::players[i]->animTarget == staffhitanim ||
2120                                     Person::players[i]->animTarget == staffspinhitanim)
2121                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2122                                     Person::players[k]->setTargetAnimation(dodgebackanim);
2123                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2124                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2125                                 }
2126                         }
2127                         if (Person::players[k]->animTarget != dodgebackanim) {
2128                             if (k == 0)
2129                                 numflipped++;
2130                             Person::players[k]->setTargetAnimation(backhandspringanim);
2131                             Person::players[k]->targetyaw = -yaw + 180;
2132                             if (Person::players[k]->leftkeydown)
2133                                 Person::players[k]->targetyaw -= 45;
2134                             if (Person::players[k]->rightkeydown)
2135                                 Person::players[k]->targetyaw += 45;
2136                             Person::players[k]->yaw = Person::players[k]->targetyaw;
2137                             Person::players[k]->jumppower -= 2;
2138                         }
2139                     }
2140                 }
2141                 //attack
2142                 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2143                         !Person::players[k]->backkeydown &&
2144                         (Person::players[k]->isIdle() ||
2145                          Person::players[k]->isRun() ||
2146                          Person::players[k]->animTarget == walkanim ||
2147                          Person::players[k]->animTarget == sneakanim ||
2148                          Person::players[k]->isCrouch())) {
2149                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2150                     //normal attacks (?)
2151                     Person::players[k]->hasvictim = 0;
2152                     if (Person::players.size() > 1)
2153                         for (unsigned i = 0; i < Person::players.size(); i++) {
2154                             if (i == k || !(k == 0 || i == 0))
2155                                 continue;
2156                             if (!Person::players[k]->hasvictim)
2157                                 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2158                                     //choose an attack
2159                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2160                                     if (distance < 4.5 &&
2161                                             !Person::players[i]->skeleton.free &&
2162                                             Person::players[i]->howactive < typedead1 &&
2163                                             Person::players[i]->animTarget != jumpreversedanim &&
2164                                             Person::players[i]->animTarget != rabbitkickreversedanim &&
2165                                             Person::players[i]->animTarget != rabbitkickanim &&
2166                                             Person::players[k]->animTarget != rabbitkickanim &&
2167                                             Person::players[i]->animTarget != getupfrombackanim &&
2168                                             (Person::players[i]->animTarget != staggerbackhighanim &&
2169                                              (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2170                                             Person::players[i]->animTarget != jumpdownanim &&
2171                                             Person::players[i]->animTarget != jumpupanim &&
2172                                             Person::players[i]->animTarget != getupfromfrontanim) {
2173                                         Person::players[k]->victim = Person::players[i];
2174                                         Person::players[k]->hasvictim = 1;
2175                                         if (Person::players[k]->aitype == playercontrolled) { //human player
2176                                             //sweep
2177                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2178                                                     Person::players[k]->crouchkeydown &&
2179                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight)
2180                                                 Person::players[k]->animTarget = sweepanim;
2181                                             //winduppunch
2182                                             else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2183                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2184                                                      !Person::players[k]->forwardkeydown &&
2185                                                      !Person::players[k]->leftkeydown &&
2186                                                      !Person::players[k]->rightkeydown &&
2187                                                      !Person::players[k]->crouchkeydown &&
2188                                                      !attackweapon &&
2189                                                      !reversaltrain)
2190                                                 Person::players[k]->animTarget = winduppunchanim;
2191                                             //upunch
2192                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2193                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2194                                                      !Person::players[k]->forwardkeydown &&
2195                                                      !Person::players[k]->leftkeydown &&
2196                                                      !Person::players[k]->rightkeydown &&
2197                                                      !Person::players[k]->crouchkeydown &&
2198                                                      !attackweapon)
2199                                                 Person::players[k]->animTarget = upunchanim;
2200                                             //knifefollow
2201                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2202                                                      Person::players[i]->staggerdelay > 0 &&
2203                                                      attackweapon == knife &&
2204                                                      Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
2205                                                 Person::players[k]->animTarget = knifefollowanim;
2206                                             //knifeslashstart
2207                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2208                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2209                                                      !Person::players[k]->forwardkeydown &&
2210                                                      !Person::players[k]->leftkeydown &&
2211                                                      !Person::players[k]->rightkeydown &&
2212                                                      !Person::players[k]->crouchkeydown &&
2213                                                      attackweapon == knife &&
2214                                                      Person::players[k]->weaponmissdelay <= 0)
2215                                                 Person::players[k]->animTarget = knifeslashstartanim;
2216                                             //swordslash
2217                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2218                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2219                                                      !Person::players[k]->crouchkeydown &&
2220                                                      attackweapon == sword &&
2221                                                      Person::players[k]->weaponmissdelay <= 0)
2222                                                 Person::players[k]->animTarget = swordslashanim;
2223                                             //staffhit
2224                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2225                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2226                                                      !Person::players[k]->crouchkeydown &&
2227                                                      attackweapon == staff &&
2228                                                      Person::players[k]->weaponmissdelay <= 0 &&
2229                                                      !Person::players[k]->leftkeydown &&
2230                                                      !Person::players[k]->rightkeydown &&
2231                                                      !Person::players[k]->forwardkeydown)
2232                                                 Person::players[k]->animTarget = staffhitanim;
2233                                             //staffspinhit
2234                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2235                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2236                                                      !Person::players[k]->crouchkeydown &&
2237                                                      attackweapon == staff &&
2238                                                      Person::players[k]->weaponmissdelay <= 0)
2239                                                 Person::players[k]->animTarget = staffspinhitanim;
2240                                             //spinkick
2241                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2242                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight)
2243                                                 Person::players[k]->animTarget = spinkickanim;
2244                                             //lowkick
2245                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2246                                                      Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2247                                                      Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2248                                                 Person::players[k]->animTarget = lowkickanim;
2249                                         } else { //AI player
2250                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2251                                                 randattack = abs(Random() % 5);
2252                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2253                                                     //sweep
2254                                                     if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2255                                                         Person::players[k]->animTarget = sweepanim;
2256                                                     //upunch
2257                                                     else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2258                                                              !attackweapon)
2259                                                         Person::players[k]->animTarget = upunchanim;
2260                                                     //spinkick
2261                                                     else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2262                                                         Person::players[k]->animTarget = spinkickanim;
2263                                                     //lowkick
2264                                                     else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
2265                                                         Person::players[k]->animTarget = lowkickanim;
2266                                                 }
2267                                                 if (attackweapon) {
2268                                                     //sweep
2269                                                     if ((!Tutorial::active || !attackweapon) &&
2270                                                             distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2271                                                             randattack == 0 &&
2272                                                             Animation::animations[Person::players[i]->animTarget].height != lowheight)
2273                                                         Person::players[k]->animTarget = sweepanim;
2274                                                     //knifeslashstart
2275                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2276                                                              attackweapon == knife &&
2277                                                              Person::players[k]->weaponmissdelay <= 0)
2278                                                         Person::players[k]->animTarget = knifeslashstartanim;
2279                                                     //swordslash
2280                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
2281                                                                Person::players[0]->hasvictim &&
2282                                                                Person::players[0]->animTarget == swordslashanim) &&
2283                                                              attackweapon == sword &&
2284                                                              Person::players[k]->weaponmissdelay <= 0)
2285                                                         Person::players[k]->animTarget = swordslashanim;
2286                                                     //staffhit
2287                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
2288                                                                Person::players[0]->hasvictim &&
2289                                                                Person::players[0]->animTarget == swordslashanim) &&
2290                                                              attackweapon == staff &&
2291                                                              Person::players[k]->weaponmissdelay <= 0 &&
2292                                                              randattack < 3)
2293                                                         Person::players[k]->animTarget = staffhitanim;
2294                                                     //staffspinhit
2295                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
2296                                                                Person::players[0]->hasvictim &&
2297                                                                Person::players[0]->animTarget == swordslashanim) &&
2298                                                              attackweapon == staff &&
2299                                                              Person::players[k]->weaponmissdelay <= 0 &&
2300                                                              randattack >= 3)
2301                                                         Person::players[k]->animTarget = staffspinhitanim;
2302                                                     //spinkick
2303                                                     else if ((!Tutorial::active || !attackweapon) &&
2304                                                              distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2305                                                              randattack == 1 &&
2306                                                              Animation::animations[Person::players[i]->animTarget].height != lowheight)
2307                                                         Person::players[k]->animTarget = spinkickanim;
2308                                                     //lowkick
2309                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2310                                                              Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2311                                                              Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2312                                                         Person::players[k]->animTarget = lowkickanim;
2313                                                 }
2314                                             }
2315                                         }
2316                                         //upunch becomes wolfslap
2317                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
2318                                             Person::players[k]->animTarget = wolfslapanim;
2319                                     }
2320                                     //sneak attacks
2321                                     if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2322                                             Person::players[i]->howactive < typedead1 &&
2323                                             distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2324                                             !Person::players[i]->skeleton.free &&
2325                                             Person::players[i]->animTarget != getupfrombackanim &&
2326                                             Person::players[i]->animTarget != getupfromfrontanim &&
2327                                             (Person::players[i]->surprised > 0 ||
2328                                              Person::players[i]->aitype == passivetype ||
2329                                              attackweapon && Person::players[i]->stunned > 0) &&
2330                                             normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2331                                         //sneakattack
2332                                         if (!attackweapon) {
2333                                             Person::players[k]->animCurrent = sneakattackanim;
2334                                             Person::players[k]->animTarget = sneakattackanim;
2335                                             Person::players[i]->animCurrent = sneakattackedanim;
2336                                             Person::players[i]->animTarget = sneakattackedanim;
2337                                             Person::players[k]->oldcoords = Person::players[k]->coords;
2338                                             Person::players[k]->coords = Person::players[i]->coords;
2339                                         }
2340                                         //knifesneakattack
2341                                         if (attackweapon == knife) {
2342                                             Person::players[k]->animCurrent = knifesneakattackanim;
2343                                             Person::players[k]->animTarget = knifesneakattackanim;
2344                                             Person::players[i]->animCurrent = knifesneakattackedanim;
2345                                             Person::players[i]->animTarget = knifesneakattackedanim;
2346                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2347                                             Person::players[i]->coords = Person::players[k]->coords;
2348                                         }
2349                                         //swordsneakattack
2350                                         if (attackweapon == sword) {
2351                                             Person::players[k]->animCurrent = swordsneakattackanim;
2352                                             Person::players[k]->animTarget = swordsneakattackanim;
2353                                             Person::players[i]->animCurrent = swordsneakattackedanim;
2354                                             Person::players[i]->animTarget = swordsneakattackedanim;
2355                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2356                                             Person::players[i]->coords = Person::players[k]->coords;
2357                                         }
2358                                         if (attackweapon != staff) {
2359                                             Person::players[k]->victim = Person::players[i];
2360                                             Person::players[k]->hasvictim = 1;
2361                                             Person::players[i]->targettilt2 = 0;
2362                                             Person::players[i]->frameTarget = 1;
2363                                             Person::players[i]->frameCurrent = 0;
2364                                             Person::players[i]->target = 0;
2365                                             Person::players[i]->velocity = 0;
2366                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2367                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2368                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2369                                             Person::players[k]->target = Person::players[i]->target;
2370                                             Person::players[k]->velocity = 0;
2371                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
2372                                             Person::players[k]->yaw = Person::players[i]->yaw;
2373                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
2374                                         }
2375                                     }
2376                                     if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2377                                             Person::players[k]->victim == Person::players[i] &&
2378                                             (!Person::players[i]->skeleton.free)) {
2379                                         oldattackkey = 1;
2380                                         Person::players[k]->frameTarget = 0;
2381                                         Person::players[k]->target = 0;
2382
2383                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2384                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2385                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2386                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2387                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
2388                                     }
2389                                     if (Person::players[k]->animTarget == knifefollowanim &&
2390                                             Person::players[k]->victim == Person::players[i]) {
2391                                         oldattackkey = 1;
2392                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2393                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2394                                         Person::players[k]->victim = Person::players[i];
2395                                         Person::players[k]->hasvictim = 1;
2396                                         Person::players[i]->animTarget = knifefollowedanim;
2397                                         Person::players[i]->animCurrent = knifefollowedanim;
2398                                         Person::players[i]->targettilt2 = 0;
2399                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2400                                         Person::players[i]->frameTarget = 1;
2401                                         Person::players[i]->frameCurrent = 0;
2402                                         Person::players[i]->target = 0;
2403                                         Person::players[i]->velocity = 0;
2404                                         Person::players[k]->animCurrent = knifefollowanim;
2405                                         Person::players[k]->animTarget = knifefollowanim;
2406                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2407                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2408                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2409                                         Person::players[k]->target = Person::players[i]->target;
2410                                         Person::players[k]->velocity = 0;
2411                                         Person::players[k]->oldcoords = Person::players[k]->coords;
2412                                         Person::players[i]->coords = Person::players[k]->coords;
2413                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2414                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2415                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
2416                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2417                                     }
2418                                 }
2419                         }
2420                     const bool hasstaff = attackweapon == staff;
2421                     if (k == 0 && Person::players.size() > 1)
2422                         for (unsigned i = 0; i < Person::players.size(); i++) {
2423                             if (i == k)
2424                                 continue;
2425                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2426                                     Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2427                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2428                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
2429                                     if (Person::players[i]->skeleton.free)
2430                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2431                                                 (Person::players[i]->dead ||
2432                                                  Person::players[i]->skeleton.longdead > 1000 ||
2433                                                  Person::players[k]->isRun() ||
2434                                                  hasstaff ||
2435                                                  (attackweapon &&
2436                                                   (Person::players[i]->skeleton.longdead > 2000 ||
2437                                                    Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2438                                                    Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2439                                                   distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2440                                             Person::players[k]->victim = Person::players[i];
2441                                             Person::players[k]->hasvictim = 1;
2442                                             if (attackweapon && !Tutorial::active) {
2443                                                 //crouchstab
2444                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
2445                                                     Person::players[k]->animTarget = crouchstabanim;
2446                                                 //swordgroundstab
2447                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
2448                                                     Person::players[k]->animTarget = swordgroundstabanim;
2449                                                 //staffgroundsmash
2450                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
2451                                                     Person::players[k]->animTarget = staffgroundsmashanim;
2452                                             }
2453                                             if (distance < 2.5 &&
2454                                                     Person::players[k]->crouchkeydown &&
2455                                                     Person::players[k]->animTarget != crouchstabanim &&
2456                                                     !attackweapon &&
2457                                                     Person::players[i]->dead &&
2458                                                     Person::players[i]->skeleton.free &&
2459                                                     Person::players[i]->skeleton.longdead > 1000) {
2460                                                 Person::players[k]->animTarget = killanim;
2461                                                 terrain.deleteDeadDecals();
2462                                                 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2463                                                     if (Object::objects[l]->model.type == decalstype) {
2464                                                         Object::objects[l]->model.deleteDeadDecals();
2465                                                     }
2466                                                 }
2467                                             }
2468                                             if (!Person::players[i]->dead || musictype != 2)
2469                                                 if (distance < 3.5 &&
2470                                                         (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2471                                                         Person::players[k]->staggerdelay <= 0 &&
2472                                                         (Person::players[i]->dead ||
2473                                                          Person::players[i]->skeleton.longdead < 300 &&
2474                                                          Person::players[k]->lastattack != spinkickanim &&
2475                                                          Person::players[i]->skeleton.free) &&
2476                                                         (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2477                                                     Person::players[k]->animTarget = dropkickanim;
2478                                                     terrain.deleteDeadDecals();
2479                                                     for (unsigned int l = 0; l < Object::objects.size(); l++) {
2480                                                         if (Object::objects[l]->model.type == decalstype) {
2481                                                             Object::objects[l]->model.deleteDeadDecals();
2482                                                         }
2483                                                     }
2484                                                 }
2485                                         }
2486                                 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2487                                         Person::players[k]->victim == Person::players[i] &&
2488                                         (!Person::players[i]->skeleton.free ||
2489                                          Person::players[k]->animTarget == killanim ||
2490                                          Person::players[k]->animTarget == crouchstabanim ||
2491                                          Person::players[k]->animTarget == swordgroundstabanim ||
2492                                          Person::players[k]->animTarget == staffgroundsmashanim ||
2493                                          Person::players[k]->animTarget == dropkickanim)) {
2494                                     oldattackkey = 1;
2495                                     Person::players[k]->frameTarget = 0;
2496                                     Person::players[k]->target = 0;
2497
2498                                     XYZ targetpoint = Person::players[i]->coords;
2499                                     if (Person::players[k]->animTarget == crouchstabanim ||
2500                                             Person::players[k]->animTarget == swordgroundstabanim ||
2501                                             Person::players[k]->animTarget == staffgroundsmashanim) {
2502                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
2503                                                         Person::players[i]->jointPos(neck)) / 2 *
2504                                                        Person::players[i]->scale;
2505                                     }
2506                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2507                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2508
2509                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2510                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2511                                     }
2512
2513                                     if (Person::players[k]->animTarget == staffgroundsmashanim)
2514                                         Person::players[k]->targettilt2 += 10;
2515
2516                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2517                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2518                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
2519
2520                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
2521                                         Person::players[k]->targetyaw += 30;
2522                                     }
2523                                 }
2524                             }
2525                         }
2526                     if (!Person::players[k]->hasvictim) {
2527                         //find victim
2528                         for (unsigned i = 0; i < Person::players.size(); i++) {
2529                             if (i == k || !(i == 0 || k == 0))
2530                                 continue;
2531                             if (!Person::players[i]->skeleton.free) {
2532                                 if (Person::players[k]->hasvictim) {
2533                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2534                                             distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
2535                                         Person::players[k]->victim = Person::players[i];
2536                                 } else {
2537                                     Person::players[k]->victim = Person::players[i];
2538                                     Person::players[k]->hasvictim = 1;
2539                                 }
2540                             }
2541                         }
2542                     }
2543                     if (Person::players[k]->aitype == playercontrolled)
2544                         //rabbit kick
2545                         if (Person::players[k]->attackkeydown &&
2546                                 Person::players[k]->isRun() &&
2547                                 Person::players[k]->wasRun() &&
2548                                 ((Person::players[k]->hasvictim &&
2549                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2550                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2551                                   !Person::players[k]->victim->skeleton.free &&
2552                                   Person::players[k]->victim->animTarget != getupfrombackanim &&
2553                                   Person::players[k]->victim->animTarget != getupfromfrontanim &&
2554                                   Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2555                                   Person::players[k]->aitype != playercontrolled && //wat???
2556                                   normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2557                                   Person::players[k]->rabbitkickenabled) ||
2558                                  Person::players[k]->jumpkeydown)) {
2559                             oldattackkey = 1;
2560                             Person::players[k]->setTargetAnimation(rabbitkickanim);
2561                         }
2562                     //update counts
2563                     if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2564                         numattacks++;
2565                         switch (attackweapon) {
2566                         case 0:
2567                             numunarmedattack++;
2568                             break;
2569                         case knife:
2570                             numknifeattack++;
2571                             break;
2572                         case sword:
2573                             numswordattack++;
2574                             break;
2575                         case staff:
2576                             numstaffattack++;
2577                             break;
2578                         }
2579                     }
2580                 }
2581             }
2582         }
2583     }
2584 }
2585
2586 void doPlayerCollisions()
2587 {
2588     static XYZ rotatetarget;
2589     static float collisionradius;
2590     if (Person::players.size() > 1)
2591         for (unsigned k = 0; k < Person::players.size(); k++)
2592             for (unsigned i = k + 1; i < Person::players.size(); i++) {
2593                 //neither player is part of a reversal
2594                 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2595                         Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2596                         Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2597                         Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
2598                     if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2599                             Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2600                             Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2601                             Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
2602                         //neither is sleeping
2603                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
2604                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
2605                                 //in same patch, neither is climbing
2606                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2607                                         Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2608                                         Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2609                                         Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2610                                         Person::players[i]->animTarget != climbanim &&
2611                                         Person::players[i]->animTarget != hanganim &&
2612                                         Person::players[k]->animTarget != climbanim &&
2613                                         Person::players[k]->animTarget != hanganim)
2614                                     //players are close (bounding box test)
2615                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
2616                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
2617                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
2618                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
2619                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
2620                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2621                                                             //spread fire from player to player
2622                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
2623                                                                     < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2624                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2625                                                                     if (!Person::players[i]->onfire)
2626                                                                         Person::players[i]->CatchFire();
2627                                                                     if (!Person::players[k]->onfire)
2628                                                                         Person::players[k]->CatchFire();
2629                                                                 }
2630                                                             }
2631
2632                                                             XYZ tempcoords1 = Person::players[i]->coords;
2633                                                             XYZ tempcoords2 = Person::players[k]->coords;
2634                                                             if (!Person::players[i]->skeleton.oldfree)
2635                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2636                                                             if (!Person::players[k]->skeleton.oldfree)
2637                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2638                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2639                                                             if (Person::players[0]->hasvictim)
2640                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
2641                                                                     collisionradius = 3;
2642                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2643                                                                     (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2644                                                                      distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2645                                                                 //jump down on a dead body
2646                                                                 if (k == 0 || i == 0) {
2647                                                                     int l = i ? i : k;
2648                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
2649                                                                             !Person::players[0]->skeleton.oldfree &&
2650                                                                             !Person::players[0]->skeleton.free &&
2651                                                                             Person::players[l]->skeleton.oldfree &&
2652                                                                             Person::players[l]->skeleton.free &&
2653                                                                             Person::players[l]->dead &&
2654                                                                             Person::players[0]->lastcollide <= 0 &&
2655                                                                             fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2656                                                                             distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2657                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
2658                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
2659                                                                         Person::players[l]->skeleton.free = 0;
2660                                                                         Person::players[l]->yaw = 0;
2661                                                                         Person::players[l]->RagDoll(0);
2662                                                                         Person::players[l]->DoDamage(20);
2663                                                                         camerashake += .3;
2664                                                                         Person::players[l]->skeleton.longdead = 0;
2665                                                                         Person::players[0]->lastcollide = 1;
2666                                                                     }
2667                                                                 }
2668
2669                                                                 if (     (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2670                                                                          (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2671                                                                          (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2672                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2673                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2674                                                                             Person::players[i]->skeleton.free) &&
2675                                                                             (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2676                                                                              Person::players[k]->skeleton.free))
2677                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2678                                                                                 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2679                                                                                 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2680                                                                                 (k == 0 ||
2681                                                                                  k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2682                                                                                  /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2683                                                                                 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2684                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2685                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2686                                                                             //If hit by body
2687                                                                             if (     (i != 0 || Person::players[i]->skeleton.free) &&
2688                                                                                      (k != 0 || Person::players[k]->skeleton.free) ||
2689                                                                                      (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2690                                                                                       Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2691                                                                                 if (!Tutorial::active) {
2692                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2693                                                                                 }
2694
2695                                                                                 Person::players[i]->RagDoll(0);
2696                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2697                                                                                     award_bonus(0, aimbonus);
2698                                                                                 }
2699                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2700                                                                                 Person::players[k]->RagDoll(0);
2701                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2702                                                                                     award_bonus(0, aimbonus); // Huh, again?
2703                                                                                 }
2704                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2705
2706                                                                                 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2707                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2708                                                                                 }
2709                                                                                 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2710                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2711                                                                                 }
2712
2713                                                                             }
2714                                                                         }
2715                                                                     if (     (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2716                                                                               Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2717                                                                              (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2718                                                                               Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2719                                                                         //If bumped
2720                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2721                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2722                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2723                                                                                 Normalise(&rotatetarget);
2724                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2725                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
2726                                                                                                    * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2727                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2728                                                                                 if (Person::players[k]->howactive == typeactive || hostile)
2729                                                                                     if (Person::players[k]->isIdle()) {
2730                                                                                         if (Person::players[k]->howactive < typesleeping)
2731                                                                                             Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2732                                                                                         else if (Person::players[k]->howactive == typesleeping)
2733                                                                                             Person::players[k]->setTargetAnimation(getupfromfrontanim);
2734                                                                                         if (!editorenabled)
2735                                                                                             Person::players[k]->howactive = typeactive;
2736                                                                                     }
2737                                                                                 if (Person::players[i]->howactive == typeactive || hostile)
2738                                                                                     if (Person::players[i]->isIdle()) {
2739                                                                                         if (Person::players[i]->howactive < typesleeping)
2740                                                                                             Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2741                                                                                         else
2742                                                                                             Person::players[i]->setTargetAnimation(getupfromfrontanim);
2743                                                                                         if (!editorenabled)
2744                                                                                             Person::players[i]->howactive = typeactive;
2745                                                                                     }
2746                                                                             }
2747                                                                             //jump down on player
2748                                                                             if (hostile) {
2749                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2750                                                                                         !Person::players[i]->isCrouch() &&
2751                                                                                         Person::players[i]->animTarget != rollanim &&
2752                                                                                         !Person::players[k]->skeleton.oldfree && !
2753                                                                                         Person::players[k]->skeleton.free &&
2754                                                                                         Person::players[k]->lastcollide <= 0 &&
2755                                                                                         Person::players[k]->velocity.y < -10) {
2756                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
2757                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2758                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2759                                                                                     Person::players[i]->DoDamage(20);
2760                                                                                     Person::players[i]->RagDoll(0);
2761                                                                                     Person::players[k]->lastcollide = 1;
2762                                                                                     award_bonus(k, AboveBonus);
2763                                                                                 }
2764                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2765                                                                                         !Person::players[k]->isCrouch() &&
2766                                                                                         Person::players[k]->animTarget != rollanim &&
2767                                                                                         !Person::players[i]->skeleton.oldfree &&
2768                                                                                         !Person::players[i]->skeleton.free &&
2769                                                                                         Person::players[i]->lastcollide <= 0 &&
2770                                                                                         Person::players[i]->velocity.y < -10) {
2771                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
2772                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2773                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2774                                                                                     Person::players[k]->DoDamage(20);
2775                                                                                     Person::players[k]->RagDoll(0);
2776                                                                                     Person::players[i]->lastcollide = 1;
2777                                                                                     award_bonus(i, AboveBonus);
2778                                                                                 }
2779                                                                             }
2780                                                                         }
2781                                                                     }
2782                                                                 }
2783                                                                 Person::players[i]->CheckKick();
2784                                                                 Person::players[k]->CheckKick();
2785                                                             }
2786                                                         }
2787             }
2788 }
2789
2790 void Game::Tick()
2791 {
2792     static XYZ facing, flatfacing;
2793     static int target;
2794
2795     Input::Tick();
2796
2797     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
2798         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2799             stereoreverse = true;
2800         else
2801             stereoreverse = false;
2802
2803         if (stereoreverse)
2804             printf("Stereo reversed\n");
2805         else
2806             printf("Stereo unreversed\n");
2807     }
2808
2809     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
2810         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2811             stereoseparation -= 0.001;
2812         else
2813             stereoseparation -= 0.010;
2814         printf("Stereo decreased increased to %f\n", stereoseparation);
2815     }
2816
2817     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
2818         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2819             stereoseparation += 0.001;
2820         else
2821             stereoseparation += 0.010;
2822         printf("Stereo separation increased to %f\n", stereoseparation);
2823     }
2824
2825
2826     if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
2827         if (Tutorial::stage != 51) {
2828             Tutorial::stagetime = Tutorial::maxtime;
2829         }
2830         emit_sound_np(consolefailsound, 128.);
2831     }
2832
2833     /*
2834     Values of mainmenu :
2835     1 Main menu
2836     2 Menu pause (resume/end game)
2837     3 Option menu
2838     4 Controls configuration menu
2839     5 Main game menu (choose level or challenge)
2840     6 Deleting user menu
2841     7 User managment menu (select/add)
2842     8 Choose difficulty menu
2843     9 Challenge level selection menu
2844     10 End of the campaign congratulation (is that really a menu?)
2845     11 Same that 9 ??? => unused
2846     18 stereo configuration
2847     */
2848
2849     if (!console) {
2850         //campaign over?
2851         if (mainmenu && endgame == 1)
2852             mainmenu = 10;
2853         //go to level select after completing a campaign level
2854         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
2855             mainmenu = 5;
2856             gameon = 0;
2857             winfreeze = 0;
2858             fireSound();
2859             flash();
2860             if (musictoggle) {
2861                 OPENAL_SetFrequency(OPENAL_ALL);
2862                 emit_stream_np(stream_menutheme);
2863                 pause_sound(leveltheme);
2864             }
2865             Menu::Load();
2866         }
2867         //escape key pressed
2868         if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
2869                 (gameon || mainmenu == 0)) {
2870             selected = -1;
2871             if (mainmenu == 0 && !winfreeze)
2872                 mainmenu = 2; //pause
2873             else if (mainmenu == 1 || mainmenu == 2) {
2874                 mainmenu = 0; //unpause
2875             }
2876             //play menu theme
2877             if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
2878                 OPENAL_SetFrequency(OPENAL_ALL);
2879                 emit_stream_np(stream_menutheme);
2880                 pause_sound(leveltheme);
2881             }
2882             //on resume, play level music
2883             if (!mainmenu) {
2884                 pause_sound(stream_menutheme);
2885                 resume_stream(leveltheme);
2886             }
2887         }
2888     }
2889
2890     if (mainmenu) {
2891         Menu::Tick();
2892     }
2893
2894     if (!mainmenu) {
2895         if (hostile == 1)
2896             hostiletime += multiplier;
2897         else
2898             hostiletime = 0;
2899         if (!winfreeze)
2900             leveltime += multiplier;
2901
2902         //keys
2903         if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
2904             freeze = !freeze;
2905             if (freeze) {
2906                 OPENAL_SetFrequency(OPENAL_ALL);
2907             }
2908         }
2909
2910         if (Input::isKeyPressed(consolekey) && devtools) {
2911             console = !console;
2912             if (console) {
2913                 OPENAL_SetFrequency(OPENAL_ALL);
2914             } else {
2915                 freeze = 0;
2916                 waiting = false;
2917             }
2918         }
2919
2920         if (console)
2921             freeze = 1;
2922         if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
2923             inputText(consoletext[0], &consoleselected);
2924             if (!waiting) {
2925                 if (!consoletext[0].empty()) {
2926                     cmd_dispatch(consoletext[0]);
2927                     for (int k = 14; k >= 1; k--) {
2928                         consoletext[k] = consoletext[k - 1];
2929                     }
2930                     consoletext[0].clear();
2931                     consoleselected = 0;
2932                 }
2933             }
2934
2935             consoleblinkdelay -= multiplier;
2936             if (consoleblinkdelay <= 0) {
2937                 consoleblinkdelay = .3;
2938                 consoleblink = !consoleblink;
2939             }
2940         }
2941
2942         static int oldwinfreeze;
2943         if (winfreeze && !oldwinfreeze) {
2944             OPENAL_SetFrequency(OPENAL_ALL);
2945             emit_sound_np(consolesuccesssound);
2946         }
2947         if (winfreeze == 0)
2948             oldwinfreeze = winfreeze;
2949         else
2950             oldwinfreeze++;
2951
2952         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
2953             if (winfreeze)
2954                 winfreeze = 0;
2955         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
2956             if (console) {
2957                 console = false;
2958                 freeze = 0;
2959             } else if (winfreeze) {
2960                 mainmenu = 9;
2961                 gameon = 0;
2962             }
2963         }
2964
2965
2966
2967         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
2968
2969             //dialogues
2970             static float talkdelay = 0;
2971
2972             if (Dialog::inDialog())
2973                 talkdelay = 1;
2974             talkdelay -= multiplier;
2975
2976             if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
2977                 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
2978                     Dialog::dialogs[i].tick(i);
2979                 }
2980             }
2981
2982             windvar += multiplier;
2983             smoketex += multiplier;
2984             Tutorial::stagetime += multiplier;
2985
2986             //hotspots
2987             static float hotspotvisual[40];
2988             if (Hotspot::hotspots.size()) {
2989                 XYZ hotspotsprite;
2990                 if (editorenabled) {
2991                     for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
2992                         hotspotvisual[i] -= multiplier / 320;
2993                     }
2994                 }
2995
2996                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
2997                     while (hotspotvisual[i] < 0) {
2998                         hotspotsprite = 0;
2999                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
3000                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
3001                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3002                         hotspotsprite += Hotspot::hotspots[i].position;
3003                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3004                         hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3005                     }
3006                 }
3007
3008                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3009                     if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3010                         Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3011                     }
3012                 }
3013             }
3014
3015             //Tutorial
3016             if (Tutorial::active) {
3017                 Tutorial::Do(multiplier);
3018             }
3019
3020             //bonuses
3021             if (!Tutorial::active) {
3022                 if (bonustime == 0 &&
3023                         bonus != solidhit &&
3024                         bonus != spinecrusher &&
3025                         bonus != tracheotomy &&
3026                         bonus != backstab &&
3027                         bonusvalue > 10) {
3028                     emit_sound_np(consolesuccesssound);
3029                 }
3030             } else if (bonustime == 0) {
3031                 emit_sound_np(fireendsound);
3032             }
3033             if (bonustime == 0) {
3034                 if (bonus != solidhit &&
3035                         bonus != twoxcombo &&
3036                         bonus != threexcombo &&
3037                         bonus != fourxcombo &&
3038                         bonus != megacombo)
3039                     bonusnum[bonus]++;
3040                 else
3041                     bonusnum[bonus] += 0.15;
3042                 if (Tutorial::active)
3043                     bonusvalue = 0;
3044                 bonusvalue /= bonusnum[bonus];
3045                 bonustotal += bonusvalue;
3046             }
3047             bonustime += multiplier;
3048
3049             //snow effects
3050             if (environment == snowyenvironment) {
3051                 precipdelay -= multiplier;
3052                 while (precipdelay < 0) {
3053                     precipdelay += .04;
3054                     if (!detail)
3055                         precipdelay += .04;
3056                     XYZ footvel, footpoint;
3057
3058                     footvel = 0;
3059                     footpoint = viewer + viewerfacing * 6;
3060                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3061                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3062                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3063                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3064                 }
3065             }
3066
3067
3068             doAerialAcrobatics();
3069
3070
3071             static XYZ oldviewer;
3072
3073             //control keys
3074             if (!Dialog::inDialog()) {
3075                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3076                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3077                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3078                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3079                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3080                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3081                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3082                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3083             } else {
3084                 Person::players[0]->forwardkeydown = 0;
3085                 Person::players[0]->leftkeydown = 0;
3086                 Person::players[0]->backkeydown = 0;
3087                 Person::players[0]->rightkeydown = 0;
3088                 Person::players[0]->jumpkeydown = 0;
3089                 Person::players[0]->crouchkeydown = 0;
3090                 Person::players[0]->drawkeydown = 0;
3091                 Person::players[0]->throwkeydown = 0;
3092             }
3093
3094             if (!Person::players[0]->jumpkeydown)
3095                 Person::players[0]->jumpclimb = 0;
3096
3097
3098             if (Dialog::inDialog()) {
3099                 cameramode = 1;
3100                 if (Dialog::directing) {
3101                     facing = 0;
3102                     facing.z = -1;
3103
3104                     facing = DoRotation(facing, -pitch, 0, 0);
3105                     facing = DoRotation(facing, 0, 0 - yaw, 0);
3106
3107                     flatfacing = 0;
3108                     flatfacing.z = -1;
3109
3110                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3111
3112                     if (Input::isKeyDown(forwardkey))
3113                         viewer += facing * multiplier * 4;
3114                     if (Input::isKeyDown(backkey))
3115                         viewer -= facing * multiplier * 4;
3116                     if (Input::isKeyDown(leftkey))
3117                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3118                     if (Input::isKeyDown(rightkey))
3119                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3120                     if (Input::isKeyDown(jumpkey))
3121                         viewer.y += multiplier * 4;
3122                     if (Input::isKeyDown(crouchkey))
3123                         viewer.y -= multiplier * 4;
3124                     if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
3125                              Input::isKeyPressed(SDL_SCANCODE_2) ||
3126                              Input::isKeyPressed(SDL_SCANCODE_3) ||
3127                              Input::isKeyPressed(SDL_SCANCODE_4) ||
3128                              Input::isKeyPressed(SDL_SCANCODE_5) ||
3129                              Input::isKeyPressed(SDL_SCANCODE_6) ||
3130                              Input::isKeyPressed(SDL_SCANCODE_7) ||
3131                              Input::isKeyPressed(SDL_SCANCODE_8) ||
3132                              Input::isKeyPressed(SDL_SCANCODE_9) ||
3133                              Input::isKeyPressed(SDL_SCANCODE_0) ||
3134                              Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3135                         int whichend;
3136                         if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
3137                         if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
3138                         if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
3139                         if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
3140                         if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
3141                         if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
3142                         if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
3143                         if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
3144                         if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
3145                         if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
3146                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
3147                             whichend = -1;
3148                         if (whichend != -1) {
3149                             Dialog::currentScene().participantfocus = whichend;
3150                             Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3151                             Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3152                         }
3153                         if (whichend == -1) {
3154                             Dialog::currentScene().participantfocus = -1;
3155                         }
3156                         /* FIXME: potentially accessing -1 in Person::players! */
3157                         if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3158                             Dialog::indialogue = -1;
3159                             Dialog::directing = false;
3160                             cameramode = 0;
3161                         }
3162                         Dialog::currentScene().camera = viewer;
3163                         Dialog::currentScene().camerayaw = yaw;
3164                         Dialog::currentScene().camerapitch = pitch;
3165                         Dialog::indialogue++;
3166                         if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3167                             if (Dialog::currentScene().sound != 0) {
3168                                 playdialoguescenesound();
3169                             }
3170                         }
3171
3172                         for (unsigned j = 0; j < Person::players.size(); j++) {
3173                             Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3174                         }
3175                     }
3176                     //TODO: should these be KeyDown or KeyPressed?
3177                     if (     Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3178                              Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3179                              Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3180                              Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3181                              Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3182                              Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3183                              Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3184                              Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3185                              Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3186                              Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3187                         int whichend;
3188                         if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
3189                         if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
3190                         if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
3191                         if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
3192                         if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
3193                         if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
3194                         if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
3195                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
3196                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
3197                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
3198                         Dialog::currentScene().participantfacing[whichend] = facing;
3199                     }
3200                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3201                         Dialog::indialogue = -1;
3202                         Dialog::directing = false;
3203                         cameramode = 0;
3204                     }
3205                 }
3206                 if (!Dialog::directing) {
3207                     pause_sound(whooshsound);
3208                     viewer = Dialog::currentScene().camera;
3209                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3210                     yaw = Dialog::currentScene().camerayaw;
3211                     pitch = Dialog::currentScene().camerapitch;
3212                     if (Dialog::dialoguetime > 0.5) {
3213                         if (Input::isKeyPressed(attackkey)) {
3214                             Dialog::indialogue++;
3215                             if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3216                                 if (Dialog::currentScene().sound != 0) {
3217                                     playdialoguescenesound();
3218                                     if (Dialog::currentScene().sound == -5) {
3219                                         Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3220                                     }
3221                                     if (Dialog::currentScene().sound == -6) {
3222                                         hostile = 1;
3223                                     }
3224
3225                                     if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3226                                         Dialog::indialogue = -1;
3227                                         Dialog::directing = false;
3228                                         cameramode = 0;
3229                                     }
3230                                 }
3231                             }
3232                         }
3233                     }
3234                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3235                         Dialog::indialogue = -1;
3236                         Dialog::directing = false;
3237                         cameramode = 0;
3238                         if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3239                             hostile = 1;
3240                         }
3241                         if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3242                             windialogue = true;
3243                         }
3244                         if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3245                             hostile = 1;
3246                             for (unsigned i = 1; i < Person::players.size(); i++) {
3247                                 Person::players[i]->aitype = attacktypecutoff;
3248                             }
3249                         }
3250                     }
3251                 }
3252             }
3253
3254             if (!Person::players[0]->jumpkeydown) {
3255                 Person::players[0]->jumptogglekeydown = 0;
3256             }
3257             if (Person::players[0]->jumpkeydown &&
3258                     Person::players[0]->animTarget != jumpupanim &&
3259                     Person::players[0]->animTarget != jumpdownanim &&
3260                     !Person::players[0]->isFlip())
3261                 Person::players[0]->jumptogglekeydown = 1;
3262
3263
3264             Dialog::dialoguetime += multiplier;
3265             hawkyaw += multiplier * 25;
3266             realhawkcoords = 0;
3267             realhawkcoords.x = 25;
3268             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3269             hawkcalldelay -= multiplier / 2;
3270
3271             if (hawkcalldelay <= 0) {
3272                 emit_sound_at(hawksound, realhawkcoords);
3273
3274                 hawkcalldelay = 16 + abs(Random() % 8);
3275             }
3276
3277             doDevKeys();
3278
3279             doAttacks();
3280
3281             doPlayerCollisions();
3282
3283             doJumpReversals();
3284
3285             for (unsigned k = 0; k < Person::players.size(); k++)
3286                 if (k != 0 && Person::players[k]->immobile)
3287                     Person::players[k]->coords = Person::players[k]->realoldcoords;
3288
3289             for (unsigned k = 0; k < Person::players.size(); k++) {
3290                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3291                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3292                         Person::players[k]->DoDamage(1000);
3293                     }
3294                 }
3295             }
3296
3297             //respawn
3298             static bool respawnkeydown;
3299             if (!editorenabled &&
3300                     (whichlevel != -2 &&
3301                      (Input::isKeyDown(SDL_SCANCODE_Z) &&
3302                       Input::isKeyDown(SDL_SCANCODE_LGUI) &&
3303                       devtools) ||
3304                      (Input::isKeyDown(jumpkey) &&
3305                       !respawnkeydown &&
3306                       !oldattackkey &&
3307                       Person::players[0]->dead))) {
3308                 targetlevel = whichlevel;
3309                 loading = 1;
3310                 leveltime = 5;
3311             }
3312             respawnkeydown = Input::isKeyDown(jumpkey);
3313
3314
3315             static bool movekey;
3316
3317             //?
3318             for (unsigned i = 0; i < Person::players.size(); i++) {
3319                 static float oldtargetyaw;
3320                 if (!Person::players[i]->skeleton.free) {
3321                     oldtargetyaw = Person::players[i]->targetyaw;
3322                     if (i == 0 && !Dialog::inDialog()) {
3323                         //TODO: refactor repetitive code
3324                         if (!Animation::animations[Person::players[0]->animTarget].attack &&
3325                                 Person::players[0]->animTarget != staggerbackhighanim &&
3326                                 Person::players[0]->animTarget != staggerbackhardanim &&
3327                                 Person::players[0]->animTarget != crouchremoveknifeanim &&
3328                                 Person::players[0]->animTarget != removeknifeanim &&
3329                                 Person::players[0]->animTarget != backhandspringanim &&
3330                                 Person::players[0]->animTarget != dodgebackanim &&
3331                                 Person::players[0]->animTarget != walljumprightkickanim &&
3332                                 Person::players[0]->animTarget != walljumpleftkickanim) {
3333                             if (cameramode)
3334                                 Person::players[0]->targetyaw = 0;
3335                             else
3336                                 Person::players[0]->targetyaw = -yaw + 180;
3337                         }
3338
3339                         facing = 0;
3340                         facing.z = -1;
3341
3342                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3343                         if (cameramode) {
3344                             facing = flatfacing;
3345                         } else {
3346                             facing = DoRotation(facing, -pitch, 0, 0);
3347                             facing = DoRotation(facing, 0, 0 - yaw, 0);
3348                         }
3349
3350                         Person::players[0]->lookyaw = -yaw;
3351
3352                         Person::players[i]->targetheadyaw = yaw;
3353                         Person::players[i]->targetheadpitch = pitch;
3354                     }
3355                     if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3356                         if (!Animation::animations[Person::players[i]->animTarget].attack &&
3357                                 Person::players[i]->animTarget != staggerbackhighanim &&
3358                                 Person::players[i]->animTarget != staggerbackhardanim &&
3359                                 Person::players[i]->animTarget != crouchremoveknifeanim &&
3360                                 Person::players[i]->animTarget != removeknifeanim &&
3361                                 Person::players[i]->animTarget != backhandspringanim &&
3362                                 Person::players[i]->animTarget != dodgebackanim &&
3363                                 Person::players[i]->animTarget != walljumprightkickanim &&
3364                                 Person::players[i]->animTarget != walljumpleftkickanim) {
3365                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3366                         }
3367
3368                         facing = 0;
3369                         facing.z = -1;
3370
3371                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3372
3373                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3374                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3375
3376                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3377                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3378                     }
3379                     if (Dialog::inDialog()) {
3380                         Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3381                         Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3382                     }
3383
3384                     if (leveltime < .5)
3385                         numenvsounds = 0;
3386
3387                     Person::players[i]->avoidsomething = 0;
3388
3389                     //avoid flaming things
3390                     for (unsigned int j = 0; j < Object::objects.size(); j++)
3391                         if (Object::objects[j]->onfire)
3392                             if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
3393                                 if (     distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3394                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3395                                     Person::players[i]->collided = 0;
3396                                     Person::players[i]->avoidcollided = 1;
3397                                     if (Person::players[i]->avoidsomething == 0 ||
3398                                             distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3399                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3400                                         Person::players[i]->avoidwhere = Object::objects[j]->position;
3401                                         Person::players[i]->avoidsomething = 1;
3402                                     }
3403                                 }
3404
3405                     //avoid flaming players
3406                     for (unsigned j = 0; j < Person::players.size(); j++)
3407                         if (Person::players[j]->onfire)
3408                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
3409                                 if (     distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3410                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3411                                     Person::players[i]->collided = 0;
3412                                     Person::players[i]->avoidcollided = 1;
3413                                     if (Person::players[i]->avoidsomething == 0 ||
3414                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3415                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3416                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
3417                                         Person::players[i]->avoidsomething = 1;
3418                                     }
3419                                 }
3420
3421                     if (Person::players[i]->collided > .8)
3422                         Person::players[i]->avoidcollided = 0;
3423
3424                     Person::players[i]->doAI();
3425
3426                     if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3427                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
3428                         Person::players[i]->forwardkeydown = 0;
3429                         Person::players[i]->leftkeydown = 0;
3430                         Person::players[i]->backkeydown = 0;
3431                         Person::players[i]->rightkeydown = 0;
3432                         Person::players[i]->jumpkeydown = 0;
3433                         Person::players[i]->attackkeydown = 0;
3434                         //Person::players[i]->crouchkeydown=0;
3435                         Person::players[i]->throwkeydown = 0;
3436                     }
3437
3438                     if (Dialog::inDialog()) {
3439                         Person::players[i]->forwardkeydown = 0;
3440                         Person::players[i]->leftkeydown = 0;
3441                         Person::players[i]->backkeydown = 0;
3442                         Person::players[i]->rightkeydown = 0;
3443                         Person::players[i]->jumpkeydown = 0;
3444                         Person::players[i]->crouchkeydown = 0;
3445                         Person::players[i]->drawkeydown = 0;
3446                         Person::players[i]->throwkeydown = 0;
3447                     }
3448
3449                     if (Person::players[i]->collided < -.3)
3450                         Person::players[i]->collided = -.3;
3451                     if (Person::players[i]->collided > 1)
3452                         Person::players[i]->collided = 1;
3453                     Person::players[i]->collided -= multiplier * 4;
3454                     Person::players[i]->whichdirectiondelay -= multiplier;
3455                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3456                         Person::players[i]->avoidcollided = -.3;
3457                         Person::players[i]->whichdirection = abs(Random() % 2);
3458                         Person::players[i]->whichdirectiondelay = .4;
3459                     }
3460                     if (Person::players[i]->avoidcollided > 1)
3461                         Person::players[i]->avoidcollided = 1;
3462                     Person::players[i]->avoidcollided -= multiplier / 4;
3463                     if (!Person::players[i]->skeleton.free) {
3464                         Person::players[i]->stunned -= multiplier;
3465                         Person::players[i]->surprised -= multiplier;
3466                     }
3467                     if (i != 0 && Person::players[i]->surprised <= 0 &&
3468                             Person::players[i]->aitype == attacktypecutoff &&
3469                             !Person::players[i]->dead &&
3470                             !Person::players[i]->skeleton.free &&
3471                             Animation::animations[Person::players[i]->animTarget].attack == neutral)
3472                         numresponded = 1;
3473
3474                     if (!Person::players[i]->throwkeydown)
3475                         Person::players[i]->throwtogglekeydown = 0;
3476
3477                     //pick up weapon
3478                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3479                         if (Person::players[i]->weaponactive == -1 &&
3480                                 Person::players[i]->num_weapons < 2 &&
3481                                 (Person::players[i]->isIdle() ||
3482                                  Person::players[i]->isCrouch() ||
3483                                  Person::players[i]->animTarget == sneakanim ||
3484                                  Person::players[i]->animTarget == rollanim ||
3485                                  Person::players[i]->animTarget == backhandspringanim ||
3486                                  Person::players[i]->isFlip() ||
3487                                  Person::players[i]->aitype != playercontrolled)) {
3488                             for (unsigned j = 0; j < weapons.size(); j++) {
3489                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3490                                         Person::players[i]->aitype == playercontrolled) &&
3491                                         weapons[j].owner == -1 &&
3492                                         Person::players[i]->weaponactive == -1)
3493                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3494                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3495                                             if (Person::players[i]->isCrouch() ||
3496                                                     Person::players[i]->animTarget == sneakanim ||
3497                                                     Person::players[i]->isRun() ||
3498                                                     Person::players[i]->isIdle() ||
3499                                                     Person::players[i]->aitype != playercontrolled) {
3500                                                 Person::players[i]->throwtogglekeydown = 1;
3501                                                 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3502                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3503                                                 Person::players[i]->hasvictim = 0;
3504                                             }
3505                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3506                                                 Person::players[i]->throwtogglekeydown = 1;
3507                                                 Person::players[i]->hasvictim = 0;
3508
3509                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3510                                                         Person::players[i]->aitype == playercontrolled) &&
3511                                                         weapons[j].owner == -1 ||
3512                                                         Person::players[i]->victim &&
3513                                                         weapons[j].owner == int(Person::players[i]->victim->id))
3514                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
3515                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3516                                                             if (weapons[j].getType() != staff)
3517                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3518
3519                                                             Person::players[i]->takeWeapon(j);
3520                                                         }
3521                                             }
3522                                         } else if ((Person::players[i]->isIdle() ||
3523                                                     Person::players[i]->isFlip() ||
3524                                                     Person::players[i]->aitype != playercontrolled) &&
3525                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3526                                                    Person::players[i]->coords.y < weapons[j].position.y) {
3527                                             if (!Person::players[i]->isFlip()) {
3528                                                 Person::players[i]->throwtogglekeydown = 1;
3529                                                 Person::players[i]->setTargetAnimation(removeknifeanim);
3530                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3531                                             }
3532                                             if (Person::players[i]->isFlip()) {
3533                                                 Person::players[i]->throwtogglekeydown = 1;
3534                                                 Person::players[i]->hasvictim = 0;
3535
3536                                                 for (unsigned k = 0; k < weapons.size(); k++) {
3537                                                     if (Person::players[i]->weaponactive == -1)
3538                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3539                                                                 Person::players[i]->aitype == playercontrolled) &&
3540                                                                 weapons[k].owner == -1 ||
3541                                                                 Person::players[i]->victim &&
3542                                                                 weapons[k].owner == int(Person::players[i]->victim->id))
3543                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3544                                                                     Person::players[i]->weaponactive == -1) {
3545                                                                 if (weapons[k].getType() != staff)
3546                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3547
3548                                                                 Person::players[i]->takeWeapon(k);
3549                                                             }
3550                                                 }
3551                                             }
3552                                         }
3553                                     }
3554                             }
3555                             if (Person::players[i]->isCrouch() ||
3556                                     Person::players[i]->animTarget == sneakanim ||
3557                                     Person::players[i]->isRun() ||
3558                                     Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3559                                     Person::players[i]->animTarget == backhandspringanim) {
3560                                 if (Person::players.size() > 1)
3561                                     for (unsigned j = 0; j < Person::players.size(); j++) {
3562                                         if (Person::players[i]->weaponactive == -1)
3563                                             if (j != i)
3564                                                 if (Person::players[j]->num_weapons &&
3565                                                         Person::players[j]->skeleton.free &&
3566                                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
3567                                                         (((Person::players[j]->skeleton.forward.y < 0 &&
3568                                                            Person::players[j]->weaponstuckwhere == 0) ||
3569                                                           (Person::players[j]->skeleton.forward.y > 0 &&
3570                                                            Person::players[j]->weaponstuckwhere == 1)) ||
3571                                                          Person::players[j]->weaponstuck == -1 ||
3572                                                          Person::players[j]->num_weapons > 1)) {
3573                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3574                                                         Person::players[i]->throwtogglekeydown = 1;
3575                                                         Person::players[i]->victim = Person::players[j];
3576                                                         Person::players[i]->hasvictim = 1;
3577                                                         Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3578                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3579                                                     }
3580                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3581                                                         Person::players[i]->throwtogglekeydown = 1;
3582                                                         Person::players[i]->victim = Person::players[j];
3583                                                         Person::players[i]->hasvictim = 1;
3584                                                         int k = Person::players[j]->weaponids[0];
3585                                                         if (Person::players[i]->hasvictim) {
3586                                                             bool fleshstuck;
3587                                                             fleshstuck = 0;
3588                                                             if (Person::players[i]->victim->weaponstuck != -1) {
3589                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3590                                                                     fleshstuck = 1;
3591                                                                 }
3592                                                             }
3593                                                             if (!fleshstuck) {
3594                                                                 if (weapons[k].getType() != staff)
3595                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3596                                                             }
3597                                                             if (fleshstuck)
3598                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3599
3600                                                             if (weapons[k].owner != -1) {
3601                                                                 if (Person::players[i]->victim->num_weapons == 1)
3602                                                                     Person::players[i]->victim->num_weapons = 0;
3603                                                                 else
3604                                                                     Person::players[i]->victim->num_weapons = 1;
3605
3606                                                                 Person::players[i]->victim->skeleton.longdead = 0;
3607                                                                 Person::players[i]->victim->skeleton.free = 1;
3608                                                                 Person::players[i]->victim->skeleton.broken = 0;
3609
3610                                                                 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3611                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3612                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
3613                                                                 }
3614
3615                                                                 XYZ relative;
3616                                                                 relative = 0;
3617                                                                 relative.y = 10;
3618                                                                 Normalise(&relative);
3619                                                                 XYZ footvel, footpoint;
3620                                                                 footvel = 0;
3621                                                                 footpoint = weapons[k].position;
3622                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
3623                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3624                                                                         if (bloodtoggle)
3625                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3626                                                                         weapons[k].bloody = 2;
3627                                                                         weapons[k].blooddrip = 5;
3628                                                                         Person::players[i]->victim->weaponstuck = -1;
3629                                                                         Person::players[i]->victim->bloodloss += 2000;
3630                                                                         Person::players[i]->victim->DoDamage(2000);
3631                                                                     }
3632                                                                 }
3633                                                                 if (Person::players[i]->victim->num_weapons > 0) {
3634                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
3635                                                                         Person::players[i]->victim->weaponstuck = 0;
3636                                                                     if (Person::players[i]->victim->weaponids[0] == k)
3637                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3638                                                                 }
3639
3640                                                                 Person::players[i]->victim->weaponactive = -1;
3641
3642                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3643                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
3644                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3645                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3646                                                             }
3647                                                             Person::players[i]->takeWeapon(k);
3648                                                         }
3649                                                     }
3650                                                 }
3651                                     }
3652                             }
3653                         }
3654                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3655                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3656                                 if (Person::players[i]->isIdle() ||
3657                                         Person::players[i]->isRun() ||
3658                                         Person::players[i]->isCrouch() ||
3659                                         Person::players[i]->animTarget == sneakanim ||
3660                                         Person::players[i]->isFlip())
3661                                     if (Person::players.size() > 1)
3662                                         for (unsigned j = 0; j < Person::players.size(); j++) {
3663                                             if (i != j)
3664                                                 if (!Tutorial::active || Tutorial::stage == 49)
3665                                                     if (hostile)
3666                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3667                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3668                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3669                                                                 !Person::players[j]->skeleton.free &&
3670                                                                 -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)) {
3671                                                             if (!Person::players[i]->isFlip()) {
3672                                                                 Person::players[i]->throwtogglekeydown = 1;
3673                                                                 Person::players[i]->victim = Person::players[j];
3674                                                                 Person::players[i]->setTargetAnimation(knifethrowanim);
3675                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3676                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3677                                                             }
3678                                                             if (Person::players[i]->isFlip()) {
3679                                                                 if (Person::players[i]->weaponactive != -1) {
3680                                                                     Person::players[i]->throwtogglekeydown = 1;
3681                                                                     Person::players[i]->victim = Person::players[j];
3682                                                                     XYZ aim;
3683                                                                     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);
3684                                                                     Normalise(&aim);
3685
3686                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3687
3688                                                                     weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3689                                                                     Person::players[i]->num_weapons--;
3690                                                                     if (Person::players[i]->num_weapons) {
3691                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3692                                                                     }
3693                                                                     Person::players[i]->weaponactive = -1;
3694                                                                 }
3695                                                             }
3696                                                         }
3697                                         }
3698                             }
3699                         }
3700                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3701                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3702                                 Person::players[i]->throwtogglekeydown = 1;
3703                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
3704                                 if (tempVelocity.x == 0)
3705                                     tempVelocity.x = .1;
3706                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3707                                 Person::players[i]->num_weapons--;
3708                                 if (Person::players[i]->num_weapons) {
3709                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3710                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
3711                                         Person::players[i]->weaponstuck = 0;
3712                                 }
3713
3714                                 Person::players[i]->weaponactive = -1;
3715                                 for (unsigned j = 0; j < Person::players.size(); j++) {
3716                                     Person::players[j]->wentforweapon = 0;
3717                                 }
3718                             }
3719                         }
3720
3721                     }
3722
3723                     //draw weapon
3724                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3725                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3726                                 (Person::players[i]->num_weapons == 2) &&
3727                                 (Person::players[i]->weaponactive == -1) &&
3728                                 Person::players[i]->isIdle() ||
3729                                 Person::players[0]->dead &&
3730                                 (Person::players[i]->weaponactive != -1) &&
3731                                 i != 0) {
3732                             bool isgood = true;
3733                             if (Person::players[i]->weaponactive != -1)
3734                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
3735                                     isgood = false;
3736                             if (isgood && Person::players[i]->creature != wolftype) {
3737                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3738                                     Person::players[i]->setTargetAnimation(drawrightanim);
3739                                     Person::players[i]->drawtogglekeydown = 1;
3740                                 }
3741                                 if ((Person::players[i]->isIdle() ||
3742                                         (Person::players[i]->aitype != playercontrolled &&
3743                                          Person::players[0]->weaponactive != -1 &&
3744                                          Person::players[i]->isRun())) &&
3745                                         Person::players[i]->num_weapons &&
3746                                         weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3747                                     Person::players[i]->setTargetAnimation(drawleftanim);
3748                                     Person::players[i]->drawtogglekeydown = 1;
3749                                 }
3750                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3751                                     Person::players[i]->setTargetAnimation(crouchdrawrightanim);
3752                                     Person::players[i]->drawtogglekeydown = 1;
3753                                 }
3754                             }
3755                         }
3756                     }
3757
3758                     //clean weapon
3759                     if (Person::players[i]->weaponactive != -1) {
3760                         if (Person::players[i]->isCrouch() &&
3761                                 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3762                                 bloodtoggle &&
3763                                 Person::players[i]->onterrain &&
3764                                 Person::players[i]->num_weapons &&
3765                                 Person::players[i]->attackkeydown &&
3766                                 musictype != stream_fighttheme) {
3767                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
3768                                 Person::players[i]->setTargetAnimation(crouchstabanim);
3769                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
3770                                 Person::players[i]->setTargetAnimation(swordgroundstabanim);
3771                             Person::players[i]->hasvictim = 0;
3772                         }
3773                     }
3774
3775                     if (!Person::players[i]->drawkeydown)
3776                         Person::players[i]->drawtogglekeydown = 0;
3777
3778                     XYZ absflatfacing;
3779                     if (i == 0) {
3780                         absflatfacing = 0;
3781                         absflatfacing.z = -1;
3782
3783                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
3784                     } else
3785                         absflatfacing = flatfacing;
3786
3787                     if (Dialog::inDialog()) {
3788                         Person::players[i]->forwardkeydown = 0;
3789                         Person::players[i]->leftkeydown = 0;
3790                         Person::players[i]->backkeydown = 0;
3791                         Person::players[i]->rightkeydown = 0;
3792                         Person::players[i]->jumpkeydown = 0;
3793                         Person::players[i]->crouchkeydown = 0;
3794                         Person::players[i]->drawkeydown = 0;
3795                         Person::players[i]->throwkeydown = 0;
3796                     }
3797                     movekey = 0;
3798                     //Do controls
3799                     if (!Animation::animations[Person::players[i]->animTarget].attack &&
3800                             Person::players[i]->animTarget != staggerbackhighanim &&
3801                             Person::players[i]->animTarget != staggerbackhardanim &&
3802                             Person::players[i]->animTarget != backhandspringanim &&
3803                             Person::players[i]->animTarget != dodgebackanim) {
3804                         if (!Person::players[i]->forwardkeydown)
3805                             Person::players[i]->forwardstogglekeydown = 0;
3806                         if (Person::players[i]->crouchkeydown) {
3807                             //Crouch
3808                             target = -2;
3809                             if (i == 0) {
3810                                 Person::players[i]->superruntoggle = 1;
3811                                 if (Person::players.size() > 1)
3812                                     for (unsigned j = 0; j < Person::players.size(); j++)
3813                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
3814                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
3815                                                 Person::players[i]->superruntoggle = 0;
3816                             }
3817
3818                             if (Person::players.size() > 1)
3819                                 for (unsigned j = 0; j < Person::players.size(); j++) {
3820                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
3821                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3822                                                 Person::players[j]->victim == Person::players[i] &&
3823                                                 (Person::players[j]->animTarget == sweepanim ||
3824                                                  Person::players[j]->animTarget == upunchanim ||
3825                                                  Person::players[j]->animTarget == wolfslapanim ||
3826                                                  ((Person::players[j]->animTarget == swordslashanim ||
3827                                                    Person::players[j]->animTarget == knifeslashstartanim ||
3828                                                    Person::players[j]->animTarget == staffhitanim ||
3829                                                    Person::players[j]->animTarget == staffspinhitanim) &&
3830                                                   distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
3831                                             if (target >= 0)
3832                                                 target = -1;
3833                                             else
3834                                                 target = j;
3835                                         }
3836                                     }
3837                                 }
3838                             if (target >= 0)
3839                                 Person::players[target]->Reverse();
3840                             Person::players[i]->lowreversaldelay = .5;
3841
3842                             if (Person::players[i]->isIdle()) {
3843                                 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
3844                                 Person::players[i]->transspeed = 10;
3845                             }
3846                             if (Person::players[i]->isRun() ||
3847                                     (Person::players[i]->isStop() &&
3848                                      (Person::players[i]->leftkeydown ||
3849                                       Person::players[i]->rightkeydown ||
3850                                       Person::players[i]->forwardkeydown ||
3851                                       Person::players[i]->backkeydown))) {
3852                                 Person::players[i]->setTargetAnimation(rollanim);
3853                                 Person::players[i]->transspeed = 20;
3854                             }
3855                         }
3856                         if (!Person::players[i]->crouchkeydown) {
3857                             //Uncrouch
3858                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
3859                                 Person::players[i]->superruntoggle = 0;
3860                             target = -2;
3861                             if (Person::players[i]->isCrouch()) {
3862                                 if (Person::players.size() > 1)
3863                                     for (unsigned j = 0; j < Person::players.size(); j++) {
3864                                         if (j != i &&
3865                                                 !Person::players[j]->skeleton.free &&
3866                                                 Person::players[j]->victim &&
3867                                                 Person::players[i]->highreversaldelay <= 0) {
3868                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3869                                                     Person::players[j]->victim == Person::players[i] &&
3870                                                     (Person::players[j]->animTarget == spinkickanim) &&
3871                                                     Person::players[i]->isCrouch()) {
3872                                                 if (target >= 0)
3873                                                     target = -1;
3874                                                 else
3875                                                     target = j;
3876                                             }
3877                                         }
3878                                     }
3879                                 if (target >= 0)
3880                                     Person::players[target]->Reverse();
3881                                 Person::players[i]->highreversaldelay = .5;
3882
3883                                 if (Person::players[i]->isCrouch()) {
3884                                     if (!Person::players[i]->wasCrouch()) {
3885                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
3886                                         Person::players[i]->frameCurrent = 0;
3887                                     }
3888                                     Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
3889                                     Person::players[i]->transspeed = 10;
3890                                 }
3891                             }
3892                             if (Person::players[i]->animTarget == sneakanim) {
3893                                 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
3894                                 Person::players[i]->transspeed = 10;
3895                             }
3896                         }
3897                         if (Person::players[i]->forwardkeydown) {
3898                             if (Person::players[i]->isIdle() ||
3899                                     (Person::players[i]->isStop() &&
3900                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3901                                     (Person::players[i]->isLanding() &&
3902                                      Person::players[i]->frameTarget > 0 &&
3903                                      !Person::players[i]->jumpkeydown) ||
3904                                     (Person::players[i]->isLandhard() &&
3905                                      Person::players[i]->frameTarget > 0 &&
3906                                      !Person::players[i]->jumpkeydown &&
3907                                      Person::players[i]->crouchkeydown)) {
3908                                 if (Person::players[i]->aitype == passivetype)
3909                                     Person::players[i]->setTargetAnimation(walkanim);
3910                                 else
3911                                     Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3912                             }
3913                             if (Person::players[i]->isCrouch()) {
3914                                 Person::players[i]->animTarget = sneakanim;
3915                                 if (Person::players[i]->wasCrouch())
3916                                     Person::players[i]->target = 0;
3917                                 Person::players[i]->frameTarget = 0;
3918                             }
3919                             if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
3920                                 Person::players[i]->setTargetAnimation(climbanim);
3921                                 Person::players[i]->frameTarget = 1;
3922                                 Person::players[i]->jumpclimb = 1;
3923                             }
3924                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3925                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
3926                             }
3927                             Person::players[i]->forwardstogglekeydown = 1;
3928                             movekey = 1;
3929                         }
3930                         if (Person::players[i]->rightkeydown) {
3931                             if (Person::players[i]->isIdle() ||
3932                                     (Person::players[i]->isStop() &&
3933                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3934                                     (Person::players[i]->isLanding() &&
3935                                      Person::players[i]->frameTarget > 0 &&
3936                                      !Person::players[i]->jumpkeydown) ||
3937                                     (Person::players[i]->isLandhard() &&
3938                                      Person::players[i]->frameTarget > 0 &&
3939                                      !Person::players[i]->jumpkeydown &&
3940                                      Person::players[i]->crouchkeydown)) {
3941                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3942                             }
3943                             if (Person::players[i]->isCrouch()) {
3944                                 Person::players[i]->animTarget = sneakanim;
3945                                 if (Person::players[i]->wasCrouch())
3946                                     Person::players[i]->target = 0;
3947                                 Person::players[i]->frameTarget = 0;
3948                             }
3949                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3950                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
3951                             }
3952                             Person::players[i]->targetyaw -= 90;
3953                             if (Person::players[i]->forwardkeydown)
3954                                 Person::players[i]->targetyaw += 45;
3955                             if (Person::players[i]->backkeydown)
3956                                 Person::players[i]->targetyaw -= 45;
3957                             movekey = 1;
3958                         }
3959                         if ( Person::players[i]->leftkeydown) {
3960                             if (Person::players[i]->isIdle() ||
3961                                     (Person::players[i]->isStop() &&
3962                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3963                                     (Person::players[i]->isLanding() &&
3964                                      Person::players[i]->frameTarget > 0 &&
3965                                      !Person::players[i]->jumpkeydown) ||
3966                                     (Person::players[i]->isLandhard() &&
3967                                      Person::players[i]->frameTarget > 0 &&
3968                                      !Person::players[i]->jumpkeydown &&
3969                                      Person::players[i]->crouchkeydown)) {
3970                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3971                             }
3972                             if (Person::players[i]->isCrouch()) {
3973                                 Person::players[i]->animTarget = sneakanim;
3974                                 if (Person::players[i]->wasCrouch())
3975                                     Person::players[i]->target = 0;
3976                                 Person::players[i]->frameTarget = 0;
3977                             }
3978                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3979                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
3980                             }
3981                             Person::players[i]->targetyaw += 90;
3982                             if (Person::players[i]->forwardkeydown)
3983                                 Person::players[i]->targetyaw -= 45;
3984                             if (Person::players[i]->backkeydown)
3985                                 Person::players[i]->targetyaw += 45;
3986                             movekey = 1;
3987                         }
3988                         if (Person::players[i]->backkeydown) {
3989                             if (Person::players[i]->isIdle() ||
3990                                     (Person::players[i]->isStop() &&
3991                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3992                                     (Person::players[i]->isLanding() &&
3993                                      Person::players[i]->frameTarget > 0 &&
3994                                      !Person::players[i]->jumpkeydown) ||
3995                                     (Person::players[i]->isLandhard() &&
3996                                      Person::players[i]->frameTarget > 0 &&
3997                                      !Person::players[i]->jumpkeydown &&
3998                                      Person::players[i]->crouchkeydown)) {
3999                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
4000                             }
4001                             if (Person::players[i]->isCrouch()) {
4002                                 Person::players[i]->animTarget = sneakanim;
4003                                 if (Person::players[i]->wasCrouch())
4004                                     Person::players[i]->target = 0;
4005                                 Person::players[i]->frameTarget = 0;
4006                             }
4007                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4008                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4009                             }
4010                             if (Person::players[i]->animTarget == hanganim) {
4011                                 Person::players[i]->animCurrent = jumpdownanim;
4012                                 Person::players[i]->animTarget = jumpdownanim;
4013                                 Person::players[i]->target = 0;
4014                                 Person::players[i]->frameCurrent = 0;
4015                                 Person::players[i]->frameTarget = 1;
4016                                 Person::players[i]->velocity = 0;
4017                                 Person::players[i]->velocity.y += gravity;
4018                                 Person::players[i]->coords.y -= 1.4;
4019                                 Person::players[i]->grabdelay = 1;
4020                             }
4021                             if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
4022                                 Person::players[i]->targetyaw += 180;
4023                             movekey = 1;
4024                         }
4025                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4026                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4027                                     Person::players[i]->isRun() ||
4028                                     Person::players[i]->animTarget == walkanim ||
4029                                     Person::players[i]->isCrouch() ||
4030                                     Person::players[i]->animTarget == sneakanim) &&
4031                                     Person::players[i]->jumppower > 1) &&
4032                                     ((Person::players[i]->animTarget != rabbitrunninganim &&
4033                                       Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
4034                                 Person::players[i]->jumpstart = 0;
4035                                 Person::players[i]->setTargetAnimation(jumpupanim);
4036                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
4037                                 Person::players[i]->transspeed = 20;
4038                                 Person::players[i]->FootLand(leftfoot, 1);
4039                                 Person::players[i]->FootLand(rightfoot, 1);
4040
4041                                 facing = 0;
4042                                 facing.z = -1;
4043                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4044
4045                                 if (movekey)
4046                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4047                                 if (!movekey)
4048                                     Person::players[i]->velocity = 0;
4049
4050                                 //Dodge sweep?
4051                                 target = -2;
4052                                 if (Person::players.size() > 1)
4053                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4054                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4055                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4056                                                     (Person::players[j]->victim == Person::players[i]) &&
4057                                                     (Person::players[j]->animTarget == sweepanim)) {
4058                                                 if (target >= 0)
4059                                                     target = -1;
4060                                                 else
4061                                                     target = j;
4062                                             }
4063                                         }
4064                                     }
4065                                 if (target >= 0)
4066                                     Person::players[i]->velocity.y = 1;
4067                                 else
4068                                     if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4069                                     Person::players[i]->velocity.y = 7;
4070                                     Person::players[i]->crouchtogglekeydown = 1;
4071                                 } else Person::players[i]->velocity.y = 5;
4072
4073                                 if (mousejump && i == 0 && devtools) {
4074                                     if (!Person::players[i]->isLanding())
4075                                         Person::players[i]->tempdeltav = deltav;
4076                                     if (Person::players[i]->tempdeltav < 0)
4077                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4078                                 }
4079
4080                                 Person::players[i]->coords.y += .2;
4081                                 Person::players[i]->jumppower -= 1;
4082
4083                                 if (!i)
4084                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4085
4086                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4087                             }
4088                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4089                                 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4090                                 Person::players[i]->frameTarget = 2;
4091                                 Person::players[i]->landhard = 0;
4092                                 Person::players[i]->jumpstart = 1;
4093                                 Person::players[i]->tempdeltav = deltav;
4094                             }
4095                             if (Person::players[i]->animTarget == jumpupanim &&
4096                                     (((!floatjump &&
4097                                        !editorenabled) ||
4098                                       !devtools) ||
4099                                      Person::players[i]->aitype != playercontrolled)) {
4100                                 if (Person::players[i]->jumppower > multiplier * 6) {
4101                                     Person::players[i]->velocity.y += multiplier * 6;
4102                                     Person::players[i]->jumppower -= multiplier * 6;
4103                                 }
4104                                 if (Person::players[i]->jumppower <= multiplier * 6) {
4105                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
4106                                     Person::players[i]->jumppower = 0;
4107                                 }
4108                             }
4109                             if (((floatjump || editorenabled) && devtools) && i == 0)
4110                                 Person::players[i]->velocity.y += multiplier * 30;
4111                         }
4112
4113                         if (!movekey) {
4114                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4115                                 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4116                             }
4117                             if (Person::players[i]->animTarget == sneakanim) {
4118                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4119                                 if (Person::players[i]->animCurrent == sneakanim) {
4120                                     Person::players[i]->target = 0;
4121                                 }
4122                                 Person::players[i]->frameTarget = 0;
4123                             }
4124                         }
4125                         if (Person::players[i]->animTarget == walkanim &&
4126                                 (Person::players[i]->aitype == attacktypecutoff ||
4127                                  Person::players[i]->aitype == searchtype ||
4128                                  (Person::players[i]->aitype == passivetype &&
4129                                   Person::players[i]->numwaypoints <= 1)))
4130                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4131                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
4132                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4133                     }
4134                 }
4135                 if (Person::players[i]->animTarget == rollanim)
4136                     Person::players[i]->targetyaw = oldtargetyaw;
4137             }
4138
4139             //Rotation
4140             for (unsigned k = 0; k < Person::players.size(); k++) {
4141                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4142                     if (Person::players[k]->yaw > Person::players[k]->targetyaw)
4143                         Person::players[k]->yaw -= 360;
4144                     else
4145                         Person::players[k]->yaw += 360;
4146                 }
4147
4148                 //stop to turn in right direction
4149                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
4150                     Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4151
4152                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
4153                     Person::players[k]->targettilt = 0;
4154
4155                 if (Person::players[k]->animTarget != jumpupanim &&
4156                         Person::players[k]->animTarget != backhandspringanim &&
4157                         Person::players[k]->animTarget != jumpdownanim &&
4158                         !Person::players[k]->isFlip()) {
4159                     Person::players[k]->targettilt = 0;
4160                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
4161                         Person::players[k]->jumppower = 0;
4162                     Person::players[k]->jumppower += multiplier * 7;
4163                     if (Person::players[k]->isCrouch())
4164                         Person::players[k]->jumppower += multiplier * 7;
4165                     if (Person::players[k]->jumppower > 5)
4166                         Person::players[k]->jumppower = 5;
4167                 }
4168
4169                 if (Person::players[k]->isRun())
4170                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4171
4172                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4173                 Person::players[k]->grabdelay -= multiplier;
4174             }
4175
4176             //do animations
4177             for (unsigned k = 0; k < Person::players.size(); k++) {
4178                 Person::players[k]->DoAnimations();
4179                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4180                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4181             }
4182
4183             //do stuff
4184             Object::DoStuff();
4185
4186             for (int j = numenvsounds - 1; j >= 0; j--) {
4187                 envsoundlife[j] -= multiplier;
4188                 if (envsoundlife[j] < 0) {
4189                     numenvsounds--;
4190                     envsoundlife[j] = envsoundlife[numenvsounds];
4191                     envsound[j] = envsound[numenvsounds];
4192                 }
4193             }
4194             OPENAL_SetFrequency(OPENAL_ALL, slomo);
4195
4196             if (Tutorial::active) {
4197                 Tutorial::DoStuff(multiplier);
4198             }
4199
4200
4201             //3d sound
4202             static float gLoc[3];
4203             gLoc[0] = viewer.x;
4204             gLoc[1] = viewer.y;
4205             gLoc[2] = viewer.z;
4206             static float vel[3];
4207             vel[0] = (viewer.x - oldviewer.x) / multiplier;
4208             vel[1] = (viewer.y - oldviewer.y) / multiplier;
4209             vel[2] = (viewer.z - oldviewer.z) / multiplier;
4210
4211             //Set orientation with forward and up vectors
4212             static XYZ upvector;
4213             upvector = 0;
4214             upvector.z = -1;
4215
4216             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4217             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4218
4219             facing = 0;
4220             facing.z = -1;
4221
4222             facing = DoRotation(facing, -pitch, 0, 0);
4223             facing = DoRotation(facing, 0, 0 - yaw, 0);
4224
4225
4226             static float ori[6];
4227             ori[0] = -facing.x;
4228             ori[1] = facing.y;
4229             ori[2] = -facing.z;
4230             ori[3] = -upvector.x;
4231             ori[4] = upvector.y;
4232             ori[5] = -upvector.z;
4233
4234             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4235             OPENAL_Update();
4236
4237             oldviewer = viewer;
4238         }
4239     }
4240
4241     if (Input::isKeyPressed(SDL_SCANCODE_F1))
4242         Screenshot();
4243 }
4244
4245 void Game::TickOnce()
4246 {
4247     if (mainmenu) {
4248         yaw += multiplier * 5;
4249     } else if (Dialog::directing || !Dialog::inDialog()) {
4250         yaw += deltah * .7;
4251         if (invertmouse) {
4252             pitch -= deltav * .7;
4253         } else {
4254             pitch += deltav * .7;
4255         }
4256         if (pitch > 90)
4257             pitch = 90;
4258         if (pitch < -70)
4259             pitch = -70;
4260     }
4261 }
4262
4263 void Game::TickOnceAfter()
4264 {
4265     static XYZ colviewer;
4266     static XYZ coltarget;
4267     static XYZ target;
4268     static XYZ col;
4269     static XYZ facing;
4270     static float changedelay;
4271     static bool alldead;
4272     static float unseendelay;
4273     static float cameraspeed;
4274
4275     if (!mainmenu) {
4276         static int oldmusictype = musictype;
4277
4278         if (environment == snowyenvironment)
4279             leveltheme = stream_snowtheme;
4280         if (environment == grassyenvironment)
4281             leveltheme = stream_grasstheme;
4282         if (environment == desertenvironment)
4283             leveltheme = stream_deserttheme;
4284
4285         realthreat = 0;
4286
4287         musictype = leveltheme;
4288         for (unsigned i = 0; i < Person::players.size(); i++) {
4289             if ((Person::players[i]->aitype == attacktypecutoff ||
4290                     Person::players[i]->aitype == getweapontype ||
4291                     Person::players[i]->aitype == gethelptype ||
4292                     Person::players[i]->aitype == searchtype) &&
4293                     !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
4294                     (Person::players[i]->animTarget != sneakattackedanim &&
4295                      Person::players[i]->animTarget != knifesneakattackedanim &&
4296                      Person::players[i]->animTarget != swordsneakattackedanim)) {
4297                 musictype = stream_fighttheme;
4298                 realthreat = 1;
4299             }
4300         }
4301         if (Person::players[0]->dead)
4302             musictype = stream_menutheme;
4303
4304
4305         if (musictype == stream_fighttheme)
4306             unseendelay = 1;
4307
4308         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4309             unseendelay -= multiplier;
4310             if (unseendelay > 0)
4311                 musictype = stream_fighttheme;
4312         }
4313
4314
4315         if (loading == 2) {
4316             musictype = stream_menutheme;
4317             musicvolume[2] = 512;
4318             musicvolume[0] = 0;
4319             musicvolume[1] = 0;
4320             musicvolume[3] = 0;
4321         }
4322
4323         if (musictoggle)
4324             if (musictype != oldmusictype && musictype == stream_fighttheme)
4325                 emit_sound_np(alarmsound);
4326         musicselected = musictype;
4327
4328         if (musicselected == leveltheme)
4329             musicvolume[0] += multiplier * 450;
4330         else
4331             musicvolume[0] -= multiplier * 450;
4332         if (musicselected == stream_fighttheme)
4333             musicvolume[1] += multiplier * 450;
4334         else
4335             musicvolume[1] -= multiplier * 450;
4336         if (musicselected == stream_menutheme)
4337             musicvolume[2] += multiplier * 450;
4338         else
4339             musicvolume[2] -= multiplier * 450;
4340
4341         for (int i = 0; i < 3; i++) {
4342             if (musicvolume[i] < 0)
4343                 musicvolume[i] = 0;
4344             if (musicvolume[i] > 512)
4345                 musicvolume[i] = 512;
4346         }
4347
4348         if (musicvolume[2] > 128 && !loading && !mainmenu)
4349             musicvolume[2] = 128;
4350
4351         if (musictoggle) {
4352             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
4353                 emit_stream_np(leveltheme, musicvolume[0]);
4354             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
4355                 emit_stream_np(stream_fighttheme, musicvolume[1]);
4356             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
4357                 emit_stream_np(stream_menutheme, musicvolume[2]);
4358             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
4359                 pause_sound(leveltheme);
4360             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
4361                 pause_sound(stream_fighttheme);
4362             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
4363                 pause_sound(stream_menutheme);
4364
4365             if (musicvolume[0] != oldmusicvolume[0])
4366                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4367             if (musicvolume[1] != oldmusicvolume[1])
4368                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4369             if (musicvolume[2] != oldmusicvolume[2])
4370                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4371
4372             for (int i = 0; i < 3; i++)
4373                 oldmusicvolume[i] = musicvolume[i];
4374         } else {
4375             pause_sound(leveltheme);
4376             pause_sound(stream_fighttheme);
4377             pause_sound(stream_menutheme);
4378
4379             for (int i = 0; i < 4; i++) {
4380                 oldmusicvolume[i] = 0;
4381                 musicvolume[i] = 0;
4382             }
4383         }
4384
4385         Hotspot::killhotspot = 2;
4386         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4387             if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4388                 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
4389                     Hotspot::killhotspot = 0;
4390                 else if (Hotspot::killhotspot == 2)
4391                     Hotspot::killhotspot = 1;
4392             }
4393         }
4394         if (Hotspot::killhotspot == 2)
4395             Hotspot::killhotspot = 0;
4396
4397
4398         winhotspot = false;
4399         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4400             if (Hotspot::hotspots[i].type == -1) {
4401                 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4402                     winhotspot = true;
4403                 }
4404             }
4405         }
4406
4407         int numalarmed = 0;
4408         for (unsigned i = 1; i < Person::players.size(); i++) {
4409             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4410                 numalarmed++;
4411             }
4412         }
4413         if (numalarmed > maxalarmed) {
4414             maxalarmed = numalarmed;
4415         }
4416
4417         if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4418             if (Person::players[0]->dead) {
4419                 changedelay = 1;
4420                 targetlevel = whichlevel;
4421             }
4422             alldead = true;
4423             for (unsigned i = 1; i < Person::players.size(); i++) {
4424                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4425                     alldead = false;
4426                     break;
4427                 }
4428             }
4429
4430
4431             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4432                 changedelay = 1;
4433                 targetlevel = whichlevel + 1;
4434                 if (targetlevel > numchallengelevels - 1)
4435                     targetlevel = 0;
4436             }
4437             if (winhotspot || windialogue) {
4438                 changedelay = 0.1;
4439                 targetlevel = whichlevel + 1;
4440                 if (targetlevel > numchallengelevels - 1)
4441                     targetlevel = 0;
4442             }
4443
4444
4445             if (Hotspot::killhotspot) {
4446                 changedelay = 1;
4447                 targetlevel = whichlevel + 1;
4448                 if (targetlevel > numchallengelevels - 1)
4449                     targetlevel = 0;
4450             }
4451
4452             if (changedelay > 0 && !Person::players[0]->dead && !won) {
4453                 //high scores, awards, win
4454                 if (campaign) {
4455                     Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4456                     scoreadded = 1;
4457                 } else {
4458                     wonleveltime = leveltime;
4459                     Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4460                 }
4461                 won = 1;
4462                 Account::saveFile(Folders::getUserSavePath());
4463             }
4464         }
4465
4466         if (!winfreeze) {
4467
4468             if (leveltime < 1) {
4469                 loading = 0;
4470                 changedelay = .1;
4471                 alldead = false;
4472                 winhotspot = false;
4473                 Hotspot::killhotspot = 0;
4474             }
4475
4476             if (!editorenabled && gameon && !mainmenu) {
4477                 if (changedelay != -999)
4478                     changedelay -= multiplier / 7;
4479                 if (Person::players[0]->dead)
4480                     targetlevel = whichlevel;
4481                 if (loading == 2 && !campaign) {
4482                     flash();
4483
4484                     fireSound(firestartsound);
4485
4486                     if (!Person::players[0]->dead && targetlevel != whichlevel)
4487                         startbonustotal = bonustotal;
4488                     if (Person::players[0]->dead)
4489                         Loadlevel(whichlevel);
4490                     else
4491                         Loadlevel(targetlevel);
4492
4493                     fireSound();
4494
4495                     loading = 3;
4496                 }
4497                 if (loading == 2 && targetlevel == whichlevel) {
4498                     flash();
4499                     loadtime = 0;
4500
4501                     fireSound(firestartsound);
4502
4503                     Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4504
4505                     fireSound();
4506
4507                     loading = 3;
4508                 }
4509                 if (changedelay <= -999 &&
4510                         whichlevel != -2 &&
4511                         !loading &&
4512                         (Person::players[0]->dead ||
4513                          (alldead && maptype == mapkilleveryone) ||
4514                          (winhotspot) ||
4515                          (Hotspot::killhotspot)))
4516                     loading = 1;
4517                 if ((Person::players[0]->dead ||
4518                         (alldead && maptype == mapkilleveryone) ||
4519                         (winhotspot) ||
4520                         (windialogue) ||
4521                         (Hotspot::killhotspot)) &&
4522                         changedelay <= 0) {
4523                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4524                         winfreeze = true;
4525                         changedelay = -999;
4526                     }
4527                     if (Person::players[0]->dead)
4528                         loading = 1;
4529                 }
4530             }
4531
4532             if (campaign) {
4533                 // campaignchoosenext determines what to do when the level is complete:
4534                 // 0 = load next level
4535                 // 1 = go back to level select screen
4536                 // 2 = stealthload next level
4537                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4538                     if (campaignlevels[actuallevel].nextlevel.empty())
4539                         endgame = 1;
4540                 } else if (mainmenu == 0 && winfreeze) {
4541                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4542
4543                     if (!stealthloading) {
4544                         fireSound(firestartsound);
4545
4546                         flash();
4547                     }
4548
4549                     startbonustotal = 0;
4550
4551                     LoadCampaign();
4552
4553                     loading = 2;
4554                     loadtime = 0;
4555                     targetlevel = 7;
4556                     if (!firstload)
4557                         LoadStuff();
4558                     whichchoice = 0;
4559                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
4560                     visibleloading = true;
4561                     stillloading = 1;
4562                     Loadlevel(campaignlevels[actuallevel].mapname.c_str());
4563                     campaign = 1;
4564                     mainmenu = 0;
4565                     gameon = 1;
4566                     pause_sound(stream_menutheme);
4567
4568                     stealthloading = 0;
4569                 }
4570             }
4571
4572             if (loading == 3)
4573                 loading = 0;
4574
4575         }
4576
4577         oldmusictype = musictype;
4578     }
4579
4580     facing = 0;
4581     facing.z = -1;
4582
4583     facing = DoRotation(facing, -pitch, 0, 0);
4584     facing = DoRotation(facing, 0, 0 - yaw, 0);
4585     viewerfacing = facing;
4586
4587     if (!cameramode) {
4588         if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
4589             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;
4590         else
4591             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;
4592         target.y += .1;
4593         if (Person::players[0]->skeleton.free) {
4594             for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4595                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
4596                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4597             }
4598             target.y += .1;
4599         }
4600         if (Person::players[0]->skeleton.free != 2) {
4601             cameraspeed = 20;
4602             if (findLengthfast(&Person::players[0]->velocity) > 400) {
4603                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4604             }
4605             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
4606                 target.y += 1.4;
4607             coltarget = target - cameraloc;
4608             if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
4609                 cameraloc = target;
4610             else {
4611                 Normalise(&coltarget);
4612                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
4613                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4614                 else
4615                     cameraloc = cameraloc + coltarget * multiplier * 8;
4616             }
4617             if (editorenabled)
4618                 cameraloc = target;
4619             cameradist += multiplier * 5;
4620             if (cameradist > 2.3)
4621                 cameradist = 2.3;
4622             viewer = cameraloc - facing * cameradist;
4623             colviewer = viewer;
4624             coltarget = cameraloc;
4625             Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4626             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
4627                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
4628                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4629                     colviewer = viewer;
4630                     coltarget = cameraloc;
4631                     if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
4632                         viewer = col;
4633                 }
4634             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
4635                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
4636                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4637                     colviewer = viewer;
4638                     if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4639                         viewer = colviewer;
4640                     }
4641                 }
4642             cameradist = findDistance(&viewer, &target);
4643             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4644             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4645                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4646             }
4647         }
4648         if (camerashake > .8)
4649             camerashake = .8;
4650         woozy += multiplier;
4651         if (Person::players[0]->dead)
4652             camerashake = 0;
4653         if (Person::players[0]->dead)
4654             woozy = 0;
4655         camerashake -= multiplier * 2;
4656         blackout -= multiplier * 2;
4657         if (camerashake < 0)
4658             camerashake = 0;
4659         if (blackout < 0)
4660             blackout = 0;
4661         if (camerashake) {
4662             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4663             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4664             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
4665         }
4666     }
4667 }
4668