]> git.jsancho.org Git - lugaru.git/blob - Source/GameTick.cpp
Attempt at fixing LoadStuff calling logic
[lugaru.git] / Source / GameTick.cpp
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
510 void Game::Loadlevel(const std::string& name, bool tutorial)
511 {
512     int indemo; // FIXME this should be removed
513     int templength;
514     float lamefloat;
515
516     LOGFUNC;
517
518     LOG(std::string("Loading level...") + name);
519
520     if (!gameon)
521         visibleloading = true;
522     if (stealthloading)
523         visibleloading = false;
524     if (!stillloading)
525         loadtime = 0;
526     gamestarted = 1;
527
528     numenvsounds = 0;
529
530     Tutorial::active = tutorial;
531
532     if (Tutorial::active) {
533         Tutorial::stage = 0;
534     }
535     if (Tutorial::stage == 0) {
536         Tutorial::stagetime = 0;
537         Tutorial::maxtime = 1;
538     }
539     pause_sound(whooshsound);
540     pause_sound(stream_firesound);
541
542     int mapvers;
543     FILE *tfile;
544     errno = 0;
545     tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
546
547     pause_sound(stream_firesound);
548     scoreadded = 0;
549     windialogue = false;
550     hostiletime = 0;
551     won = 0;
552
553     //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
554
555     Dialog::dialogs.clear();
556
557     Dialog::indialogue = -1;
558     cameramode = 0;
559
560     damagedealt = 0;
561     damagetaken = 0;
562
563     if (Account::hasActive()) {
564         difficulty = Account::active().getDifficulty();
565     }
566
567     Hotspot::hotspots.clear();
568     Hotspot::current = -1;
569     bonustime = 1;
570
571     skyboxtexture = 1;
572     skyboxr = 1;
573     skyboxg = 1;
574     skyboxb = 1;
575
576     freeze = 0;
577     winfreeze = 0;
578
579     for (unsigned char i = 0; i < 100; i++)
580         bonusnum[i] = 0;
581
582     numfalls = 0;
583     numflipfail = 0;
584     numseen = 0;
585     numstaffattack = 0;
586     numswordattack = 0;
587     numknifeattack = 0;
588     numunarmedattack = 0;
589     numescaped = 0;
590     numflipped = 0;
591     numwallflipped = 0;
592     numthrowkill = 0;
593     numafterkill = 0;
594     numreversals = 0;
595     numattacks = 0;
596     maxalarmed = 0;
597     numresponded = 0;
598
599     bonustotal = startbonustotal;
600     bonus = 0;
601     gameon = 1;
602     changedelay = 0;
603     if (console) {
604         emit_sound_np(consolesuccesssound);
605         freeze = 0;
606         console = false;
607     }
608
609     if (!stealthloading) {
610         terrain.decals.clear();
611         Sprite::deleteSprites();
612
613         for (int i = 0; i < subdivision; i++) {
614             for (int j = 0; j < subdivision; j++) {
615                 terrain.patchobjectnum[i][j] = 0;
616             }
617         }
618         Game::LoadingScreen();
619     }
620
621     weapons.clear();
622     Person::players.resize(1);
623
624     funpackf(tfile, "Bi", &mapvers);
625     if (mapvers < 12) {
626         cerr << name << " has obsolete map version " << mapvers << endl;
627     }
628     if (mapvers >= 15)
629         funpackf(tfile, "Bi", &indemo);
630     else
631         indemo = 0;
632     if (mapvers >= 5)
633         funpackf(tfile, "Bi", &maptype);
634     else
635         maptype = mapkilleveryone;
636     if (mapvers >= 6)
637         funpackf(tfile, "Bi", &hostile);
638     else
639         hostile = 1;
640     if (mapvers >= 4)
641         funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
642     else {
643         viewdistance = 100;
644         fadestart = .6;
645     }
646     if (mapvers >= 2)
647         funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
648     else {
649         skyboxtexture = 1;
650         skyboxr = 1;
651         skyboxg = 1;
652         skyboxb = 1;
653     }
654     if (mapvers >= 10)
655         funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
656     else {
657         skyboxlightr = skyboxr;
658         skyboxlightg = skyboxg;
659         skyboxlightb = skyboxb;
660     }
661     /* 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) */
662     if (stealthloading) {
663         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
664     } else {
665         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);
666     }
667     if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
668         for (int j = 0; j < Person::players[0]->num_weapons; j++) {
669             Person::players[0]->weaponids[j] = weapons.size();
670             int type;
671             funpackf(tfile, "Bi", &type);
672             weapons.push_back(Weapon(type, 0));
673         }
674
675     Game::LoadingScreen();
676
677     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
678     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
679     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
680     funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
681
682     funpackf(tfile, "Bi", &Person::players[0]->numclothes);
683
684     if (mapvers >= 9)
685         funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
686     else {
687         Person::players[0]->whichskin = 0;
688         Person::players[0]->creature = rabbittype;
689     }
690
691     Person::players[0]->lastattack = -1;
692     Person::players[0]->lastattack2 = -1;
693     Person::players[0]->lastattack3 = -1;
694
695     //dialogues
696     if (mapvers >= 8) {
697         Dialog::loadDialogs(tfile);
698     }
699
700     for (int k = 0; k < Person::players[0]->numclothes; k++) {
701         funpackf(tfile, "Bi", &templength);
702         for (int l = 0; l < templength; l++)
703             funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
704         Person::players[0]->clothes[k][templength] = '\0';
705         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
706     }
707
708     funpackf(tfile, "Bi", &environment);
709
710     Object::LoadObjectsFromFile(tfile, stealthloading);
711
712     if (mapvers >= 7) {
713         int numhotspots;
714         funpackf(tfile, "Bi", &numhotspots);
715         if (numhotspots < 0) {
716             cerr << "Map " << name << " have an invalid number of hotspots" << endl;
717             numhotspots = 0;
718         }
719         Hotspot::hotspots.resize(numhotspots);
720         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
721             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);
722             funpackf(tfile, "Bi", &templength);
723             if (templength)
724                 for (int l = 0; l < templength; l++)
725                     funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
726             Hotspot::hotspots[i].text[templength] = '\0';
727             if (Hotspot::hotspots[i].type == -111)
728                 indemo = 1;
729         }
730     } else {
731         Hotspot::hotspots.clear();
732     }
733
734     Game::LoadingScreen();
735
736     if (!stealthloading) {
737         Object::ComputeCenter();
738         Object::ComputeRadius();
739     }
740
741     Game::LoadingScreen();
742
743     int numplayers;
744     funpackf(tfile, "Bi", &numplayers);
745     if (numplayers > maxplayers) {
746         cout << "Warning: this level contains more players than allowed" << endl;
747     }
748     unsigned j = 1;
749     for (int i = 1; i < numplayers; i++) {
750         try {
751             Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
752             j++;
753         } catch (InvalidPersonException e) {
754             cerr << "Invalid Person found in " << name << endl;
755         }
756     }
757     Game::LoadingScreen();
758
759     funpackf(tfile, "Bi", &numpathpoints);
760     if (numpathpoints > 30 || numpathpoints < 0)
761         numpathpoints = 0;
762     for (int j = 0; j < numpathpoints; j++) {
763         funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
764         for (int k = 0; k < numpathpointconnect[j]; k++) {
765             funpackf(tfile, "Bi", &pathpointconnect[j][k]);
766         }
767     }
768     Game::LoadingScreen();
769
770     funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
771
772     SetUpLighting();
773     if (environment != oldenvironment)
774         Setenvironment(environment);
775     oldenvironment = environment;
776
777     if (!stealthloading) {
778         Object::AddObjectsToTerrain();
779         terrain.DoShadows();
780         Game::LoadingScreen();
781         Object::DoShadows();
782         Game::LoadingScreen();
783     }
784
785     fclose(tfile);
786
787     for (unsigned i = 0; i < Person::players.size(); i++) {
788         Game::LoadingScreen();
789         if (i == 0) {
790             Person::players[i]->burnt = 0;
791             Person::players[i]->bled = 0;
792             Person::players[i]->onfire = 0;
793             Person::players[i]->scale = .2;
794             if (mapvers < 9) {
795                 Person::players[i]->creature = rabbittype;
796             }
797         }
798         Person::players[i]->skeleton.free = 0;
799
800         Person::players[i]->skeletonLoad();
801
802         Person::players[i]->addClothes();
803
804         if (i == 0) {
805             Person::players[i]->animCurrent = bounceidleanim;
806             Person::players[i]->animTarget = bounceidleanim;
807             Person::players[i]->frameCurrent = 0;
808             Person::players[i]->frameTarget = 1;
809             Person::players[i]->target = 0;
810         }
811         Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
812         if (difficulty == 0)
813             Person::players[i]->speed -= .2;
814         if (difficulty == 1)
815             Person::players[i]->speed -= .1;
816
817         if (i == 0) {
818             Person::players[i]->velocity = 0;
819             Person::players[i]->oldcoords = Person::players[i]->coords;
820             Person::players[i]->realoldcoords = Person::players[i]->coords;
821
822             Person::players[i]->id = i;
823             Person::players[i]->updatedelay = 0;
824             Person::players[i]->normalsupdatedelay = 0;
825
826             Person::players[i]->proportionhead = 1.2;
827             Person::players[i]->proportionbody = 1.05;
828             Person::players[i]->proportionarms = 1.00;
829             Person::players[i]->proportionlegs = 1.1;
830             Person::players[i]->proportionlegs.y = 1.05;
831             Person::players[i]->headless = 0;
832             Person::players[i]->currentoffset = 0;
833             Person::players[i]->targetoffset = 0;
834             if (Person::players[i]->creature == wolftype) {
835                 Person::players[i]->scale = .23;
836                 Person::players[i]->damagetolerance = 300;
837             } else {
838                 Person::players[i]->damagetolerance = 200;
839             }
840         }
841
842
843         Game::LoadingScreen();
844
845         if (cellophane) {
846             Person::players[i]->proportionhead.z = 0;
847             Person::players[i]->proportionbody.z = 0;
848             Person::players[i]->proportionarms.z = 0;
849             Person::players[i]->proportionlegs.z = 0;
850         }
851
852         Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
853
854         if (i == 0) {
855             Person::players[i]->headmorphness = 0;
856             Person::players[i]->targetheadmorphness = 1;
857             Person::players[i]->headmorphstart = 0;
858             Person::players[i]->headmorphend = 0;
859
860             Person::players[i]->pausetime = 0;
861
862             Person::players[i]->dead = 0;
863             Person::players[i]->jumppower = 5;
864             Person::players[i]->damage = 0;
865             Person::players[i]->permanentdamage = 0;
866             Person::players[i]->superpermanentdamage = 0;
867
868             Person::players[i]->forwardkeydown = 0;
869             Person::players[i]->leftkeydown = 0;
870             Person::players[i]->backkeydown = 0;
871             Person::players[i]->rightkeydown = 0;
872             Person::players[i]->jumpkeydown = 0;
873             Person::players[i]->crouchkeydown = 0;
874             Person::players[i]->throwkeydown = 0;
875
876             Person::players[i]->collided = -10;
877             Person::players[i]->loaded = 1;
878             Person::players[i]->bloodloss = 0;
879             Person::players[i]->weaponactive = -1;
880             Person::players[i]->weaponstuck = -1;
881             Person::players[i]->bleeding = 0;
882             Person::players[i]->deathbleeding = 0;
883             Person::players[i]->stunned = 0;
884             Person::players[i]->hasvictim = 0;
885             Person::players[i]->wentforweapon = 0;
886         }
887     }
888
889     Person::players[0]->aitype = playercontrolled;
890
891     if (difficulty == 1) {
892         Person::players[0]->power = 1 / .9;
893         Person::players[0]->damagetolerance = 250;
894     } else if (difficulty == 0) {
895         Person::players[0]->power = 1 / .8;
896         Person::players[0]->damagetolerance = 300;
897         Person::players[0]->armorhead *= 1.5;
898         Person::players[0]->armorhigh *= 1.5;
899         Person::players[0]->armorlow *= 1.5;
900     }
901
902     cameraloc = Person::players[0]->coords;
903     cameraloc.y += 5;
904     yaw = Person::players[0]->yaw;
905
906     hawkcoords = Person::players[0]->coords;
907     hawkcoords.y += 30;
908
909     Game::LoadingScreen();
910
911     LOG("Starting background music...");
912
913     OPENAL_StopSound(OPENAL_ALL);
914     if (ambientsound) {
915         if (environment == snowyenvironment) {
916             emit_stream_np(stream_wind);
917         } else if (environment == desertenvironment) {
918             emit_stream_np(stream_desertambient);
919         } else if (environment == grassyenvironment) {
920             emit_stream_np(stream_wind, 100.);
921         }
922     }
923     oldmusicvolume[0] = 0;
924     oldmusicvolume[1] = 0;
925     oldmusicvolume[2] = 0;
926     oldmusicvolume[3] = 0;
927
928     leveltime = 0;
929     wonleveltime = 0;
930     visibleloading = false;
931 }
932
933 void doDevKeys()
934 {
935     float headprop, bodyprop, armprop, legprop;
936     if (!devtools) {
937         return;
938     }
939
940     if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
941         /* Invicible */
942         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
943             Person::players[0]->damagetolerance = 200000;
944             Person::players[0]->damage = 0;
945             Person::players[0]->burnt = 0;
946             Person::players[0]->permanentdamage = 0;
947             Person::players[0]->superpermanentdamage = 0;
948         }
949
950         /* Change environment */
951         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
952             environment++;
953             if (environment > 2)
954                 environment = 0;
955             Setenvironment(environment);
956         }
957
958         /* Camera mode */
959         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
960             cameramode = !cameramode;
961         }
962
963         /* Toggle Slow motion */
964         if (Input::isKeyPressed(SDL_SCANCODE_B)) {
965             slomo = 1 - slomo;
966             slomodelay = 1000;
967         }
968
969         /* Ragdoll */
970         if (Input::isKeyPressed(SDL_SCANCODE_N)) {
971             Person::players[0]->RagDoll(0);
972
973             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
974         }
975
976         /* Grow tree leaves?? */
977         if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
978             for (auto& an_object : Object::objects) {
979                 if (an_object->type == treeleavestype) {
980                     an_object->scale *= .9;
981                 }
982             }
983         }
984
985         /* Change (or add) weapon */
986         if (Input::isKeyPressed(SDL_SCANCODE_X)) {
987             int closest = 0;
988             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
989                 closest = findClosestPlayer();
990             }
991
992             if (closest >= 0) {
993                 if (Person::players[closest]->num_weapons > 0) {
994                     if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
995                         weapons[Person::players[closest]->weaponids[0]].setType(staff);
996                     else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
997                         weapons[Person::players[closest]->weaponids[0]].setType(knife);
998                     else
999                         weapons[Person::players[closest]->weaponids[0]].setType(sword);
1000                 } else {
1001                     Person::players[closest]->weaponids[0] = weapons.size();
1002
1003                     weapons.push_back(Weapon(knife, closest));
1004
1005                     Person::players[closest]->num_weapons = 1;
1006                 }
1007             }
1008         }
1009
1010         /* Change yaw? */
1011         if (Input::isKeyDown(SDL_SCANCODE_U)) {
1012             int closest = 0;
1013             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1014                 closest = findClosestPlayer();
1015             }
1016
1017             if (closest >= 0) {
1018                 Person::players[closest]->yaw += multiplier * 50;
1019                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1020             }
1021         }
1022
1023         /* Toggle fire */
1024         if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1025             Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1026             if (Person::players[0]->onfire) {
1027                 Person::players[0]->CatchFire();
1028             }
1029             if (!Person::players[0]->onfire) {
1030                 emit_sound_at(fireendsound, Person::players[0]->coords);
1031                 pause_sound(stream_firesound);
1032             }
1033         }
1034
1035         /* Change skin */
1036         if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1037             int closest = 0;
1038             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1039                 closest = findClosestPlayer();
1040             }
1041
1042             if (closest >= 0) {
1043                 Person::players[closest]->whichskin++;
1044                 if (Person::players[closest]->whichskin > 9)
1045                     Person::players[closest]->whichskin = 0;
1046                 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1047                     Person::players[closest]->whichskin = 0;
1048
1049                 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1050                         &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1051             }
1052
1053             Person::players[closest]->addClothes();
1054         }
1055
1056         /* Change creature type */
1057         if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1058             int closest = 0;
1059             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1060                 closest = findClosestPlayer();
1061             }
1062
1063             if (closest >= 0) {
1064                 if (Person::players[closest]->creature == wolftype) {
1065                     headprop = Person::players[closest]->proportionhead.x / 1.1;
1066                     bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1067                     armprop = Person::players[closest]->proportionarms.x / 1.1;
1068                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
1069                 } else {
1070                     // rabbittype
1071                     headprop = Person::players[closest]->proportionhead.x / 1.2;
1072                     bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1073                     armprop = Person::players[closest]->proportionarms.x / 1.00;
1074                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
1075                 }
1076
1077
1078                 if (Person::players[closest]->creature == rabbittype) {
1079                     Person::players[closest]->creature = wolftype;
1080                     Person::players[closest]->whichskin = 0;
1081                     Person::players[closest]->skeletonLoad();
1082
1083                     Person::players[closest]->proportionhead = 1.1;
1084                     Person::players[closest]->proportionbody = 1.1;
1085                     Person::players[closest]->proportionarms = 1.1;
1086                     Person::players[closest]->proportionlegs = 1.1;
1087                     Person::players[closest]->proportionlegs.y = 1.1;
1088                     Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1089
1090                     Person::players[closest]->damagetolerance = 300;
1091                 } else {
1092                     Person::players[closest]->creature = rabbittype;
1093                     Person::players[closest]->whichskin = 0;
1094                     Person::players[closest]->skeletonLoad(true);
1095
1096                     Person::players[closest]->proportionhead = 1.2;
1097                     Person::players[closest]->proportionbody = 1.05;
1098                     Person::players[closest]->proportionarms = 1.00;
1099                     Person::players[closest]->proportionlegs = 1.1;
1100                     Person::players[closest]->proportionlegs.y = 1.05;
1101                     Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1102
1103                     Person::players[closest]->damagetolerance = 200;
1104                 }
1105
1106                 if (Person::players[closest]->creature == wolftype) {
1107                     Person::players[closest]->proportionhead = 1.1 * headprop;
1108                     Person::players[closest]->proportionbody = 1.1 * bodyprop;
1109                     Person::players[closest]->proportionarms = 1.1 * armprop;
1110                     Person::players[closest]->proportionlegs = 1.1 * legprop;
1111                 }
1112
1113                 if (Person::players[closest]->creature == rabbittype) {
1114                     Person::players[closest]->proportionhead = 1.2 * headprop;
1115                     Person::players[closest]->proportionbody = 1.05 * bodyprop;
1116                     Person::players[closest]->proportionarms = 1.00 * armprop;
1117                     Person::players[closest]->proportionlegs = 1.1 * legprop;
1118                     Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1119                 }
1120
1121             }
1122         }
1123
1124         /* Decapitate */
1125         if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1126             int closest = -1;
1127             float closestdist = std::numeric_limits<float>::max();
1128
1129             for (unsigned i = 1; i < Person::players.size(); i++) {
1130                 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1131                 if (!Person::players[i]->headless)
1132                     if (distance < closestdist) {
1133                         closestdist = distance;
1134                         closest = i;
1135                     }
1136             }
1137
1138             XYZ flatfacing2, flatvelocity2;
1139             XYZ blah;
1140             if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1141                 blah = Person::players[closest]->coords;
1142                 XYZ headspurtdirection;
1143                 //int i = Person::players[closest]->skeleton.jointlabels[head];
1144                 Joint& headjoint = Person::players[closest]->joint(head);
1145                 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1146                     if (!Person::players[closest]->skeleton.free)
1147                         flatvelocity2 = Person::players[closest]->velocity;
1148                     if (Person::players[closest]->skeleton.free)
1149                         flatvelocity2 = headjoint.velocity;
1150                     if (!Person::players[closest]->skeleton.free)
1151                         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;
1152                     if (Person::players[closest]->skeleton.free)
1153                         flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1154                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1155                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1156                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1157                     headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1158                     Normalise(&headspurtdirection);
1159                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1160                     flatvelocity2 += headspurtdirection * 8;
1161                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1162                 }
1163                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1164
1165                 emit_sound_at(splattersound, blah);
1166                 emit_sound_at(breaksound2, blah, 100.);
1167
1168                 if (Person::players[closest]->skeleton.free == 2)
1169                     Person::players[closest]->skeleton.free = 0;
1170                 Person::players[closest]->RagDoll(0);
1171                 Person::players[closest]->dead = 2;
1172                 Person::players[closest]->headless = 1;
1173                 Person::players[closest]->DoBloodBig(3, 165);
1174
1175                 camerashake += .3;
1176             }
1177         }
1178
1179         /* Explode */
1180         if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1181             int closest = findClosestPlayer();
1182             XYZ flatfacing2, flatvelocity2;
1183             XYZ blah;
1184             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1185                 blah = Person::players[closest]->coords;
1186                 emit_sound_at(splattersound, blah);
1187                 emit_sound_at(breaksound2, blah);
1188
1189                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1190                     if (!Person::players[closest]->skeleton.free)
1191                         flatvelocity2 = Person::players[closest]->velocity;
1192                     if (Person::players[closest]->skeleton.free)
1193                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1194                     if (!Person::players[closest]->skeleton.free)
1195                         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;
1196                     if (Person::players[closest]->skeleton.free)
1197                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1198                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1199                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1200                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1201                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1202                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1203                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1204                 }
1205
1206                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1207                     if (!Person::players[closest]->skeleton.free)
1208                         flatvelocity2 = Person::players[closest]->velocity;
1209                     if (Person::players[closest]->skeleton.free)
1210                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1211                     if (!Person::players[closest]->skeleton.free)
1212                         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;
1213                     if (Person::players[closest]->skeleton.free)
1214                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1215                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1216                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1217                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1218                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1219                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1220                 }
1221
1222                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1223                     if (!Person::players[closest]->skeleton.free)
1224                         flatvelocity2 = Person::players[closest]->velocity;
1225                     if (Person::players[closest]->skeleton.free)
1226                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1227                     if (!Person::players[closest]->skeleton.free)
1228                         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;
1229                     if (Person::players[closest]->skeleton.free)
1230                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1231                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1232                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1233                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1234                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1235                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1236                 }
1237
1238                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1239                     if (!Person::players[closest]->skeleton.free)
1240                         flatvelocity2 = Person::players[closest]->velocity;
1241                     if (Person::players[closest]->skeleton.free)
1242                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1243                     if (!Person::players[closest]->skeleton.free)
1244                         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;
1245                     if (Person::players[closest]->skeleton.free)
1246                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1247                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1248                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1249                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1250                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1251                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1252                 }
1253
1254                 XYZ temppos;
1255                 for (unsigned j = 0; j < Person::players.size(); j++) {
1256                     if (int(j) != closest) {
1257                         if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1258                             Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1259                             if (Person::players[j]->skeleton.free == 2)
1260                                 Person::players[j]->skeleton.free = 1;
1261                             Person::players[j]->skeleton.longdead = 0;
1262                             Person::players[j]->RagDoll(0);
1263                             for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1264                                 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1265                                 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1266                                     flatvelocity2 = temppos - Person::players[closest]->coords;
1267                                     Normalise(&flatvelocity2);
1268                                     Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1269                                 }
1270                             }
1271                         }
1272                     }
1273                 }
1274
1275                 Person::players[closest]->DoDamage(10000);
1276                 Person::players[closest]->RagDoll(0);
1277                 Person::players[closest]->dead = 2;
1278                 Person::players[closest]->coords = 20;
1279                 Person::players[closest]->skeleton.free = 2;
1280
1281                 camerashake += .6;
1282
1283             }
1284         }
1285
1286         /* Enable editor */
1287         if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1288             editorenabled = !editorenabled;
1289             if (editorenabled) {
1290                 Person::players[0]->damagetolerance = 100000;
1291             } else {
1292                 Person::players[0]->damagetolerance = 200;
1293             }
1294             Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1295             Person::players[0]->permanentdamage = 0;
1296             Person::players[0]->superpermanentdamage = 0;
1297             Person::players[0]->bloodloss = 0;
1298             Person::players[0]->deathbleeding = 0;
1299         }
1300     }
1301
1302     //skip level
1303     if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1304         targetlevel++;
1305         if (targetlevel > numchallengelevels - 1)
1306             targetlevel = 0;
1307         loading = 1;
1308         leveltime = 5;
1309     }
1310
1311     if (editorenabled) {
1312         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1313             int closest = findClosestPlayer();
1314             if (closest >= 0) {
1315                 Person::players.erase(Person::players.begin()+closest);
1316             }
1317         }
1318
1319         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1320             int closest = findClosestObject();
1321             if (closest >= 0) {
1322                 Object::objects[closest]->position.y -= 500;
1323             }
1324         }
1325
1326         if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1327             if (Object::objects.size() < max_objects - 1) {
1328                 XYZ scenecoords;
1329                 scenecoords.x = Person::players[0]->coords.x;
1330                 scenecoords.z = Person::players[0]->coords.z;
1331                 scenecoords.y = Person::players[0]->coords.y - 3;
1332                 if (editortype == bushtype)
1333                     scenecoords.y = Person::players[0]->coords.y - .5;
1334                 if (editortype == firetype)
1335                     scenecoords.y = Person::players[0]->coords.y - .5;
1336                 float temprotat, temprotat2;
1337                 temprotat = editoryaw;
1338                 temprotat2 = editorpitch;
1339                 if (temprotat < 0 || editortype == bushtype)
1340                     temprotat = Random() % 360;
1341                 if (temprotat2 < 0)
1342                     temprotat2 = Random() % 360;
1343
1344                 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
1345                 if (editortype == treetrunktype)
1346                     Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1347             }
1348         }
1349
1350         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1351             Person::players.push_back(shared_ptr<Person>(new Person()));
1352
1353             Person::players.back()->id = Person::players.size()-1;
1354
1355             Person::players.back()->scale = Person::players[0]->scale;
1356             Person::players.back()->creature = rabbittype;
1357             Person::players.back()->howactive = editoractive;
1358
1359             int k = abs(Random() % 2) + 1;
1360             if (k == 0) {
1361                 Person::players.back()->whichskin = 0;
1362             } else if (k == 1) {
1363                 Person::players.back()->whichskin = 1;
1364             } else {
1365                 Person::players.back()->whichskin = 2;
1366             }
1367
1368             Person::players.back()->skeletonLoad(true);
1369
1370             Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1371             Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1372
1373             Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1374             Person::players.back()->yaw = Person::players[0]->yaw;
1375
1376             Person::players.back()->coords = Person::players[0]->coords;
1377             Person::players.back()->oldcoords = Person::players.back()->coords;
1378             Person::players.back()->realoldcoords = Person::players.back()->coords;
1379
1380             if (Person::players[0]->creature == wolftype) {
1381                 headprop = Person::players[0]->proportionhead.x / 1.1;
1382                 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1383                 armprop = Person::players[0]->proportionarms.x / 1.1;
1384                 legprop = Person::players[0]->proportionlegs.x / 1.1;
1385             } else {
1386                 // rabbittype
1387                 headprop = Person::players[0]->proportionhead.x / 1.2;
1388                 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1389                 armprop = Person::players[0]->proportionarms.x / 1.00;
1390                 legprop = Person::players[0]->proportionlegs.x / 1.1;
1391             }
1392
1393             if (Person::players.back()->creature == wolftype) {
1394                 Person::players.back()->proportionhead = 1.1 * headprop;
1395                 Person::players.back()->proportionbody = 1.1 * bodyprop;
1396                 Person::players.back()->proportionarms = 1.1 * armprop;
1397                 Person::players.back()->proportionlegs = 1.1 * legprop;
1398             }
1399
1400             if (Person::players.back()->creature == rabbittype) {
1401                 Person::players.back()->proportionhead = 1.2 * headprop;
1402                 Person::players.back()->proportionbody = 1.05 * bodyprop;
1403                 Person::players.back()->proportionarms = 1.00 * armprop;
1404                 Person::players.back()->proportionlegs = 1.1 * legprop;
1405                 Person::players.back()->proportionlegs.y = 1.05 * legprop;
1406             }
1407
1408             if (cellophane) {
1409                 Person::players.back()->proportionhead.z = 0;
1410                 Person::players.back()->proportionbody.z = 0;
1411                 Person::players.back()->proportionarms.z = 0;
1412                 Person::players.back()->proportionlegs.z = 0;
1413             }
1414
1415             Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
1416
1417             Person::players.back()->damagetolerance = 200;
1418
1419             Person::players.back()->protectionhead = Person::players[0]->protectionhead;
1420             Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
1421             Person::players.back()->protectionlow = Person::players[0]->protectionlow;
1422             Person::players.back()->armorhead = Person::players[0]->armorhead;
1423             Person::players.back()->armorhigh = Person::players[0]->armorhigh;
1424             Person::players.back()->armorlow = Person::players[0]->armorlow;
1425             Person::players.back()->metalhead = Person::players[0]->metalhead;
1426             Person::players.back()->metalhigh = Person::players[0]->metalhigh;
1427             Person::players.back()->metallow = Person::players[0]->metallow;
1428
1429             Person::players.back()->immobile = Person::players[0]->immobile;
1430
1431             Person::players.back()->numclothes = Person::players[0]->numclothes;
1432             for (int i = 0; i < Person::players.back()->numclothes; i++) {
1433                 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
1434                 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
1435                 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
1436                 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
1437             }
1438             Person::players.back()->addClothes();
1439
1440             Person::players.back()->power = Person::players[0]->power;
1441             Person::players.back()->speedmult = Person::players[0]->speedmult;
1442
1443             Person::players.back()->loaded = true;
1444         }
1445
1446         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1447             if (Person::players.back()->numwaypoints < 90) {
1448                 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
1449                 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
1450                 Person::players.back()->numwaypoints++;
1451             }
1452         }
1453
1454         if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1455             if (numpathpoints < 30) {
1456                 bool connected, alreadyconnected;
1457                 connected = 0;
1458                 if (numpathpoints > 1)
1459                     for (int i = 0; i < numpathpoints; i++) {
1460                         if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
1461                             alreadyconnected = 0;
1462                             for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
1463                                 if (pathpointconnect[pathpointselected][j] == i)
1464                                     alreadyconnected = 1;
1465                             }
1466                             if (!alreadyconnected) {
1467                                 numpathpointconnect[pathpointselected]++;
1468                                 connected = 1;
1469                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
1470                             }
1471                         }
1472                     }
1473                 if (!connected) {
1474                     numpathpoints++;
1475                     pathpoint[numpathpoints - 1] = Person::players[0]->coords;
1476                     numpathpointconnect[numpathpoints - 1] = 0;
1477                     if (numpathpoints > 1 && pathpointselected != -1) {
1478                         numpathpointconnect[pathpointselected]++;
1479                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
1480                     }
1481                     pathpointselected = numpathpoints - 1;
1482                 }
1483             }
1484         }
1485
1486         if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
1487             pathpointselected++;
1488             if (pathpointselected >= numpathpoints)
1489                 pathpointselected = -1;
1490         }
1491
1492         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1493             pathpointselected--;
1494             if (pathpointselected <= -2)
1495                 pathpointselected = numpathpoints - 1;
1496         }
1497
1498         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1499             if (pathpointselected != -1) {
1500                 numpathpoints--;
1501                 pathpoint[pathpointselected] = pathpoint[numpathpoints];
1502                 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
1503                 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
1504                     pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
1505                 }
1506                 for (int i = 0; i < numpathpoints; i++) {
1507                     for (int j = 0; j < numpathpointconnect[i]; j++) {
1508                         if (pathpointconnect[i][j] == pathpointselected) {
1509                             pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
1510                             numpathpointconnect[i]--;
1511                         }
1512                         if (pathpointconnect[i][j] == numpathpoints) {
1513                             pathpointconnect[i][j] = pathpointselected;
1514                         }
1515                     }
1516                 }
1517                 pathpointselected = numpathpoints - 1;
1518             }
1519         }
1520
1521         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1522             editortype--;
1523             if (editortype == treeleavestype || editortype == 10)
1524                 editortype--;
1525             if (editortype < 0)
1526                 editortype = firetype;
1527         }
1528
1529         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1530             editortype++;
1531             if (editortype == treeleavestype || editortype == 10)
1532                 editortype++;
1533             if (editortype > firetype)
1534                 editortype = 0;
1535         }
1536
1537         if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1538             editoryaw -= multiplier * 100;
1539             if (editoryaw < -.01)
1540                 editoryaw = -.01;
1541         }
1542
1543         if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1544             editoryaw += multiplier * 100;
1545         }
1546
1547         if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1548             editorsize += multiplier;
1549         }
1550
1551         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1552             editorsize -= multiplier;
1553             if (editorsize < .1)
1554                 editorsize = .1;
1555         }
1556
1557
1558         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1559             mapradius -= multiplier * 10;
1560         }
1561
1562         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1563             mapradius += multiplier * 10;
1564         }
1565
1566         if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1567             editorpitch += multiplier * 100;
1568         }
1569
1570         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1571             editorpitch -= multiplier * 100;
1572             if (editorpitch < -.01)
1573                 editorpitch = -.01;
1574         }
1575
1576         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1577             int closest = findClosestObject();
1578             if (closest >= 0) {
1579                 Object::DeleteObject(closest);
1580             }
1581         }
1582     }
1583 }
1584
1585 void doJumpReversals()
1586 {
1587     for (unsigned k = 0; k < Person::players.size(); k++) {
1588         for (unsigned i = k + 1; i < Person::players.size(); i++) {
1589             if (     Person::players[k]->skeleton.free == 0 &&
1590                      Person::players[i]->skeleton.oldfree == 0 &&
1591                      (Person::players[i]->animTarget == jumpupanim ||
1592                       Person::players[k]->animTarget == jumpupanim) &&
1593                      (Person::players[i]->aitype == playercontrolled ||
1594                       Person::players[k]->aitype == playercontrolled) &&
1595                      ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
1596                       (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
1597                 if (     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
1598                          distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
1599                     //TODO: refactor two huge similar ifs
1600                     if (Person::players[i]->animTarget == jumpupanim &&
1601                             Person::players[k]->animTarget != getupfrombackanim &&
1602                             Person::players[k]->animTarget != getupfromfrontanim &&
1603                             Animation::animations[Person::players[k]->animTarget].height == middleheight &&
1604                             normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
1605                             ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
1606                              Person::players[k]->aitype != playercontrolled)) {
1607                         Person::players[i]->victim = Person::players[k];
1608                         Person::players[i]->velocity = 0;
1609                         Person::players[i]->animCurrent = jumpreversedanim;
1610                         Person::players[i]->animTarget = jumpreversedanim;
1611                         Person::players[i]->frameCurrent = 0;
1612                         Person::players[i]->frameTarget = 1;
1613                         Person::players[i]->targettilt2 = 0;
1614                         Person::players[k]->victim = Person::players[i];
1615                         Person::players[k]->velocity = 0;
1616                         Person::players[k]->animCurrent = jumpreversalanim;
1617                         Person::players[k]->animTarget = jumpreversalanim;
1618                         Person::players[k]->frameCurrent = 0;
1619                         Person::players[k]->frameTarget = 1;
1620                         Person::players[k]->targettilt2 = 0;
1621                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
1622                             Person::players[i]->animCurrent = rabbitkickreversedanim;
1623                             Person::players[i]->animTarget = rabbitkickreversedanim;
1624                             Person::players[i]->frameCurrent = 1;
1625                             Person::players[i]->frameTarget = 2;
1626                             Person::players[k]->animCurrent = rabbitkickreversalanim;
1627                             Person::players[k]->animTarget = rabbitkickreversalanim;
1628                             Person::players[k]->frameCurrent = 1;
1629                             Person::players[k]->frameTarget = 2;
1630                         }
1631                         Person::players[i]->target = 0;
1632                         Person::players[k]->oldcoords = Person::players[k]->coords;
1633                         Person::players[i]->coords = Person::players[k]->coords;
1634                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
1635                         Person::players[k]->yaw = Person::players[i]->targetyaw;
1636                         if (Person::players[k]->aitype == attacktypecutoff)
1637                             Person::players[k]->stunned = .5;
1638                     }
1639                     if (Person::players[k]->animTarget == jumpupanim &&
1640                             Person::players[i]->animTarget != getupfrombackanim &&
1641                             Person::players[i]->animTarget != getupfromfrontanim &&
1642                             Animation::animations[Person::players[i]->animTarget].height == middleheight &&
1643                             normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
1644                             ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
1645                              Person::players[i]->aitype != playercontrolled)) {
1646                         Person::players[k]->victim = Person::players[i];
1647                         Person::players[k]->velocity = 0;
1648                         Person::players[k]->animCurrent = jumpreversedanim;
1649                         Person::players[k]->animTarget = jumpreversedanim;
1650                         Person::players[k]->frameCurrent = 0;
1651                         Person::players[k]->frameTarget = 1;
1652                         Person::players[k]->targettilt2 = 0;
1653                         Person::players[i]->victim = Person::players[k];
1654                         Person::players[i]->velocity = 0;
1655                         Person::players[i]->animCurrent = jumpreversalanim;
1656                         Person::players[i]->animTarget = jumpreversalanim;
1657                         Person::players[i]->frameCurrent = 0;
1658                         Person::players[i]->frameTarget = 1;
1659                         Person::players[i]->targettilt2 = 0;
1660                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
1661                             Person::players[k]->animTarget = rabbitkickreversedanim;
1662                             Person::players[k]->animCurrent = rabbitkickreversedanim;
1663                             Person::players[i]->animCurrent = rabbitkickreversalanim;
1664                             Person::players[i]->animTarget = rabbitkickreversalanim;
1665                             Person::players[k]->frameCurrent = 1;
1666                             Person::players[k]->frameTarget = 2;
1667                             Person::players[i]->frameCurrent = 1;
1668                             Person::players[i]->frameTarget = 2;
1669                         }
1670                         Person::players[k]->target = 0;
1671                         Person::players[i]->oldcoords = Person::players[i]->coords;
1672                         Person::players[k]->coords = Person::players[i]->coords;
1673                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
1674                         Person::players[i]->yaw = Person::players[k]->targetyaw;
1675                         if (Person::players[i]->aitype == attacktypecutoff)
1676                             Person::players[i]->stunned = .5;
1677                     }
1678                 }
1679             }
1680         }
1681     }
1682 }
1683
1684 void doAerialAcrobatics()
1685 {
1686     static XYZ facing, flatfacing;
1687     for (unsigned k = 0; k < Person::players.size(); k++) {
1688         Person::players[k]->turnspeed = 500;
1689
1690         if ((Person::players[k]->isRun() &&
1691                 ((Person::players[k]->targetyaw != rabbitrunninganim &&
1692                   Person::players[k]->targetyaw != wolfrunninganim) ||
1693                  Person::players[k]->frameTarget == 4)) ||
1694                 Person::players[k]->animTarget == removeknifeanim ||
1695                 Person::players[k]->animTarget == crouchremoveknifeanim ||
1696                 Person::players[k]->animTarget == flipanim ||
1697                 Person::players[k]->animTarget == fightsidestep ||
1698                 Person::players[k]->animTarget == walkanim) {
1699             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
1700         }
1701
1702
1703         if (Person::players[k]->isStop() ||
1704                 Person::players[k]->isLanding() ||
1705                 Person::players[k]->animTarget == staggerbackhighanim ||
1706                 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
1707                 Person::players[k]->animTarget == staggerbackhardanim ||
1708                 Person::players[k]->animTarget == backhandspringanim ||
1709                 Person::players[k]->animTarget == dodgebackanim ||
1710                 Person::players[k]->animTarget == rollanim ||
1711                 (Animation::animations[Person::players[k]->animTarget].attack &&
1712                  Person::players[k]->animTarget != rabbitkickanim &&
1713                  (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
1714                  (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
1715             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
1716         }
1717
1718         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
1719             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
1720         }
1721
1722         Person::players[k]->DoStuff();
1723         if (Person::players[k]->immobile && k != 0)
1724             Person::players[k]->coords = Person::players[k]->realoldcoords;
1725
1726         //if player's position has changed (?)
1727         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
1728                 !Person::players[k]->skeleton.free &&
1729                 Person::players[k]->animTarget != climbanim &&
1730                 Person::players[k]->animTarget != hanganim) {
1731             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
1732             int whichhit;
1733             bool tempcollide = 0;
1734
1735             if (Person::players[k]->collide < -.3)
1736                 Person::players[k]->collide = -.3;
1737             if (Person::players[k]->collide > 1)
1738                 Person::players[k]->collide = 1;
1739             Person::players[k]->collide -= multiplier * 30;
1740
1741             //clip to terrain
1742             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
1743
1744             for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
1745                 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1746                 if (Object::objects[i]->type != rocktype ||
1747                         Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
1748                         Object::objects[i]->position.y > Person::players[k]->coords.y) {
1749                     lowpoint = Person::players[k]->coords;
1750                     if (Person::players[k]->animTarget != jumpupanim &&
1751                             Person::players[k]->animTarget != jumpdownanim &&
1752                             !Person::players[k]->isFlip())
1753                         lowpoint.y += 1.25;
1754                     else
1755                         lowpoint.y += 1.3;
1756                     if (     Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
1757                              Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
1758                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
1759                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1760                         flatfacing = lowpoint - Person::players[k]->coords;
1761                         Person::players[k]->coords = lowpoint;
1762                         Person::players[k]->coords.y -= 1.3;
1763                         Person::players[k]->collide = 1;
1764                         tempcollide = 1;
1765                         //wall jumps
1766                         //TODO: refactor four similar blocks
1767                         if (Person::players[k]->aitype == playercontrolled &&
1768                                 (Person::players[k]->animTarget == jumpupanim ||
1769                                  Person::players[k]->animTarget == jumpdownanim ||
1770                                  Person::players[k]->isFlip()) &&
1771                                 !Person::players[k]->jumptogglekeydown &&
1772                                 Person::players[k]->jumpkeydown) {
1773                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
1774                             XYZ tempcoords1 = lowpoint;
1775                             whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1776                             if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1777                                 Person::players[k]->setTargetAnimation(walljumpleftanim);
1778                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
1779                                 if (k == 0)
1780                                     pause_sound(whooshsound);
1781
1782                                 lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1783                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1784                                 if (lowpointtarget.z < 0)
1785                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1786                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
1787                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
1788                                 if (k == 0)
1789                                     numwallflipped++;
1790                             } else {
1791                                 lowpoint = tempcoords1;
1792                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
1793                                 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1794                                 if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1795                                     Person::players[k]->setTargetAnimation(walljumprightanim);
1796                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
1797                                     if (k == 0)
1798                                         pause_sound(whooshsound);
1799
1800                                     lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1801                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1802                                     if (lowpointtarget.z < 0)
1803                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1804                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
1805                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
1806                                     if (k == 0)
1807                                         numwallflipped++;
1808                                 } else {
1809                                     lowpoint = tempcoords1;
1810                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
1811                                     whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1812                                     if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1813                                         Person::players[k]->setTargetAnimation(walljumpbackanim);
1814                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
1815                                         if (k == 0)
1816                                             pause_sound(whooshsound);
1817
1818                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1819                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1820                                         if (lowpointtarget.z < 0)
1821                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1822                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
1823                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
1824                                         if (k == 0)
1825                                             numwallflipped++;
1826                                     } else {
1827                                         lowpoint = tempcoords1;
1828                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
1829                                         whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1830                                         if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
1831                                             Person::players[k]->setTargetAnimation(walljumpfrontanim);
1832                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
1833                                             if (k == 0)
1834                                                 pause_sound(whooshsound);
1835
1836                                             lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1837                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1838                                             if (lowpointtarget.z < 0)
1839                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1840                                             Person::players[k]->yaw += 180;
1841                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
1842                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
1843                                             if (k == 0)
1844                                                 numwallflipped++;
1845                                         }
1846                                     }
1847                                 }
1848                             }
1849                         }
1850                     }
1851                 } else if (Object::objects[i]->type == rocktype) {
1852                     lowpoint2 = Person::players[k]->coords;
1853                     lowpoint = Person::players[k]->coords;
1854                     lowpoint.y += 2;
1855                     if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
1856                         Person::players[k]->coords = colpoint;
1857                         Person::players[k]->collide = 1;
1858                         tempcollide = 1;
1859
1860                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
1861                             //flipped into a rock
1862                             if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
1863                                 Person::players[k]->RagDoll(0);
1864
1865                             if (Person::players[k]->animTarget == jumpupanim) {
1866                                 Person::players[k]->jumppower = -4;
1867                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
1868                             }
1869                             Person::players[k]->target = 0;
1870                             Person::players[k]->frameTarget = 0;
1871                             Person::players[k]->onterrain = 1;
1872
1873                             if (Person::players[k]->id == 0) {
1874                                 pause_sound(whooshsound);
1875                                 OPENAL_SetVolume(channels[whooshsound], 0);
1876                             }
1877
1878                             //landing
1879                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
1880                                 if (Person::players[k]->isFlip())
1881                                     Person::players[k]->jumppower = -4;
1882                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
1883                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
1884                                 if (k == 0) {
1885                                     addEnvSound(Person::players[k]->coords);
1886                                 }
1887                             }
1888                         }
1889                     }
1890                 }
1891             }
1892
1893             if (tempcollide)
1894                 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
1895                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
1896                     lowpoint = Person::players[k]->coords;
1897                     lowpoint.y += 1.35;
1898                     if (Object::objects[i]->type != rocktype)
1899                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
1900                             if (Person::players[k]->animTarget != jumpupanim &&
1901                                     Person::players[k]->animTarget != jumpdownanim &&
1902                                     Person::players[k]->onterrain)
1903                                 Person::players[k]->avoidcollided = 1;
1904                             Person::players[k]->coords = lowpoint;
1905                             Person::players[k]->coords.y -= 1.35;
1906                             Person::players[k]->collide = 1;
1907
1908                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
1909                                     (Person::players[k]->animCurrent != climbanim &&
1910                                      Person::players[k]->animCurrent != hanganim &&
1911                                      !Person::players[k]->isWallJump() ||
1912                                      Person::players[k]->animTarget == jumpupanim ||
1913                                      Person::players[k]->animTarget == jumpdownanim)) {
1914                                 lowpoint = Person::players[k]->coords;
1915                                 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
1916                                 lowpoint = Person::players[k]->coords;
1917                                 lowpoint.y += .05;
1918                                 facing = 0;
1919                                 facing.z = -1;
1920                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
1921                                 lowpointtarget = lowpoint + facing * 1.4;
1922                                 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1923                                 if (whichhit != -1) {
1924                                     lowpoint = Person::players[k]->coords;
1925                                     lowpoint.y += .1;
1926                                     lowpointtarget = lowpoint + facing * 1.4;
1927                                     lowpoint2 = lowpoint;
1928                                     lowpointtarget2 = lowpointtarget;
1929                                     lowpoint3 = lowpoint;
1930                                     lowpointtarget3 = lowpointtarget;
1931                                     lowpoint4 = lowpoint;
1932                                     lowpointtarget4 = lowpointtarget;
1933                                     lowpoint5 = lowpoint;
1934                                     lowpointtarget5 = lowpointtarget;
1935                                     lowpoint6 = lowpoint;
1936                                     lowpointtarget6 = lowpointtarget;
1937                                     lowpoint7 = lowpoint;
1938                                     lowpointtarget7 = lowpoint;
1939                                     lowpoint2.x += .1;
1940                                     lowpointtarget2.x += .1;
1941                                     lowpoint3.z += .1;
1942                                     lowpointtarget3.z += .1;
1943                                     lowpoint4.x -= .1;
1944                                     lowpointtarget4.x -= .1;
1945                                     lowpoint5.z -= .1;
1946                                     lowpointtarget5.z -= .1;
1947                                     lowpoint6.y += 45 / 13;
1948                                     lowpointtarget6.y += 45 / 13;
1949                                     lowpointtarget6 += facing * .6;
1950                                     lowpointtarget7.y += 90 / 13;
1951                                     whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
1952                                     if (Object::objects[i]->friction > .5)
1953                                         if (whichhit != -1) {
1954                                             if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
1955                                                 Person::players[k]->collided = 1;
1956                                             if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1)
1957                                                 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1)
1958                                                     if (     Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
1959                                                              &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1960                                                              Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
1961                                                                      &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1962                                                              Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
1963                                                                      &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
1964                                                              Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
1965                                                                      &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
1966                                                         for (int j = 0; j < 45; j++) {
1967                                                             lowpoint = Person::players[k]->coords;
1968                                                             lowpoint.y += (float)j / 13;
1969                                                             lowpointtarget = lowpoint + facing * 1.4;
1970                                                             if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
1971                                                                                                    &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
1972                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
1973                                                                     break;
1974                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
1975                                                                     lowpoint = Person::players[k]->coords;
1976                                                                     lowpoint.y += (float)j / 13;
1977                                                                     lowpointtarget = lowpoint + facing * 1.3;
1978                                                                     flatfacing = Person::players[k]->coords;
1979                                                                     Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
1980                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
1981                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
1982
1983                                                                     if (j > 10 || !Person::players[k]->isRun()) {
1984                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
1985                                                                             if (k == 0)
1986                                                                                 pause_sound(whooshsound);
1987                                                                         }
1988                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
1989
1990                                                                         lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
1991                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
1992                                                                         if (lowpointtarget.z < 0)
1993                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
1994                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
1995                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
1996
1997                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
1998                                                                         Person::players[k]->velocity = 0;
1999
2000                                                                         //climb ledge (?)
2001                                                                         if (Person::players[k]->animTarget == jumpupanim) {
2002                                                                             Person::players[k]->animTarget = climbanim;
2003                                                                             Person::players[k]->jumppower = 0;
2004                                                                             Person::players[k]->jumpclimb = 1;
2005                                                                         }
2006                                                                         Person::players[k]->transspeed = 6;
2007                                                                         Person::players[k]->target = 0;
2008                                                                         Person::players[k]->frameTarget = 1;
2009                                                                         //hang ledge (?)
2010                                                                         if (j > 25) {
2011                                                                             Person::players[k]->setTargetAnimation(hanganim);
2012                                                                             Person::players[k]->jumppower = 0;
2013                                                                         }
2014                                                                     }
2015                                                                     break;
2016                                                                 }
2017                                                             }
2018                                                         }
2019                                         }
2020                                 }
2021                             }
2022                         }
2023                 }
2024             if (Person::players[k]->collide <= 0) {
2025                 //in the air
2026                 if (!Person::players[k]->onterrain &&
2027                         Person::players[k]->animTarget != jumpupanim &&
2028                         Person::players[k]->animTarget != jumpdownanim &&
2029                         Person::players[k]->animTarget != climbanim &&
2030                         Person::players[k]->animTarget != hanganim &&
2031                         !Person::players[k]->isWallJump() &&
2032                         !Person::players[k]->isFlip()) {
2033                     if (Person::players[k]->animCurrent != climbanim &&
2034                             Person::players[k]->animCurrent != tempanim &&
2035                             Person::players[k]->animTarget != backhandspringanim &&
2036                             (Person::players[k]->animTarget != rollanim ||
2037                              Person::players[k]->frameTarget < 2 ||
2038                              Person::players[k]->frameTarget > 6)) {
2039                         //stagger off ledge (?)
2040                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2041                             Person::players[k]->RagDoll(0);
2042                         Person::players[k]->setTargetAnimation(jumpdownanim);
2043
2044                         if (!k)
2045                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2046                     }
2047                     //gravity
2048                     Person::players[k]->velocity.y += gravity;
2049                 }
2050             }
2051         }
2052         Person::players[k]->realoldcoords = Person::players[k]->coords;
2053     }
2054 }
2055
2056 void doAttacks()
2057 {
2058     static int randattack;
2059     static bool playerrealattackkeydown = 0;
2060
2061     if (!Input::isKeyDown(attackkey))
2062         oldattackkey = 0;
2063     if (oldattackkey)
2064         Person::players[0]->attackkeydown = 0;
2065     if (oldattackkey)
2066         playerrealattackkeydown = 0;
2067     if (!oldattackkey)
2068         playerrealattackkeydown = Input::isKeyDown(attackkey);
2069     if ((Person::players[0]->parriedrecently <= 0 ||
2070             Person::players[0]->weaponactive == -1) &&
2071             (!oldattackkey ||
2072              (realthreat &&
2073               Person::players[0]->lastattack != swordslashanim &&
2074               Person::players[0]->lastattack != knifeslashstartanim &&
2075               Person::players[0]->lastattack != staffhitanim &&
2076               Person::players[0]->lastattack != staffspinhitanim)))
2077         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2078     if (Input::isKeyDown(attackkey) &&
2079             !oldattackkey &&
2080             !Person::players[0]->backkeydown) {
2081         for (unsigned k = 0; k < Person::players.size(); k++) {
2082             if ((Person::players[k]->animTarget == swordslashanim ||
2083                     Person::players[k]->animTarget == staffhitanim ||
2084                     Person::players[k]->animTarget == staffspinhitanim) &&
2085                     Person::players[0]->animCurrent != dodgebackanim &&
2086                     !Person::players[k]->skeleton.free)
2087                 Person::players[k]->Reverse();
2088         }
2089     }
2090
2091     if (!hostile || Dialog::inDialog())
2092         Person::players[0]->attackkeydown = 0;
2093
2094     for (unsigned k = 0; k < Person::players.size(); k++) {
2095         if (Dialog::inDialog())
2096             Person::players[k]->attackkeydown = 0;
2097         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2098             if (Person::players[k]->aitype != playercontrolled)
2099                 Person::players[k]->victim = Person::players[0];
2100             //attack key pressed
2101             if (Person::players[k]->attackkeydown) {
2102                 //dodge backward
2103                 if (Person::players[k]->backkeydown &&
2104                         Person::players[k]->animTarget != backhandspringanim &&
2105                         (Person::players[k]->isIdle() ||
2106                          Person::players[k]->isStop() ||
2107                          Person::players[k]->isRun() ||
2108                          Person::players[k]->animTarget == walkanim)) {
2109                     if (Person::players[k]->jumppower <= 1) {
2110                         Person::players[k]->jumppower -= 2;
2111                     } else {
2112                         for (unsigned i = 0; i < Person::players.size(); i++) {
2113                             if (i == k)
2114                                 continue;
2115                             if (Person::players[i]->animTarget == swordslashanim ||
2116                                     Person::players[i]->animTarget == knifeslashstartanim ||
2117                                     Person::players[i]->animTarget == staffhitanim ||
2118                                     Person::players[i]->animTarget == staffspinhitanim)
2119                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2120                                     Person::players[k]->setTargetAnimation(dodgebackanim);
2121                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2122                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2123                                 }
2124                         }
2125                         if (Person::players[k]->animTarget != dodgebackanim) {
2126                             if (k == 0)
2127                                 numflipped++;
2128                             Person::players[k]->setTargetAnimation(backhandspringanim);
2129                             Person::players[k]->targetyaw = -yaw + 180;
2130                             if (Person::players[k]->leftkeydown)
2131                                 Person::players[k]->targetyaw -= 45;
2132                             if (Person::players[k]->rightkeydown)
2133                                 Person::players[k]->targetyaw += 45;
2134                             Person::players[k]->yaw = Person::players[k]->targetyaw;
2135                             Person::players[k]->jumppower -= 2;
2136                         }
2137                     }
2138                 }
2139                 //attack
2140                 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2141                         !Person::players[k]->backkeydown &&
2142                         (Person::players[k]->isIdle() ||
2143                          Person::players[k]->isRun() ||
2144                          Person::players[k]->animTarget == walkanim ||
2145                          Person::players[k]->animTarget == sneakanim ||
2146                          Person::players[k]->isCrouch())) {
2147                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2148                     //normal attacks (?)
2149                     Person::players[k]->hasvictim = 0;
2150                     if (Person::players.size() > 1)
2151                         for (unsigned i = 0; i < Person::players.size(); i++) {
2152                             if (i == k || !(k == 0 || i == 0))
2153                                 continue;
2154                             if (!Person::players[k]->hasvictim)
2155                                 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2156                                     //choose an attack
2157                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2158                                     if (distance < 4.5 &&
2159                                             !Person::players[i]->skeleton.free &&
2160                                             Person::players[i]->howactive < typedead1 &&
2161                                             Person::players[i]->animTarget != jumpreversedanim &&
2162                                             Person::players[i]->animTarget != rabbitkickreversedanim &&
2163                                             Person::players[i]->animTarget != rabbitkickanim &&
2164                                             Person::players[k]->animTarget != rabbitkickanim &&
2165                                             Person::players[i]->animTarget != getupfrombackanim &&
2166                                             (Person::players[i]->animTarget != staggerbackhighanim &&
2167                                              (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2168                                             Person::players[i]->animTarget != jumpdownanim &&
2169                                             Person::players[i]->animTarget != jumpupanim &&
2170                                             Person::players[i]->animTarget != getupfromfrontanim) {
2171                                         Person::players[k]->victim = Person::players[i];
2172                                         Person::players[k]->hasvictim = 1;
2173                                         if (Person::players[k]->aitype == playercontrolled) { //human player
2174                                             //sweep
2175                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2176                                                     Person::players[k]->crouchkeydown &&
2177                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight)
2178                                                 Person::players[k]->animTarget = sweepanim;
2179                                             //winduppunch
2180                                             else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2181                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2182                                                      !Person::players[k]->forwardkeydown &&
2183                                                      !Person::players[k]->leftkeydown &&
2184                                                      !Person::players[k]->rightkeydown &&
2185                                                      !Person::players[k]->crouchkeydown &&
2186                                                      !attackweapon &&
2187                                                      !reversaltrain)
2188                                                 Person::players[k]->animTarget = winduppunchanim;
2189                                             //upunch
2190                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2191                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2192                                                      !Person::players[k]->forwardkeydown &&
2193                                                      !Person::players[k]->leftkeydown &&
2194                                                      !Person::players[k]->rightkeydown &&
2195                                                      !Person::players[k]->crouchkeydown &&
2196                                                      !attackweapon)
2197                                                 Person::players[k]->animTarget = upunchanim;
2198                                             //knifefollow
2199                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2200                                                      Person::players[i]->staggerdelay > 0 &&
2201                                                      attackweapon == knife &&
2202                                                      Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
2203                                                 Person::players[k]->animTarget = knifefollowanim;
2204                                             //knifeslashstart
2205                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2206                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2207                                                      !Person::players[k]->forwardkeydown &&
2208                                                      !Person::players[k]->leftkeydown &&
2209                                                      !Person::players[k]->rightkeydown &&
2210                                                      !Person::players[k]->crouchkeydown &&
2211                                                      attackweapon == knife &&
2212                                                      Person::players[k]->weaponmissdelay <= 0)
2213                                                 Person::players[k]->animTarget = knifeslashstartanim;
2214                                             //swordslash
2215                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2216                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2217                                                      !Person::players[k]->crouchkeydown &&
2218                                                      attackweapon == sword &&
2219                                                      Person::players[k]->weaponmissdelay <= 0)
2220                                                 Person::players[k]->animTarget = swordslashanim;
2221                                             //staffhit
2222                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2223                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2224                                                      !Person::players[k]->crouchkeydown &&
2225                                                      attackweapon == staff &&
2226                                                      Person::players[k]->weaponmissdelay <= 0 &&
2227                                                      !Person::players[k]->leftkeydown &&
2228                                                      !Person::players[k]->rightkeydown &&
2229                                                      !Person::players[k]->forwardkeydown)
2230                                                 Person::players[k]->animTarget = staffhitanim;
2231                                             //staffspinhit
2232                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2233                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2234                                                      !Person::players[k]->crouchkeydown &&
2235                                                      attackweapon == staff &&
2236                                                      Person::players[k]->weaponmissdelay <= 0)
2237                                                 Person::players[k]->animTarget = staffspinhitanim;
2238                                             //spinkick
2239                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2240                                                      Animation::animations[Person::players[i]->animTarget].height != lowheight)
2241                                                 Person::players[k]->animTarget = spinkickanim;
2242                                             //lowkick
2243                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2244                                                      Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2245                                                      Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2246                                                 Person::players[k]->animTarget = lowkickanim;
2247                                         } else { //AI player
2248                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2249                                                 randattack = abs(Random() % 5);
2250                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2251                                                     //sweep
2252                                                     if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2253                                                         Person::players[k]->animTarget = sweepanim;
2254                                                     //upunch
2255                                                     else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2256                                                              !attackweapon)
2257                                                         Person::players[k]->animTarget = upunchanim;
2258                                                     //spinkick
2259                                                     else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2260                                                         Person::players[k]->animTarget = spinkickanim;
2261                                                     //lowkick
2262                                                     else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
2263                                                         Person::players[k]->animTarget = lowkickanim;
2264                                                 }
2265                                                 if (attackweapon) {
2266                                                     //sweep
2267                                                     if ((!Tutorial::active || !attackweapon) &&
2268                                                             distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2269                                                             randattack == 0 &&
2270                                                             Animation::animations[Person::players[i]->animTarget].height != lowheight)
2271                                                         Person::players[k]->animTarget = sweepanim;
2272                                                     //knifeslashstart
2273                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2274                                                              attackweapon == knife &&
2275                                                              Person::players[k]->weaponmissdelay <= 0)
2276                                                         Person::players[k]->animTarget = knifeslashstartanim;
2277                                                     //swordslash
2278                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
2279                                                                Person::players[0]->hasvictim &&
2280                                                                Person::players[0]->animTarget == swordslashanim) &&
2281                                                              attackweapon == sword &&
2282                                                              Person::players[k]->weaponmissdelay <= 0)
2283                                                         Person::players[k]->animTarget = swordslashanim;
2284                                                     //staffhit
2285                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
2286                                                                Person::players[0]->hasvictim &&
2287                                                                Person::players[0]->animTarget == swordslashanim) &&
2288                                                              attackweapon == staff &&
2289                                                              Person::players[k]->weaponmissdelay <= 0 &&
2290                                                              randattack < 3)
2291                                                         Person::players[k]->animTarget = staffhitanim;
2292                                                     //staffspinhit
2293                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
2294                                                                Person::players[0]->hasvictim &&
2295                                                                Person::players[0]->animTarget == swordslashanim) &&
2296                                                              attackweapon == staff &&
2297                                                              Person::players[k]->weaponmissdelay <= 0 &&
2298                                                              randattack >= 3)
2299                                                         Person::players[k]->animTarget = staffspinhitanim;
2300                                                     //spinkick
2301                                                     else if ((!Tutorial::active || !attackweapon) &&
2302                                                              distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2303                                                              randattack == 1 &&
2304                                                              Animation::animations[Person::players[i]->animTarget].height != lowheight)
2305                                                         Person::players[k]->animTarget = spinkickanim;
2306                                                     //lowkick
2307                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2308                                                              Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2309                                                              Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2310                                                         Person::players[k]->animTarget = lowkickanim;
2311                                                 }
2312                                             }
2313                                         }
2314                                         //upunch becomes wolfslap
2315                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
2316                                             Person::players[k]->animTarget = wolfslapanim;
2317                                     }
2318                                     //sneak attacks
2319                                     if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
2320                                             Person::players[i]->howactive < typedead1 &&
2321                                             distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2322                                             !Person::players[i]->skeleton.free &&
2323                                             Person::players[i]->animTarget != getupfrombackanim &&
2324                                             Person::players[i]->animTarget != getupfromfrontanim &&
2325                                             (Person::players[i]->surprised > 0 ||
2326                                              Person::players[i]->aitype == passivetype ||
2327                                              attackweapon && Person::players[i]->stunned > 0) &&
2328                                             normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2329                                         //sneakattack
2330                                         if (!attackweapon) {
2331                                             Person::players[k]->animCurrent = sneakattackanim;
2332                                             Person::players[k]->animTarget = sneakattackanim;
2333                                             Person::players[i]->animCurrent = sneakattackedanim;
2334                                             Person::players[i]->animTarget = sneakattackedanim;
2335                                             Person::players[k]->oldcoords = Person::players[k]->coords;
2336                                             Person::players[k]->coords = Person::players[i]->coords;
2337                                         }
2338                                         //knifesneakattack
2339                                         if (attackweapon == knife) {
2340                                             Person::players[k]->animCurrent = knifesneakattackanim;
2341                                             Person::players[k]->animTarget = knifesneakattackanim;
2342                                             Person::players[i]->animCurrent = knifesneakattackedanim;
2343                                             Person::players[i]->animTarget = knifesneakattackedanim;
2344                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2345                                             Person::players[i]->coords = Person::players[k]->coords;
2346                                         }
2347                                         //swordsneakattack
2348                                         if (attackweapon == sword) {
2349                                             Person::players[k]->animCurrent = swordsneakattackanim;
2350                                             Person::players[k]->animTarget = swordsneakattackanim;
2351                                             Person::players[i]->animCurrent = swordsneakattackedanim;
2352                                             Person::players[i]->animTarget = swordsneakattackedanim;
2353                                             Person::players[i]->oldcoords = Person::players[i]->coords;
2354                                             Person::players[i]->coords = Person::players[k]->coords;
2355                                         }
2356                                         if (attackweapon != staff) {
2357                                             Person::players[k]->victim = Person::players[i];
2358                                             Person::players[k]->hasvictim = 1;
2359                                             Person::players[i]->targettilt2 = 0;
2360                                             Person::players[i]->frameTarget = 1;
2361                                             Person::players[i]->frameCurrent = 0;
2362                                             Person::players[i]->target = 0;
2363                                             Person::players[i]->velocity = 0;
2364                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2365                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2366                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2367                                             Person::players[k]->target = Person::players[i]->target;
2368                                             Person::players[k]->velocity = 0;
2369                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
2370                                             Person::players[k]->yaw = Person::players[i]->yaw;
2371                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
2372                                         }
2373                                     }
2374                                     if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2375                                             Person::players[k]->victim == Person::players[i] &&
2376                                             (!Person::players[i]->skeleton.free)) {
2377                                         oldattackkey = 1;
2378                                         Person::players[k]->frameTarget = 0;
2379                                         Person::players[k]->target = 0;
2380
2381                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2382                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2383                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2384                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2385                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
2386                                     }
2387                                     if (Person::players[k]->animTarget == knifefollowanim &&
2388                                             Person::players[k]->victim == Person::players[i]) {
2389                                         oldattackkey = 1;
2390                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2391                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2392                                         Person::players[k]->victim = Person::players[i];
2393                                         Person::players[k]->hasvictim = 1;
2394                                         Person::players[i]->animTarget = knifefollowedanim;
2395                                         Person::players[i]->animCurrent = knifefollowedanim;
2396                                         Person::players[i]->targettilt2 = 0;
2397                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
2398                                         Person::players[i]->frameTarget = 1;
2399                                         Person::players[i]->frameCurrent = 0;
2400                                         Person::players[i]->target = 0;
2401                                         Person::players[i]->velocity = 0;
2402                                         Person::players[k]->animCurrent = knifefollowanim;
2403                                         Person::players[k]->animTarget = knifefollowanim;
2404                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2405                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2406                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2407                                         Person::players[k]->target = Person::players[i]->target;
2408                                         Person::players[k]->velocity = 0;
2409                                         Person::players[k]->oldcoords = Person::players[k]->coords;
2410                                         Person::players[i]->coords = Person::players[k]->coords;
2411                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2412                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2413                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
2414                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2415                                     }
2416                                 }
2417                         }
2418                     const bool hasstaff = attackweapon == staff;
2419                     if (k == 0 && Person::players.size() > 1)
2420                         for (unsigned i = 0; i < Person::players.size(); i++) {
2421                             if (i == k)
2422                                 continue;
2423                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
2424                                     Animation::animations[Person::players[k]->animTarget].attack == neutral) {
2425                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2426                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
2427                                     if (Person::players[i]->skeleton.free)
2428                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
2429                                                 (Person::players[i]->dead ||
2430                                                  Person::players[i]->skeleton.longdead > 1000 ||
2431                                                  Person::players[k]->isRun() ||
2432                                                  hasstaff ||
2433                                                  (attackweapon &&
2434                                                   (Person::players[i]->skeleton.longdead > 2000 ||
2435                                                    Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
2436                                                    Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
2437                                                   distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
2438                                             Person::players[k]->victim = Person::players[i];
2439                                             Person::players[k]->hasvictim = 1;
2440                                             if (attackweapon && !Tutorial::active) {
2441                                                 //crouchstab
2442                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
2443                                                     Person::players[k]->animTarget = crouchstabanim;
2444                                                 //swordgroundstab
2445                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
2446                                                     Person::players[k]->animTarget = swordgroundstabanim;
2447                                                 //staffgroundsmash
2448                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
2449                                                     Person::players[k]->animTarget = staffgroundsmashanim;
2450                                             }
2451                                             if (distance < 2.5 &&
2452                                                     Person::players[k]->crouchkeydown &&
2453                                                     Person::players[k]->animTarget != crouchstabanim &&
2454                                                     !attackweapon &&
2455                                                     Person::players[i]->dead &&
2456                                                     Person::players[i]->skeleton.free &&
2457                                                     Person::players[i]->skeleton.longdead > 1000) {
2458                                                 Person::players[k]->animTarget = killanim;
2459                                                 terrain.deleteDeadDecals();
2460                                                 for (unsigned int l = 0; l < Object::objects.size(); l++) {
2461                                                     if (Object::objects[l]->model.type == decalstype) {
2462                                                         Object::objects[l]->model.deleteDeadDecals();
2463                                                     }
2464                                                 }
2465                                             }
2466                                             if (!Person::players[i]->dead || musictype != 2)
2467                                                 if (distance < 3.5 &&
2468                                                         (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
2469                                                         Person::players[k]->staggerdelay <= 0 &&
2470                                                         (Person::players[i]->dead ||
2471                                                          Person::players[i]->skeleton.longdead < 300 &&
2472                                                          Person::players[k]->lastattack != spinkickanim &&
2473                                                          Person::players[i]->skeleton.free) &&
2474                                                         (!Person::players[i]->dead || musictype != stream_fighttheme)) {
2475                                                     Person::players[k]->animTarget = dropkickanim;
2476                                                     terrain.deleteDeadDecals();
2477                                                     for (unsigned int l = 0; l < Object::objects.size(); l++) {
2478                                                         if (Object::objects[l]->model.type == decalstype) {
2479                                                             Object::objects[l]->model.deleteDeadDecals();
2480                                                         }
2481                                                     }
2482                                                 }
2483                                         }
2484                                 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2485                                         Person::players[k]->victim == Person::players[i] &&
2486                                         (!Person::players[i]->skeleton.free ||
2487                                          Person::players[k]->animTarget == killanim ||
2488                                          Person::players[k]->animTarget == crouchstabanim ||
2489                                          Person::players[k]->animTarget == swordgroundstabanim ||
2490                                          Person::players[k]->animTarget == staffgroundsmashanim ||
2491                                          Person::players[k]->animTarget == dropkickanim)) {
2492                                     oldattackkey = 1;
2493                                     Person::players[k]->frameTarget = 0;
2494                                     Person::players[k]->target = 0;
2495
2496                                     XYZ targetpoint = Person::players[i]->coords;
2497                                     if (Person::players[k]->animTarget == crouchstabanim ||
2498                                             Person::players[k]->animTarget == swordgroundstabanim ||
2499                                             Person::players[k]->animTarget == staffgroundsmashanim) {
2500                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
2501                                                         Person::players[i]->jointPos(neck)) / 2 *
2502                                                        Person::players[i]->scale;
2503                                     }
2504                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
2505                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
2506
2507                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
2508                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
2509                                     }
2510
2511                                     if (Person::players[k]->animTarget == staffgroundsmashanim)
2512                                         Person::players[k]->targettilt2 += 10;
2513
2514                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2515                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2516                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
2517
2518                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
2519                                         Person::players[k]->targetyaw += 30;
2520                                     }
2521                                 }
2522                             }
2523                         }
2524                     if (!Person::players[k]->hasvictim) {
2525                         //find victim
2526                         for (unsigned i = 0; i < Person::players.size(); i++) {
2527                             if (i == k || !(i == 0 || k == 0))
2528                                 continue;
2529                             if (!Person::players[i]->skeleton.free) {
2530                                 if (Person::players[k]->hasvictim) {
2531                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
2532                                             distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
2533                                         Person::players[k]->victim = Person::players[i];
2534                                 } else {
2535                                     Person::players[k]->victim = Person::players[i];
2536                                     Person::players[k]->hasvictim = 1;
2537                                 }
2538                             }
2539                         }
2540                     }
2541                     if (Person::players[k]->aitype == playercontrolled)
2542                         //rabbit kick
2543                         if (Person::players[k]->attackkeydown &&
2544                                 Person::players[k]->isRun() &&
2545                                 Person::players[k]->wasRun() &&
2546                                 ((Person::players[k]->hasvictim &&
2547                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
2548                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
2549                                   !Person::players[k]->victim->skeleton.free &&
2550                                   Person::players[k]->victim->animTarget != getupfrombackanim &&
2551                                   Person::players[k]->victim->animTarget != getupfromfrontanim &&
2552                                   Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
2553                                   Person::players[k]->aitype != playercontrolled && //wat???
2554                                   normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
2555                                   Person::players[k]->rabbitkickenabled) ||
2556                                  Person::players[k]->jumpkeydown)) {
2557                             oldattackkey = 1;
2558                             Person::players[k]->setTargetAnimation(rabbitkickanim);
2559                         }
2560                     //update counts
2561                     if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
2562                         numattacks++;
2563                         switch (attackweapon) {
2564                         case 0:
2565                             numunarmedattack++;
2566                             break;
2567                         case knife:
2568                             numknifeattack++;
2569                             break;
2570                         case sword:
2571                             numswordattack++;
2572                             break;
2573                         case staff:
2574                             numstaffattack++;
2575                             break;
2576                         }
2577                     }
2578                 }
2579             }
2580         }
2581     }
2582 }
2583
2584 void doPlayerCollisions()
2585 {
2586     static XYZ rotatetarget;
2587     static float collisionradius;
2588     if (Person::players.size() > 1)
2589         for (unsigned k = 0; k < Person::players.size(); k++)
2590             for (unsigned i = k + 1; i < Person::players.size(); i++) {
2591                 //neither player is part of a reversal
2592                 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
2593                         Animation::animations[Person::players[i]->animTarget].attack != reversal &&
2594                         Animation::animations[Person::players[k]->animTarget].attack != reversed &&
2595                         Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
2596                     if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
2597                             Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
2598                             Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
2599                             Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
2600                         //neither is sleeping
2601                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
2602                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
2603                                 //in same patch, neither is climbing
2604                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
2605                                         Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
2606                                         Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
2607                                         Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
2608                                         Person::players[i]->animTarget != climbanim &&
2609                                         Person::players[i]->animTarget != hanganim &&
2610                                         Person::players[k]->animTarget != climbanim &&
2611                                         Person::players[k]->animTarget != hanganim)
2612                                     //players are close (bounding box test)
2613                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
2614                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
2615                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
2616                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
2617                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
2618                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
2619                                                             //spread fire from player to player
2620                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
2621                                                                     < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2622                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
2623                                                                     if (!Person::players[i]->onfire)
2624                                                                         Person::players[i]->CatchFire();
2625                                                                     if (!Person::players[k]->onfire)
2626                                                                         Person::players[k]->CatchFire();
2627                                                                 }
2628                                                             }
2629
2630                                                             XYZ tempcoords1 = Person::players[i]->coords;
2631                                                             XYZ tempcoords2 = Person::players[k]->coords;
2632                                                             if (!Person::players[i]->skeleton.oldfree)
2633                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
2634                                                             if (!Person::players[k]->skeleton.oldfree)
2635                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
2636                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2637                                                             if (Person::players[0]->hasvictim)
2638                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
2639                                                                     collisionradius = 3;
2640                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
2641                                                                     (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
2642                                                                      distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
2643                                                                 //jump down on a dead body
2644                                                                 if (k == 0 || i == 0) {
2645                                                                     int l = i ? i : k;
2646                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
2647                                                                             !Person::players[0]->skeleton.oldfree &&
2648                                                                             !Person::players[0]->skeleton.free &&
2649                                                                             Person::players[l]->skeleton.oldfree &&
2650                                                                             Person::players[l]->skeleton.free &&
2651                                                                             Person::players[l]->dead &&
2652                                                                             Person::players[0]->lastcollide <= 0 &&
2653                                                                             fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
2654                                                                             distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
2655                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
2656                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
2657                                                                         Person::players[l]->skeleton.free = 0;
2658                                                                         Person::players[l]->yaw = 0;
2659                                                                         Person::players[l]->RagDoll(0);
2660                                                                         Person::players[l]->DoDamage(20);
2661                                                                         camerashake += .3;
2662                                                                         Person::players[l]->skeleton.longdead = 0;
2663                                                                         Person::players[0]->lastcollide = 1;
2664                                                                     }
2665                                                                 }
2666
2667                                                                 if (     (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
2668                                                                          (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
2669                                                                          (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
2670                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
2671                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
2672                                                                             Person::players[i]->skeleton.free) &&
2673                                                                             (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
2674                                                                              Person::players[k]->skeleton.free))
2675                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
2676                                                                                 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
2677                                                                                 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
2678                                                                                 (k == 0 ||
2679                                                                                  k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
2680                                                                                  /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
2681                                                                                 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
2682                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
2683                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
2684                                                                             //If hit by body
2685                                                                             if (     (i != 0 || Person::players[i]->skeleton.free) &&
2686                                                                                      (k != 0 || Person::players[k]->skeleton.free) ||
2687                                                                                      (Animation::animations[Person::players[i]->animTarget].height == highheight &&
2688                                                                                       Animation::animations[Person::players[k]->animTarget].height == highheight)) {
2689                                                                                 if (!Tutorial::active) {
2690                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
2691                                                                                 }
2692
2693                                                                                 Person::players[i]->RagDoll(0);
2694                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
2695                                                                                     award_bonus(0, aimbonus);
2696                                                                                 }
2697                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
2698                                                                                 Person::players[k]->RagDoll(0);
2699                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
2700                                                                                     award_bonus(0, aimbonus); // Huh, again?
2701                                                                                 }
2702                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
2703
2704                                                                                 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
2705                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
2706                                                                                 }
2707                                                                                 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
2708                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
2709                                                                                 }
2710
2711                                                                             }
2712                                                                         }
2713                                                                     if (     (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
2714                                                                               Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
2715                                                                              (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
2716                                                                               Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
2717                                                                         //If bumped
2718                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
2719                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2720                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
2721                                                                                 Normalise(&rotatetarget);
2722                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
2723                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
2724                                                                                                    * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2725                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
2726                                                                                 if (Person::players[k]->howactive == typeactive || hostile)
2727                                                                                     if (Person::players[k]->isIdle()) {
2728                                                                                         if (Person::players[k]->howactive < typesleeping)
2729                                                                                             Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
2730                                                                                         else if (Person::players[k]->howactive == typesleeping)
2731                                                                                             Person::players[k]->setTargetAnimation(getupfromfrontanim);
2732                                                                                         if (!editorenabled)
2733                                                                                             Person::players[k]->howactive = typeactive;
2734                                                                                     }
2735                                                                                 if (Person::players[i]->howactive == typeactive || hostile)
2736                                                                                     if (Person::players[i]->isIdle()) {
2737                                                                                         if (Person::players[i]->howactive < typesleeping)
2738                                                                                             Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
2739                                                                                         else
2740                                                                                             Person::players[i]->setTargetAnimation(getupfromfrontanim);
2741                                                                                         if (!editorenabled)
2742                                                                                             Person::players[i]->howactive = typeactive;
2743                                                                                     }
2744                                                                             }
2745                                                                             //jump down on player
2746                                                                             if (hostile) {
2747                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
2748                                                                                         !Person::players[i]->isCrouch() &&
2749                                                                                         Person::players[i]->animTarget != rollanim &&
2750                                                                                         !Person::players[k]->skeleton.oldfree && !
2751                                                                                         Person::players[k]->skeleton.free &&
2752                                                                                         Person::players[k]->lastcollide <= 0 &&
2753                                                                                         Person::players[k]->velocity.y < -10) {
2754                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
2755                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
2756                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
2757                                                                                     Person::players[i]->DoDamage(20);
2758                                                                                     Person::players[i]->RagDoll(0);
2759                                                                                     Person::players[k]->lastcollide = 1;
2760                                                                                     award_bonus(k, AboveBonus);
2761                                                                                 }
2762                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
2763                                                                                         !Person::players[k]->isCrouch() &&
2764                                                                                         Person::players[k]->animTarget != rollanim &&
2765                                                                                         !Person::players[i]->skeleton.oldfree &&
2766                                                                                         !Person::players[i]->skeleton.free &&
2767                                                                                         Person::players[i]->lastcollide <= 0 &&
2768                                                                                         Person::players[i]->velocity.y < -10) {
2769                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
2770                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
2771                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
2772                                                                                     Person::players[k]->DoDamage(20);
2773                                                                                     Person::players[k]->RagDoll(0);
2774                                                                                     Person::players[i]->lastcollide = 1;
2775                                                                                     award_bonus(i, AboveBonus);
2776                                                                                 }
2777                                                                             }
2778                                                                         }
2779                                                                     }
2780                                                                 }
2781                                                                 Person::players[i]->CheckKick();
2782                                                                 Person::players[k]->CheckKick();
2783                                                             }
2784                                                         }
2785             }
2786 }
2787
2788 void Game::Tick()
2789 {
2790     static XYZ facing, flatfacing;
2791     static int target;
2792
2793     Input::Tick();
2794
2795     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
2796         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2797             stereoreverse = true;
2798         else
2799             stereoreverse = false;
2800
2801         if (stereoreverse)
2802             printf("Stereo reversed\n");
2803         else
2804             printf("Stereo unreversed\n");
2805     }
2806
2807     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
2808         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2809             stereoseparation -= 0.001;
2810         else
2811             stereoseparation -= 0.010;
2812         printf("Stereo decreased increased to %f\n", stereoseparation);
2813     }
2814
2815     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
2816         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
2817             stereoseparation += 0.001;
2818         else
2819             stereoseparation += 0.010;
2820         printf("Stereo separation increased to %f\n", stereoseparation);
2821     }
2822
2823
2824     if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
2825         if (Tutorial::stage != 51) {
2826             Tutorial::stagetime = Tutorial::maxtime;
2827         }
2828         emit_sound_np(consolefailsound, 128.);
2829     }
2830
2831     /*
2832     Values of mainmenu :
2833     1 Main menu
2834     2 Menu pause (resume/end game)
2835     3 Option menu
2836     4 Controls configuration menu
2837     5 Main game menu (choose level or challenge)
2838     6 Deleting user menu
2839     7 User managment menu (select/add)
2840     8 Choose difficulty menu
2841     9 Challenge level selection menu
2842     10 End of the campaign congratulation (is that really a menu?)
2843     11 Same that 9 ??? => unused
2844     18 stereo configuration
2845     */
2846
2847     if (!console) {
2848         //campaign over?
2849         if (mainmenu && endgame == 1)
2850             mainmenu = 10;
2851         //go to level select after completing a campaign level
2852         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
2853             mainmenu = 5;
2854             gameon = 0;
2855             winfreeze = 0;
2856             fireSound();
2857             flash();
2858             if (musictoggle) {
2859                 OPENAL_SetFrequency(OPENAL_ALL);
2860                 emit_stream_np(stream_menutheme);
2861                 pause_sound(leveltheme);
2862             }
2863             Menu::Load();
2864         }
2865         //escape key pressed
2866         if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
2867                 (gameon || mainmenu == 0)) {
2868             selected = -1;
2869             if (mainmenu == 0 && !winfreeze)
2870                 mainmenu = 2; //pause
2871             else if (mainmenu == 1 || mainmenu == 2) {
2872                 mainmenu = 0; //unpause
2873             }
2874             //play menu theme
2875             if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
2876                 OPENAL_SetFrequency(OPENAL_ALL);
2877                 emit_stream_np(stream_menutheme);
2878                 pause_sound(leveltheme);
2879             }
2880             //on resume, play level music
2881             if (!mainmenu) {
2882                 pause_sound(stream_menutheme);
2883                 resume_stream(leveltheme);
2884             }
2885         }
2886     }
2887
2888     if (mainmenu) {
2889         Menu::Tick();
2890     }
2891
2892     if (!mainmenu) {
2893         if (hostile == 1)
2894             hostiletime += multiplier;
2895         else
2896             hostiletime = 0;
2897         if (!winfreeze)
2898             leveltime += multiplier;
2899
2900         //keys
2901         if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
2902             freeze = !freeze;
2903             if (freeze) {
2904                 OPENAL_SetFrequency(OPENAL_ALL);
2905             }
2906         }
2907
2908         if (Input::isKeyPressed(consolekey) && devtools) {
2909             console = !console;
2910             if (console) {
2911                 OPENAL_SetFrequency(OPENAL_ALL);
2912             } else {
2913                 freeze = 0;
2914                 waiting = false;
2915             }
2916         }
2917
2918         if (console)
2919             freeze = 1;
2920         if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
2921             inputText(consoletext[0], &consoleselected);
2922             if (!waiting) {
2923                 if (!consoletext[0].empty()) {
2924                     cmd_dispatch(consoletext[0]);
2925                     for (int k = 14; k >= 1; k--) {
2926                         consoletext[k] = consoletext[k - 1];
2927                     }
2928                     consoletext[0].clear();
2929                     consoleselected = 0;
2930                 }
2931             }
2932
2933             consoleblinkdelay -= multiplier;
2934             if (consoleblinkdelay <= 0) {
2935                 consoleblinkdelay = .3;
2936                 consoleblink = !consoleblink;
2937             }
2938         }
2939
2940         static int oldwinfreeze;
2941         if (winfreeze && !oldwinfreeze) {
2942             OPENAL_SetFrequency(OPENAL_ALL);
2943             emit_sound_np(consolesuccesssound);
2944         }
2945         if (winfreeze == 0)
2946             oldwinfreeze = winfreeze;
2947         else
2948             oldwinfreeze++;
2949
2950         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
2951             if (winfreeze)
2952                 winfreeze = 0;
2953         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
2954             if (console) {
2955                 console = false;
2956                 freeze = 0;
2957             } else if (winfreeze) {
2958                 mainmenu = 9;
2959                 gameon = 0;
2960             }
2961         }
2962
2963
2964
2965         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
2966
2967             //dialogues
2968             static float talkdelay = 0;
2969
2970             if (Dialog::inDialog())
2971                 talkdelay = 1;
2972             talkdelay -= multiplier;
2973
2974             if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
2975                 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
2976                     Dialog::dialogs[i].tick(i);
2977                 }
2978             }
2979
2980             windvar += multiplier;
2981             smoketex += multiplier;
2982             Tutorial::stagetime += multiplier;
2983
2984             //hotspots
2985             static float hotspotvisual[40];
2986             if (Hotspot::hotspots.size()) {
2987                 XYZ hotspotsprite;
2988                 if (editorenabled) {
2989                     for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
2990                         hotspotvisual[i] -= multiplier / 320;
2991                     }
2992                 }
2993
2994                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
2995                     while (hotspotvisual[i] < 0) {
2996                         hotspotsprite = 0;
2997                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
2998                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
2999                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
3000                         hotspotsprite += Hotspot::hotspots[i].position;
3001                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
3002                         hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
3003                     }
3004                 }
3005
3006                 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
3007                     if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
3008                         Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
3009                     }
3010                 }
3011             }
3012
3013             //Tutorial
3014             if (Tutorial::active) {
3015                 Tutorial::Do(multiplier);
3016             }
3017
3018             //bonuses
3019             if (!Tutorial::active) {
3020                 if (bonustime == 0 &&
3021                         bonus != solidhit &&
3022                         bonus != spinecrusher &&
3023                         bonus != tracheotomy &&
3024                         bonus != backstab &&
3025                         bonusvalue > 10) {
3026                     emit_sound_np(consolesuccesssound);
3027                 }
3028             } else if (bonustime == 0) {
3029                 emit_sound_np(fireendsound);
3030             }
3031             if (bonustime == 0) {
3032                 if (bonus != solidhit &&
3033                         bonus != twoxcombo &&
3034                         bonus != threexcombo &&
3035                         bonus != fourxcombo &&
3036                         bonus != megacombo)
3037                     bonusnum[bonus]++;
3038                 else
3039                     bonusnum[bonus] += 0.15;
3040                 if (Tutorial::active)
3041                     bonusvalue = 0;
3042                 bonusvalue /= bonusnum[bonus];
3043                 bonustotal += bonusvalue;
3044             }
3045             bonustime += multiplier;
3046
3047             //snow effects
3048             if (environment == snowyenvironment) {
3049                 precipdelay -= multiplier;
3050                 while (precipdelay < 0) {
3051                     precipdelay += .04;
3052                     if (!detail)
3053                         precipdelay += .04;
3054                     XYZ footvel, footpoint;
3055
3056                     footvel = 0;
3057                     footpoint = viewer + viewerfacing * 6;
3058                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
3059                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
3060                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
3061                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
3062                 }
3063             }
3064
3065
3066             doAerialAcrobatics();
3067
3068
3069             static XYZ oldviewer;
3070
3071             //control keys
3072             if (!Dialog::inDialog()) {
3073                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
3074                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
3075                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
3076                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
3077                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
3078                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
3079                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
3080                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
3081             } else {
3082                 Person::players[0]->forwardkeydown = 0;
3083                 Person::players[0]->leftkeydown = 0;
3084                 Person::players[0]->backkeydown = 0;
3085                 Person::players[0]->rightkeydown = 0;
3086                 Person::players[0]->jumpkeydown = 0;
3087                 Person::players[0]->crouchkeydown = 0;
3088                 Person::players[0]->drawkeydown = 0;
3089                 Person::players[0]->throwkeydown = 0;
3090             }
3091
3092             if (!Person::players[0]->jumpkeydown)
3093                 Person::players[0]->jumpclimb = 0;
3094
3095
3096             if (Dialog::inDialog()) {
3097                 cameramode = 1;
3098                 if (Dialog::directing) {
3099                     facing = 0;
3100                     facing.z = -1;
3101
3102                     facing = DoRotation(facing, -pitch, 0, 0);
3103                     facing = DoRotation(facing, 0, 0 - yaw, 0);
3104
3105                     flatfacing = 0;
3106                     flatfacing.z = -1;
3107
3108                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
3109
3110                     if (Input::isKeyDown(forwardkey))
3111                         viewer += facing * multiplier * 4;
3112                     if (Input::isKeyDown(backkey))
3113                         viewer -= facing * multiplier * 4;
3114                     if (Input::isKeyDown(leftkey))
3115                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
3116                     if (Input::isKeyDown(rightkey))
3117                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
3118                     if (Input::isKeyDown(jumpkey))
3119                         viewer.y += multiplier * 4;
3120                     if (Input::isKeyDown(crouchkey))
3121                         viewer.y -= multiplier * 4;
3122                     if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
3123                              Input::isKeyPressed(SDL_SCANCODE_2) ||
3124                              Input::isKeyPressed(SDL_SCANCODE_3) ||
3125                              Input::isKeyPressed(SDL_SCANCODE_4) ||
3126                              Input::isKeyPressed(SDL_SCANCODE_5) ||
3127                              Input::isKeyPressed(SDL_SCANCODE_6) ||
3128                              Input::isKeyPressed(SDL_SCANCODE_7) ||
3129                              Input::isKeyPressed(SDL_SCANCODE_8) ||
3130                              Input::isKeyPressed(SDL_SCANCODE_9) ||
3131                              Input::isKeyPressed(SDL_SCANCODE_0) ||
3132                              Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
3133                         int whichend;
3134                         if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
3135                         if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
3136                         if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
3137                         if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
3138                         if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
3139                         if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
3140                         if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
3141                         if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
3142                         if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
3143                         if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
3144                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
3145                             whichend = -1;
3146                         if (whichend != -1) {
3147                             Dialog::currentScene().participantfocus = whichend;
3148                             Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
3149                             Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
3150                         }
3151                         if (whichend == -1) {
3152                             Dialog::currentScene().participantfocus = -1;
3153                         }
3154                         /* FIXME: potentially accessing -1 in Person::players! */
3155                         if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3156                             Dialog::indialogue = -1;
3157                             Dialog::directing = false;
3158                             cameramode = 0;
3159                         }
3160                         Dialog::currentScene().camera = viewer;
3161                         Dialog::currentScene().camerayaw = yaw;
3162                         Dialog::currentScene().camerapitch = pitch;
3163                         Dialog::indialogue++;
3164                         if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3165                             if (Dialog::currentScene().sound != 0) {
3166                                 playdialoguescenesound();
3167                             }
3168                         }
3169
3170                         for (unsigned j = 0; j < Person::players.size(); j++) {
3171                             Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
3172                         }
3173                     }
3174                     //TODO: should these be KeyDown or KeyPressed?
3175                     if (     Input::isKeyDown(SDL_SCANCODE_KP_1) ||
3176                              Input::isKeyDown(SDL_SCANCODE_KP_2) ||
3177                              Input::isKeyDown(SDL_SCANCODE_KP_3) ||
3178                              Input::isKeyDown(SDL_SCANCODE_KP_4) ||
3179                              Input::isKeyDown(SDL_SCANCODE_KP_5) ||
3180                              Input::isKeyDown(SDL_SCANCODE_KP_6) ||
3181                              Input::isKeyDown(SDL_SCANCODE_KP_7) ||
3182                              Input::isKeyDown(SDL_SCANCODE_KP_8) ||
3183                              Input::isKeyDown(SDL_SCANCODE_KP_9) ||
3184                              Input::isKeyDown(SDL_SCANCODE_KP_0)) {
3185                         int whichend;
3186                         if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
3187                         if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
3188                         if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
3189                         if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
3190                         if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
3191                         if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
3192                         if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
3193                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
3194                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
3195                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
3196                         Dialog::currentScene().participantfacing[whichend] = facing;
3197                     }
3198                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3199                         Dialog::indialogue = -1;
3200                         Dialog::directing = false;
3201                         cameramode = 0;
3202                     }
3203                 }
3204                 if (!Dialog::directing) {
3205                     pause_sound(whooshsound);
3206                     viewer = Dialog::currentScene().camera;
3207                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
3208                     yaw = Dialog::currentScene().camerayaw;
3209                     pitch = Dialog::currentScene().camerapitch;
3210                     if (Dialog::dialoguetime > 0.5) {
3211                         if (Input::isKeyPressed(attackkey)) {
3212                             Dialog::indialogue++;
3213                             if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
3214                                 if (Dialog::currentScene().sound != 0) {
3215                                     playdialoguescenesound();
3216                                     if (Dialog::currentScene().sound == -5) {
3217                                         Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
3218                                     }
3219                                     if (Dialog::currentScene().sound == -6) {
3220                                         hostile = 1;
3221                                     }
3222
3223                                     if (Person::players[Dialog::currentScene().participantfocus]->dead) {
3224                                         Dialog::indialogue = -1;
3225                                         Dialog::directing = false;
3226                                         cameramode = 0;
3227                                     }
3228                                 }
3229                             }
3230                         }
3231                     }
3232                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
3233                         Dialog::indialogue = -1;
3234                         Dialog::directing = false;
3235                         cameramode = 0;
3236                         if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
3237                             hostile = 1;
3238                         }
3239                         if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
3240                             windialogue = true;
3241                         }
3242                         if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
3243                             hostile = 1;
3244                             for (unsigned i = 1; i < Person::players.size(); i++) {
3245                                 Person::players[i]->aitype = attacktypecutoff;
3246                             }
3247                         }
3248                     }
3249                 }
3250             }
3251
3252             if (!Person::players[0]->jumpkeydown) {
3253                 Person::players[0]->jumptogglekeydown = 0;
3254             }
3255             if (Person::players[0]->jumpkeydown &&
3256                     Person::players[0]->animTarget != jumpupanim &&
3257                     Person::players[0]->animTarget != jumpdownanim &&
3258                     !Person::players[0]->isFlip())
3259                 Person::players[0]->jumptogglekeydown = 1;
3260
3261
3262             Dialog::dialoguetime += multiplier;
3263             hawkyaw += multiplier * 25;
3264             realhawkcoords = 0;
3265             realhawkcoords.x = 25;
3266             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
3267             hawkcalldelay -= multiplier / 2;
3268
3269             if (hawkcalldelay <= 0) {
3270                 emit_sound_at(hawksound, realhawkcoords);
3271
3272                 hawkcalldelay = 16 + abs(Random() % 8);
3273             }
3274
3275             doDevKeys();
3276
3277             doAttacks();
3278
3279             doPlayerCollisions();
3280
3281             doJumpReversals();
3282
3283             for (unsigned k = 0; k < Person::players.size(); k++)
3284                 if (k != 0 && Person::players[k]->immobile)
3285                     Person::players[k]->coords = Person::players[k]->realoldcoords;
3286
3287             for (unsigned k = 0; k < Person::players.size(); k++) {
3288                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3289                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
3290                         Person::players[k]->DoDamage(1000);
3291                     }
3292                 }
3293             }
3294
3295             //respawn
3296             static bool respawnkeydown;
3297             if (!editorenabled &&
3298                     (whichlevel != -2 &&
3299                      (Input::isKeyDown(SDL_SCANCODE_Z) &&
3300                       Input::isKeyDown(SDL_SCANCODE_LGUI) &&
3301                       devtools) ||
3302                      (Input::isKeyDown(jumpkey) &&
3303                       !respawnkeydown &&
3304                       !oldattackkey &&
3305                       Person::players[0]->dead))) {
3306                 targetlevel = whichlevel;
3307                 loading = 1;
3308                 leveltime = 5;
3309             }
3310             respawnkeydown = Input::isKeyDown(jumpkey);
3311
3312
3313             static bool movekey;
3314
3315             //?
3316             for (unsigned i = 0; i < Person::players.size(); i++) {
3317                 static float oldtargetyaw;
3318                 if (!Person::players[i]->skeleton.free) {
3319                     oldtargetyaw = Person::players[i]->targetyaw;
3320                     if (i == 0 && !Dialog::inDialog()) {
3321                         //TODO: refactor repetitive code
3322                         if (!Animation::animations[Person::players[0]->animTarget].attack &&
3323                                 Person::players[0]->animTarget != staggerbackhighanim &&
3324                                 Person::players[0]->animTarget != staggerbackhardanim &&
3325                                 Person::players[0]->animTarget != crouchremoveknifeanim &&
3326                                 Person::players[0]->animTarget != removeknifeanim &&
3327                                 Person::players[0]->animTarget != backhandspringanim &&
3328                                 Person::players[0]->animTarget != dodgebackanim &&
3329                                 Person::players[0]->animTarget != walljumprightkickanim &&
3330                                 Person::players[0]->animTarget != walljumpleftkickanim) {
3331                             if (cameramode)
3332                                 Person::players[0]->targetyaw = 0;
3333                             else
3334                                 Person::players[0]->targetyaw = -yaw + 180;
3335                         }
3336
3337                         facing = 0;
3338                         facing.z = -1;
3339
3340                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3341                         if (cameramode) {
3342                             facing = flatfacing;
3343                         } else {
3344                             facing = DoRotation(facing, -pitch, 0, 0);
3345                             facing = DoRotation(facing, 0, 0 - yaw, 0);
3346                         }
3347
3348                         Person::players[0]->lookyaw = -yaw;
3349
3350                         Person::players[i]->targetheadyaw = yaw;
3351                         Person::players[i]->targetheadpitch = pitch;
3352                     }
3353                     if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
3354                         if (!Animation::animations[Person::players[i]->animTarget].attack &&
3355                                 Person::players[i]->animTarget != staggerbackhighanim &&
3356                                 Person::players[i]->animTarget != staggerbackhardanim &&
3357                                 Person::players[i]->animTarget != crouchremoveknifeanim &&
3358                                 Person::players[i]->animTarget != removeknifeanim &&
3359                                 Person::players[i]->animTarget != backhandspringanim &&
3360                                 Person::players[i]->animTarget != dodgebackanim &&
3361                                 Person::players[i]->animTarget != walljumprightkickanim &&
3362                                 Person::players[i]->animTarget != walljumpleftkickanim) {
3363                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
3364                         }
3365
3366                         facing = 0;
3367                         facing.z = -1;
3368
3369                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
3370
3371                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
3372                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
3373
3374                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
3375                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
3376                     }
3377                     if (Dialog::inDialog()) {
3378                         Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
3379                         Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
3380                     }
3381
3382                     if (leveltime < .5)
3383                         numenvsounds = 0;
3384
3385                     Person::players[i]->avoidsomething = 0;
3386
3387                     //avoid flaming things
3388                     for (unsigned int j = 0; j < Object::objects.size(); j++)
3389                         if (Object::objects[j]->onfire)
3390                             if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
3391                                 if (     distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3392                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3393                                     Person::players[i]->collided = 0;
3394                                     Person::players[i]->avoidcollided = 1;
3395                                     if (Person::players[i]->avoidsomething == 0 ||
3396                                             distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
3397                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3398                                         Person::players[i]->avoidwhere = Object::objects[j]->position;
3399                                         Person::players[i]->avoidsomething = 1;
3400                                     }
3401                                 }
3402
3403                     //avoid flaming players
3404                     for (unsigned j = 0; j < Person::players.size(); j++)
3405                         if (Person::players[j]->onfire)
3406                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
3407                                 if (     distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3408                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
3409                                     Person::players[i]->collided = 0;
3410                                     Person::players[i]->avoidcollided = 1;
3411                                     if (Person::players[i]->avoidsomething == 0 ||
3412                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
3413                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
3414                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
3415                                         Person::players[i]->avoidsomething = 1;
3416                                     }
3417                                 }
3418
3419                     if (Person::players[i]->collided > .8)
3420                         Person::players[i]->avoidcollided = 0;
3421
3422                     Person::players[i]->doAI();
3423
3424                     if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
3425                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
3426                         Person::players[i]->forwardkeydown = 0;
3427                         Person::players[i]->leftkeydown = 0;
3428                         Person::players[i]->backkeydown = 0;
3429                         Person::players[i]->rightkeydown = 0;
3430                         Person::players[i]->jumpkeydown = 0;
3431                         Person::players[i]->attackkeydown = 0;
3432                         //Person::players[i]->crouchkeydown=0;
3433                         Person::players[i]->throwkeydown = 0;
3434                     }
3435
3436                     if (Dialog::inDialog()) {
3437                         Person::players[i]->forwardkeydown = 0;
3438                         Person::players[i]->leftkeydown = 0;
3439                         Person::players[i]->backkeydown = 0;
3440                         Person::players[i]->rightkeydown = 0;
3441                         Person::players[i]->jumpkeydown = 0;
3442                         Person::players[i]->crouchkeydown = 0;
3443                         Person::players[i]->drawkeydown = 0;
3444                         Person::players[i]->throwkeydown = 0;
3445                     }
3446
3447                     if (Person::players[i]->collided < -.3)
3448                         Person::players[i]->collided = -.3;
3449                     if (Person::players[i]->collided > 1)
3450                         Person::players[i]->collided = 1;
3451                     Person::players[i]->collided -= multiplier * 4;
3452                     Person::players[i]->whichdirectiondelay -= multiplier;
3453                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
3454                         Person::players[i]->avoidcollided = -.3;
3455                         Person::players[i]->whichdirection = abs(Random() % 2);
3456                         Person::players[i]->whichdirectiondelay = .4;
3457                     }
3458                     if (Person::players[i]->avoidcollided > 1)
3459                         Person::players[i]->avoidcollided = 1;
3460                     Person::players[i]->avoidcollided -= multiplier / 4;
3461                     if (!Person::players[i]->skeleton.free) {
3462                         Person::players[i]->stunned -= multiplier;
3463                         Person::players[i]->surprised -= multiplier;
3464                     }
3465                     if (i != 0 && Person::players[i]->surprised <= 0 &&
3466                             Person::players[i]->aitype == attacktypecutoff &&
3467                             !Person::players[i]->dead &&
3468                             !Person::players[i]->skeleton.free &&
3469                             Animation::animations[Person::players[i]->animTarget].attack == neutral)
3470                         numresponded = 1;
3471
3472                     if (!Person::players[i]->throwkeydown)
3473                         Person::players[i]->throwtogglekeydown = 0;
3474
3475                     //pick up weapon
3476                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
3477                         if (Person::players[i]->weaponactive == -1 &&
3478                                 Person::players[i]->num_weapons < 2 &&
3479                                 (Person::players[i]->isIdle() ||
3480                                  Person::players[i]->isCrouch() ||
3481                                  Person::players[i]->animTarget == sneakanim ||
3482                                  Person::players[i]->animTarget == rollanim ||
3483                                  Person::players[i]->animTarget == backhandspringanim ||
3484                                  Person::players[i]->isFlip() ||
3485                                  Person::players[i]->aitype != playercontrolled)) {
3486                             for (unsigned j = 0; j < weapons.size(); j++) {
3487                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3488                                         Person::players[i]->aitype == playercontrolled) &&
3489                                         weapons[j].owner == -1 &&
3490                                         Person::players[i]->weaponactive == -1)
3491                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
3492                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
3493                                             if (Person::players[i]->isCrouch() ||
3494                                                     Person::players[i]->animTarget == sneakanim ||
3495                                                     Person::players[i]->isRun() ||
3496                                                     Person::players[i]->isIdle() ||
3497                                                     Person::players[i]->aitype != playercontrolled) {
3498                                                 Person::players[i]->throwtogglekeydown = 1;
3499                                                 Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3500                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3501                                                 Person::players[i]->hasvictim = 0;
3502                                             }
3503                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3504                                                 Person::players[i]->throwtogglekeydown = 1;
3505                                                 Person::players[i]->hasvictim = 0;
3506
3507                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
3508                                                         Person::players[i]->aitype == playercontrolled) &&
3509                                                         weapons[j].owner == -1 ||
3510                                                         Person::players[i]->victim &&
3511                                                         weapons[j].owner == int(Person::players[i]->victim->id))
3512                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
3513                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
3514                                                             if (weapons[j].getType() != staff)
3515                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3516
3517                                                             Person::players[i]->takeWeapon(j);
3518                                                         }
3519                                             }
3520                                         } else if ((Person::players[i]->isIdle() ||
3521                                                     Person::players[i]->isFlip() ||
3522                                                     Person::players[i]->aitype != playercontrolled) &&
3523                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
3524                                                    Person::players[i]->coords.y < weapons[j].position.y) {
3525                                             if (!Person::players[i]->isFlip()) {
3526                                                 Person::players[i]->throwtogglekeydown = 1;
3527                                                 Person::players[i]->setTargetAnimation(removeknifeanim);
3528                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
3529                                             }
3530                                             if (Person::players[i]->isFlip()) {
3531                                                 Person::players[i]->throwtogglekeydown = 1;
3532                                                 Person::players[i]->hasvictim = 0;
3533
3534                                                 for (unsigned k = 0; k < weapons.size(); k++) {
3535                                                     if (Person::players[i]->weaponactive == -1)
3536                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
3537                                                                 Person::players[i]->aitype == playercontrolled) &&
3538                                                                 weapons[k].owner == -1 ||
3539                                                                 Person::players[i]->victim &&
3540                                                                 weapons[k].owner == int(Person::players[i]->victim->id))
3541                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
3542                                                                     Person::players[i]->weaponactive == -1) {
3543                                                                 if (weapons[k].getType() != staff)
3544                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3545
3546                                                                 Person::players[i]->takeWeapon(k);
3547                                                             }
3548                                                 }
3549                                             }
3550                                         }
3551                                     }
3552                             }
3553                             if (Person::players[i]->isCrouch() ||
3554                                     Person::players[i]->animTarget == sneakanim ||
3555                                     Person::players[i]->isRun() ||
3556                                     Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
3557                                     Person::players[i]->animTarget == backhandspringanim) {
3558                                 if (Person::players.size() > 1)
3559                                     for (unsigned j = 0; j < Person::players.size(); j++) {
3560                                         if (Person::players[i]->weaponactive == -1)
3561                                             if (j != i)
3562                                                 if (Person::players[j]->num_weapons &&
3563                                                         Person::players[j]->skeleton.free &&
3564                                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
3565                                                         (((Person::players[j]->skeleton.forward.y < 0 &&
3566                                                            Person::players[j]->weaponstuckwhere == 0) ||
3567                                                           (Person::players[j]->skeleton.forward.y > 0 &&
3568                                                            Person::players[j]->weaponstuckwhere == 1)) ||
3569                                                          Person::players[j]->weaponstuck == -1 ||
3570                                                          Person::players[j]->num_weapons > 1)) {
3571                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
3572                                                         Person::players[i]->throwtogglekeydown = 1;
3573                                                         Person::players[i]->victim = Person::players[j];
3574                                                         Person::players[i]->hasvictim = 1;
3575                                                         Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
3576                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3577                                                     }
3578                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
3579                                                         Person::players[i]->throwtogglekeydown = 1;
3580                                                         Person::players[i]->victim = Person::players[j];
3581                                                         Person::players[i]->hasvictim = 1;
3582                                                         int k = Person::players[j]->weaponids[0];
3583                                                         if (Person::players[i]->hasvictim) {
3584                                                             bool fleshstuck;
3585                                                             fleshstuck = 0;
3586                                                             if (Person::players[i]->victim->weaponstuck != -1) {
3587                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3588                                                                     fleshstuck = 1;
3589                                                                 }
3590                                                             }
3591                                                             if (!fleshstuck) {
3592                                                                 if (weapons[k].getType() != staff)
3593                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
3594                                                             }
3595                                                             if (fleshstuck)
3596                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
3597
3598                                                             if (weapons[k].owner != -1) {
3599                                                                 if (Person::players[i]->victim->num_weapons == 1)
3600                                                                     Person::players[i]->victim->num_weapons = 0;
3601                                                                 else
3602                                                                     Person::players[i]->victim->num_weapons = 1;
3603
3604                                                                 Person::players[i]->victim->skeleton.longdead = 0;
3605                                                                 Person::players[i]->victim->skeleton.free = 1;
3606                                                                 Person::players[i]->victim->skeleton.broken = 0;
3607
3608                                                                 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
3609                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
3610                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
3611                                                                 }
3612
3613                                                                 XYZ relative;
3614                                                                 relative = 0;
3615                                                                 relative.y = 10;
3616                                                                 Normalise(&relative);
3617                                                                 XYZ footvel, footpoint;
3618                                                                 footvel = 0;
3619                                                                 footpoint = weapons[k].position;
3620                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
3621                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
3622                                                                         if (bloodtoggle)
3623                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
3624                                                                         weapons[k].bloody = 2;
3625                                                                         weapons[k].blooddrip = 5;
3626                                                                         Person::players[i]->victim->weaponstuck = -1;
3627                                                                         Person::players[i]->victim->bloodloss += 2000;
3628                                                                         Person::players[i]->victim->DoDamage(2000);
3629                                                                     }
3630                                                                 }
3631                                                                 if (Person::players[i]->victim->num_weapons > 0) {
3632                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
3633                                                                         Person::players[i]->victim->weaponstuck = 0;
3634                                                                     if (Person::players[i]->victim->weaponids[0] == k)
3635                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
3636                                                                 }
3637
3638                                                                 Person::players[i]->victim->weaponactive = -1;
3639
3640                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
3641                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
3642                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
3643                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
3644                                                             }
3645                                                             Person::players[i]->takeWeapon(k);
3646                                                         }
3647                                                     }
3648                                                 }
3649                                     }
3650                             }
3651                         }
3652                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3653                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3654                                 if (Person::players[i]->isIdle() ||
3655                                         Person::players[i]->isRun() ||
3656                                         Person::players[i]->isCrouch() ||
3657                                         Person::players[i]->animTarget == sneakanim ||
3658                                         Person::players[i]->isFlip())
3659                                     if (Person::players.size() > 1)
3660                                         for (unsigned j = 0; j < Person::players.size(); j++) {
3661                                             if (i != j)
3662                                                 if (!Tutorial::active || Tutorial::stage == 49)
3663                                                     if (hostile)
3664                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
3665                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
3666                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
3667                                                                 !Person::players[j]->skeleton.free &&
3668                                                                 -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)) {
3669                                                             if (!Person::players[i]->isFlip()) {
3670                                                                 Person::players[i]->throwtogglekeydown = 1;
3671                                                                 Person::players[i]->victim = Person::players[j];
3672                                                                 Person::players[i]->setTargetAnimation(knifethrowanim);
3673                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
3674                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
3675                                                             }
3676                                                             if (Person::players[i]->isFlip()) {
3677                                                                 if (Person::players[i]->weaponactive != -1) {
3678                                                                     Person::players[i]->throwtogglekeydown = 1;
3679                                                                     Person::players[i]->victim = Person::players[j];
3680                                                                     XYZ aim;
3681                                                                     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);
3682                                                                     Normalise(&aim);
3683
3684                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
3685
3686                                                                     weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
3687                                                                     Person::players[i]->num_weapons--;
3688                                                                     if (Person::players[i]->num_weapons) {
3689                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3690                                                                     }
3691                                                                     Person::players[i]->weaponactive = -1;
3692                                                                 }
3693                                                             }
3694                                                         }
3695                                         }
3696                             }
3697                         }
3698                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
3699                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
3700                                 Person::players[i]->throwtogglekeydown = 1;
3701                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
3702                                 if (tempVelocity.x == 0)
3703                                     tempVelocity.x = .1;
3704                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
3705                                 Person::players[i]->num_weapons--;
3706                                 if (Person::players[i]->num_weapons) {
3707                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
3708                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
3709                                         Person::players[i]->weaponstuck = 0;
3710                                 }
3711
3712                                 Person::players[i]->weaponactive = -1;
3713                                 for (unsigned j = 0; j < Person::players.size(); j++) {
3714                                     Person::players[j]->wentforweapon = 0;
3715                                 }
3716                             }
3717                         }
3718
3719                     }
3720
3721                     //draw weapon
3722                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
3723                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
3724                                 (Person::players[i]->num_weapons == 2) &&
3725                                 (Person::players[i]->weaponactive == -1) &&
3726                                 Person::players[i]->isIdle() ||
3727                                 Person::players[0]->dead &&
3728                                 (Person::players[i]->weaponactive != -1) &&
3729                                 i != 0) {
3730                             bool isgood = true;
3731                             if (Person::players[i]->weaponactive != -1)
3732                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
3733                                     isgood = false;
3734                             if (isgood && Person::players[i]->creature != wolftype) {
3735                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3736                                     Person::players[i]->setTargetAnimation(drawrightanim);
3737                                     Person::players[i]->drawtogglekeydown = 1;
3738                                 }
3739                                 if ((Person::players[i]->isIdle() ||
3740                                         (Person::players[i]->aitype != playercontrolled &&
3741                                          Person::players[0]->weaponactive != -1 &&
3742                                          Person::players[i]->isRun())) &&
3743                                         Person::players[i]->num_weapons &&
3744                                         weapons[Person::players[i]->weaponids[0]].getType() == sword) {
3745                                     Person::players[i]->setTargetAnimation(drawleftanim);
3746                                     Person::players[i]->drawtogglekeydown = 1;
3747                                 }
3748                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
3749                                     Person::players[i]->setTargetAnimation(crouchdrawrightanim);
3750                                     Person::players[i]->drawtogglekeydown = 1;
3751                                 }
3752                             }
3753                         }
3754                     }
3755
3756                     //clean weapon
3757                     if (Person::players[i]->weaponactive != -1) {
3758                         if (Person::players[i]->isCrouch() &&
3759                                 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
3760                                 bloodtoggle &&
3761                                 Person::players[i]->onterrain &&
3762                                 Person::players[i]->num_weapons &&
3763                                 Person::players[i]->attackkeydown &&
3764                                 musictype != stream_fighttheme) {
3765                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
3766                                 Person::players[i]->setTargetAnimation(crouchstabanim);
3767                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
3768                                 Person::players[i]->setTargetAnimation(swordgroundstabanim);
3769                             Person::players[i]->hasvictim = 0;
3770                         }
3771                     }
3772
3773                     if (!Person::players[i]->drawkeydown)
3774                         Person::players[i]->drawtogglekeydown = 0;
3775
3776                     XYZ absflatfacing;
3777                     if (i == 0) {
3778                         absflatfacing = 0;
3779                         absflatfacing.z = -1;
3780
3781                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
3782                     } else
3783                         absflatfacing = flatfacing;
3784
3785                     if (Dialog::inDialog()) {
3786                         Person::players[i]->forwardkeydown = 0;
3787                         Person::players[i]->leftkeydown = 0;
3788                         Person::players[i]->backkeydown = 0;
3789                         Person::players[i]->rightkeydown = 0;
3790                         Person::players[i]->jumpkeydown = 0;
3791                         Person::players[i]->crouchkeydown = 0;
3792                         Person::players[i]->drawkeydown = 0;
3793                         Person::players[i]->throwkeydown = 0;
3794                     }
3795                     movekey = 0;
3796                     //Do controls
3797                     if (!Animation::animations[Person::players[i]->animTarget].attack &&
3798                             Person::players[i]->animTarget != staggerbackhighanim &&
3799                             Person::players[i]->animTarget != staggerbackhardanim &&
3800                             Person::players[i]->animTarget != backhandspringanim &&
3801                             Person::players[i]->animTarget != dodgebackanim) {
3802                         if (!Person::players[i]->forwardkeydown)
3803                             Person::players[i]->forwardstogglekeydown = 0;
3804                         if (Person::players[i]->crouchkeydown) {
3805                             //Crouch
3806                             target = -2;
3807                             if (i == 0) {
3808                                 Person::players[i]->superruntoggle = 1;
3809                                 if (Person::players.size() > 1)
3810                                     for (unsigned j = 0; j < Person::players.size(); j++)
3811                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
3812                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
3813                                                 Person::players[i]->superruntoggle = 0;
3814                             }
3815
3816                             if (Person::players.size() > 1)
3817                                 for (unsigned j = 0; j < Person::players.size(); j++) {
3818                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
3819                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3820                                                 Person::players[j]->victim == Person::players[i] &&
3821                                                 (Person::players[j]->animTarget == sweepanim ||
3822                                                  Person::players[j]->animTarget == upunchanim ||
3823                                                  Person::players[j]->animTarget == wolfslapanim ||
3824                                                  ((Person::players[j]->animTarget == swordslashanim ||
3825                                                    Person::players[j]->animTarget == knifeslashstartanim ||
3826                                                    Person::players[j]->animTarget == staffhitanim ||
3827                                                    Person::players[j]->animTarget == staffspinhitanim) &&
3828                                                   distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
3829                                             if (target >= 0)
3830                                                 target = -1;
3831                                             else
3832                                                 target = j;
3833                                         }
3834                                     }
3835                                 }
3836                             if (target >= 0)
3837                                 Person::players[target]->Reverse();
3838                             Person::players[i]->lowreversaldelay = .5;
3839
3840                             if (Person::players[i]->isIdle()) {
3841                                 Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
3842                                 Person::players[i]->transspeed = 10;
3843                             }
3844                             if (Person::players[i]->isRun() ||
3845                                     (Person::players[i]->isStop() &&
3846                                      (Person::players[i]->leftkeydown ||
3847                                       Person::players[i]->rightkeydown ||
3848                                       Person::players[i]->forwardkeydown ||
3849                                       Person::players[i]->backkeydown))) {
3850                                 Person::players[i]->setTargetAnimation(rollanim);
3851                                 Person::players[i]->transspeed = 20;
3852                             }
3853                         }
3854                         if (!Person::players[i]->crouchkeydown) {
3855                             //Uncrouch
3856                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
3857                                 Person::players[i]->superruntoggle = 0;
3858                             target = -2;
3859                             if (Person::players[i]->isCrouch()) {
3860                                 if (Person::players.size() > 1)
3861                                     for (unsigned j = 0; j < Person::players.size(); j++) {
3862                                         if (j != i &&
3863                                                 !Person::players[j]->skeleton.free &&
3864                                                 Person::players[j]->victim &&
3865                                                 Person::players[i]->highreversaldelay <= 0) {
3866                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
3867                                                     Person::players[j]->victim == Person::players[i] &&
3868                                                     (Person::players[j]->animTarget == spinkickanim) &&
3869                                                     Person::players[i]->isCrouch()) {
3870                                                 if (target >= 0)
3871                                                     target = -1;
3872                                                 else
3873                                                     target = j;
3874                                             }
3875                                         }
3876                                     }
3877                                 if (target >= 0)
3878                                     Person::players[target]->Reverse();
3879                                 Person::players[i]->highreversaldelay = .5;
3880
3881                                 if (Person::players[i]->isCrouch()) {
3882                                     if (!Person::players[i]->wasCrouch()) {
3883                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
3884                                         Person::players[i]->frameCurrent = 0;
3885                                     }
3886                                     Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
3887                                     Person::players[i]->transspeed = 10;
3888                                 }
3889                             }
3890                             if (Person::players[i]->animTarget == sneakanim) {
3891                                 Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
3892                                 Person::players[i]->transspeed = 10;
3893                             }
3894                         }
3895                         if (Person::players[i]->forwardkeydown) {
3896                             if (Person::players[i]->isIdle() ||
3897                                     (Person::players[i]->isStop() &&
3898                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3899                                     (Person::players[i]->isLanding() &&
3900                                      Person::players[i]->frameTarget > 0 &&
3901                                      !Person::players[i]->jumpkeydown) ||
3902                                     (Person::players[i]->isLandhard() &&
3903                                      Person::players[i]->frameTarget > 0 &&
3904                                      !Person::players[i]->jumpkeydown &&
3905                                      Person::players[i]->crouchkeydown)) {
3906                                 if (Person::players[i]->aitype == passivetype)
3907                                     Person::players[i]->setTargetAnimation(walkanim);
3908                                 else
3909                                     Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3910                             }
3911                             if (Person::players[i]->isCrouch()) {
3912                                 Person::players[i]->animTarget = sneakanim;
3913                                 if (Person::players[i]->wasCrouch())
3914                                     Person::players[i]->target = 0;
3915                                 Person::players[i]->frameTarget = 0;
3916                             }
3917                             if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
3918                                 Person::players[i]->setTargetAnimation(climbanim);
3919                                 Person::players[i]->frameTarget = 1;
3920                                 Person::players[i]->jumpclimb = 1;
3921                             }
3922                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3923                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
3924                             }
3925                             Person::players[i]->forwardstogglekeydown = 1;
3926                             movekey = 1;
3927                         }
3928                         if (Person::players[i]->rightkeydown) {
3929                             if (Person::players[i]->isIdle() ||
3930                                     (Person::players[i]->isStop() &&
3931                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3932                                     (Person::players[i]->isLanding() &&
3933                                      Person::players[i]->frameTarget > 0 &&
3934                                      !Person::players[i]->jumpkeydown) ||
3935                                     (Person::players[i]->isLandhard() &&
3936                                      Person::players[i]->frameTarget > 0 &&
3937                                      !Person::players[i]->jumpkeydown &&
3938                                      Person::players[i]->crouchkeydown)) {
3939                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3940                             }
3941                             if (Person::players[i]->isCrouch()) {
3942                                 Person::players[i]->animTarget = sneakanim;
3943                                 if (Person::players[i]->wasCrouch())
3944                                     Person::players[i]->target = 0;
3945                                 Person::players[i]->frameTarget = 0;
3946                             }
3947                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3948                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
3949                             }
3950                             Person::players[i]->targetyaw -= 90;
3951                             if (Person::players[i]->forwardkeydown)
3952                                 Person::players[i]->targetyaw += 45;
3953                             if (Person::players[i]->backkeydown)
3954                                 Person::players[i]->targetyaw -= 45;
3955                             movekey = 1;
3956                         }
3957                         if ( Person::players[i]->leftkeydown) {
3958                             if (Person::players[i]->isIdle() ||
3959                                     (Person::players[i]->isStop() &&
3960                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3961                                     (Person::players[i]->isLanding() &&
3962                                      Person::players[i]->frameTarget > 0 &&
3963                                      !Person::players[i]->jumpkeydown) ||
3964                                     (Person::players[i]->isLandhard() &&
3965                                      Person::players[i]->frameTarget > 0 &&
3966                                      !Person::players[i]->jumpkeydown &&
3967                                      Person::players[i]->crouchkeydown)) {
3968                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3969                             }
3970                             if (Person::players[i]->isCrouch()) {
3971                                 Person::players[i]->animTarget = sneakanim;
3972                                 if (Person::players[i]->wasCrouch())
3973                                     Person::players[i]->target = 0;
3974                                 Person::players[i]->frameTarget = 0;
3975                             }
3976                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
3977                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
3978                             }
3979                             Person::players[i]->targetyaw += 90;
3980                             if (Person::players[i]->forwardkeydown)
3981                                 Person::players[i]->targetyaw -= 45;
3982                             if (Person::players[i]->backkeydown)
3983                                 Person::players[i]->targetyaw += 45;
3984                             movekey = 1;
3985                         }
3986                         if (Person::players[i]->backkeydown) {
3987                             if (Person::players[i]->isIdle() ||
3988                                     (Person::players[i]->isStop() &&
3989                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
3990                                     (Person::players[i]->isLanding() &&
3991                                      Person::players[i]->frameTarget > 0 &&
3992                                      !Person::players[i]->jumpkeydown) ||
3993                                     (Person::players[i]->isLandhard() &&
3994                                      Person::players[i]->frameTarget > 0 &&
3995                                      !Person::players[i]->jumpkeydown &&
3996                                      Person::players[i]->crouchkeydown)) {
3997                                 Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
3998                             }
3999                             if (Person::players[i]->isCrouch()) {
4000                                 Person::players[i]->animTarget = sneakanim;
4001                                 if (Person::players[i]->wasCrouch())
4002                                     Person::players[i]->target = 0;
4003                                 Person::players[i]->frameTarget = 0;
4004                             }
4005                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
4006                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
4007                             }
4008                             if (Person::players[i]->animTarget == hanganim) {
4009                                 Person::players[i]->animCurrent = jumpdownanim;
4010                                 Person::players[i]->animTarget = jumpdownanim;
4011                                 Person::players[i]->target = 0;
4012                                 Person::players[i]->frameCurrent = 0;
4013                                 Person::players[i]->frameTarget = 1;
4014                                 Person::players[i]->velocity = 0;
4015                                 Person::players[i]->velocity.y += gravity;
4016                                 Person::players[i]->coords.y -= 1.4;
4017                                 Person::players[i]->grabdelay = 1;
4018                             }
4019                             if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
4020                                 Person::players[i]->targetyaw += 180;
4021                             movekey = 1;
4022                         }
4023                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
4024                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
4025                                     Person::players[i]->isRun() ||
4026                                     Person::players[i]->animTarget == walkanim ||
4027                                     Person::players[i]->isCrouch() ||
4028                                     Person::players[i]->animTarget == sneakanim) &&
4029                                     Person::players[i]->jumppower > 1) &&
4030                                     ((Person::players[i]->animTarget != rabbitrunninganim &&
4031                                       Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
4032                                 Person::players[i]->jumpstart = 0;
4033                                 Person::players[i]->setTargetAnimation(jumpupanim);
4034                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
4035                                 Person::players[i]->transspeed = 20;
4036                                 Person::players[i]->FootLand(leftfoot, 1);
4037                                 Person::players[i]->FootLand(rightfoot, 1);
4038
4039                                 facing = 0;
4040                                 facing.z = -1;
4041                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
4042
4043                                 if (movekey)
4044                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
4045                                 if (!movekey)
4046                                     Person::players[i]->velocity = 0;
4047
4048                                 //Dodge sweep?
4049                                 target = -2;
4050                                 if (Person::players.size() > 1)
4051                                     for (unsigned j = 0; j < Person::players.size(); j++) {
4052                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
4053                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
4054                                                     (Person::players[j]->victim == Person::players[i]) &&
4055                                                     (Person::players[j]->animTarget == sweepanim)) {
4056                                                 if (target >= 0)
4057                                                     target = -1;
4058                                                 else
4059                                                     target = j;
4060                                             }
4061                                         }
4062                                     }
4063                                 if (target >= 0)
4064                                     Person::players[i]->velocity.y = 1;
4065                                 else
4066                                     if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
4067                                     Person::players[i]->velocity.y = 7;
4068                                     Person::players[i]->crouchtogglekeydown = 1;
4069                                 } else Person::players[i]->velocity.y = 5;
4070
4071                                 if (mousejump && i == 0 && devtools) {
4072                                     if (!Person::players[i]->isLanding())
4073                                         Person::players[i]->tempdeltav = deltav;
4074                                     if (Person::players[i]->tempdeltav < 0)
4075                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
4076                                 }
4077
4078                                 Person::players[i]->coords.y += .2;
4079                                 Person::players[i]->jumppower -= 1;
4080
4081                                 if (!i)
4082                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
4083
4084                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
4085                             }
4086                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
4087                                 Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
4088                                 Person::players[i]->frameTarget = 2;
4089                                 Person::players[i]->landhard = 0;
4090                                 Person::players[i]->jumpstart = 1;
4091                                 Person::players[i]->tempdeltav = deltav;
4092                             }
4093                             if (Person::players[i]->animTarget == jumpupanim &&
4094                                     (((!floatjump &&
4095                                        !editorenabled) ||
4096                                       !devtools) ||
4097                                      Person::players[i]->aitype != playercontrolled)) {
4098                                 if (Person::players[i]->jumppower > multiplier * 6) {
4099                                     Person::players[i]->velocity.y += multiplier * 6;
4100                                     Person::players[i]->jumppower -= multiplier * 6;
4101                                 }
4102                                 if (Person::players[i]->jumppower <= multiplier * 6) {
4103                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
4104                                     Person::players[i]->jumppower = 0;
4105                                 }
4106                             }
4107                             if (((floatjump || editorenabled) && devtools) && i == 0)
4108                                 Person::players[i]->velocity.y += multiplier * 30;
4109                         }
4110
4111                         if (!movekey) {
4112                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
4113                                 Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4114                             }
4115                             if (Person::players[i]->animTarget == sneakanim) {
4116                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
4117                                 if (Person::players[i]->animCurrent == sneakanim) {
4118                                     Person::players[i]->target = 0;
4119                                 }
4120                                 Person::players[i]->frameTarget = 0;
4121                             }
4122                         }
4123                         if (Person::players[i]->animTarget == walkanim &&
4124                                 (Person::players[i]->aitype == attacktypecutoff ||
4125                                  Person::players[i]->aitype == searchtype ||
4126                                  (Person::players[i]->aitype == passivetype &&
4127                                   Person::players[i]->numwaypoints <= 1)))
4128                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4129                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
4130                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
4131                     }
4132                 }
4133                 if (Person::players[i]->animTarget == rollanim)
4134                     Person::players[i]->targetyaw = oldtargetyaw;
4135             }
4136
4137             //Rotation
4138             for (unsigned k = 0; k < Person::players.size(); k++) {
4139                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
4140                     if (Person::players[k]->yaw > Person::players[k]->targetyaw)
4141                         Person::players[k]->yaw -= 360;
4142                     else
4143                         Person::players[k]->yaw += 360;
4144                 }
4145
4146                 //stop to turn in right direction
4147                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
4148                     Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
4149
4150                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
4151                     Person::players[k]->targettilt = 0;
4152
4153                 if (Person::players[k]->animTarget != jumpupanim &&
4154                         Person::players[k]->animTarget != backhandspringanim &&
4155                         Person::players[k]->animTarget != jumpdownanim &&
4156                         !Person::players[k]->isFlip()) {
4157                     Person::players[k]->targettilt = 0;
4158                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
4159                         Person::players[k]->jumppower = 0;
4160                     Person::players[k]->jumppower += multiplier * 7;
4161                     if (Person::players[k]->isCrouch())
4162                         Person::players[k]->jumppower += multiplier * 7;
4163                     if (Person::players[k]->jumppower > 5)
4164                         Person::players[k]->jumppower = 5;
4165                 }
4166
4167                 if (Person::players[k]->isRun())
4168                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
4169
4170                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
4171                 Person::players[k]->grabdelay -= multiplier;
4172             }
4173
4174             //do animations
4175             for (unsigned k = 0; k < Person::players.size(); k++) {
4176                 Person::players[k]->DoAnimations();
4177                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
4178                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
4179             }
4180
4181             //do stuff
4182             Object::DoStuff();
4183
4184             for (int j = numenvsounds - 1; j >= 0; j--) {
4185                 envsoundlife[j] -= multiplier;
4186                 if (envsoundlife[j] < 0) {
4187                     numenvsounds--;
4188                     envsoundlife[j] = envsoundlife[numenvsounds];
4189                     envsound[j] = envsound[numenvsounds];
4190                 }
4191             }
4192             OPENAL_SetFrequency(OPENAL_ALL, slomo);
4193
4194             if (Tutorial::active) {
4195                 Tutorial::DoStuff(multiplier);
4196             }
4197
4198
4199             //3d sound
4200             static float gLoc[3];
4201             gLoc[0] = viewer.x;
4202             gLoc[1] = viewer.y;
4203             gLoc[2] = viewer.z;
4204             static float vel[3];
4205             vel[0] = (viewer.x - oldviewer.x) / multiplier;
4206             vel[1] = (viewer.y - oldviewer.y) / multiplier;
4207             vel[2] = (viewer.z - oldviewer.z) / multiplier;
4208
4209             //Set orientation with forward and up vectors
4210             static XYZ upvector;
4211             upvector = 0;
4212             upvector.z = -1;
4213
4214             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
4215             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
4216
4217             facing = 0;
4218             facing.z = -1;
4219
4220             facing = DoRotation(facing, -pitch, 0, 0);
4221             facing = DoRotation(facing, 0, 0 - yaw, 0);
4222
4223
4224             static float ori[6];
4225             ori[0] = -facing.x;
4226             ori[1] = facing.y;
4227             ori[2] = -facing.z;
4228             ori[3] = -upvector.x;
4229             ori[4] = upvector.y;
4230             ori[5] = -upvector.z;
4231
4232             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
4233             OPENAL_Update();
4234
4235             oldviewer = viewer;
4236         }
4237     }
4238
4239     if (Input::isKeyPressed(SDL_SCANCODE_F1))
4240         Screenshot();
4241 }
4242
4243 void Game::TickOnce()
4244 {
4245     if (mainmenu) {
4246         yaw += multiplier * 5;
4247     } else if (Dialog::directing || !Dialog::inDialog()) {
4248         yaw += deltah * .7;
4249         if (invertmouse) {
4250             pitch -= deltav * .7;
4251         } else {
4252             pitch += deltav * .7;
4253         }
4254         if (pitch > 90)
4255             pitch = 90;
4256         if (pitch < -70)
4257             pitch = -70;
4258     }
4259 }
4260
4261 void Game::TickOnceAfter()
4262 {
4263     static XYZ colviewer;
4264     static XYZ coltarget;
4265     static XYZ target;
4266     static XYZ col;
4267     static XYZ facing;
4268     static float changedelay;
4269     static bool alldead;
4270     static float unseendelay;
4271     static float cameraspeed;
4272
4273     if (!mainmenu) {
4274         static int oldmusictype = musictype;
4275
4276         if (environment == snowyenvironment)
4277             leveltheme = stream_snowtheme;
4278         if (environment == grassyenvironment)
4279             leveltheme = stream_grasstheme;
4280         if (environment == desertenvironment)
4281             leveltheme = stream_deserttheme;
4282
4283         realthreat = 0;
4284
4285         musictype = leveltheme;
4286         for (unsigned i = 0; i < Person::players.size(); i++) {
4287             if ((Person::players[i]->aitype == attacktypecutoff ||
4288                     Person::players[i]->aitype == getweapontype ||
4289                     Person::players[i]->aitype == gethelptype ||
4290                     Person::players[i]->aitype == searchtype) &&
4291                     !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
4292                     (Person::players[i]->animTarget != sneakattackedanim &&
4293                      Person::players[i]->animTarget != knifesneakattackedanim &&
4294                      Person::players[i]->animTarget != swordsneakattackedanim)) {
4295                 musictype = stream_fighttheme;
4296                 realthreat = 1;
4297             }
4298         }
4299         if (Person::players[0]->dead)
4300             musictype = stream_menutheme;
4301
4302
4303         if (musictype == stream_fighttheme)
4304             unseendelay = 1;
4305
4306         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
4307             unseendelay -= multiplier;
4308             if (unseendelay > 0)
4309                 musictype = stream_fighttheme;
4310         }
4311
4312
4313         if (loading == 2) {
4314             musictype = stream_menutheme;
4315             musicvolume[2] = 512;
4316             musicvolume[0] = 0;
4317             musicvolume[1] = 0;
4318             musicvolume[3] = 0;
4319         }
4320
4321         if (musictoggle)
4322             if (musictype != oldmusictype && musictype == stream_fighttheme)
4323                 emit_sound_np(alarmsound);
4324         musicselected = musictype;
4325
4326         if (musicselected == leveltheme)
4327             musicvolume[0] += multiplier * 450;
4328         else
4329             musicvolume[0] -= multiplier * 450;
4330         if (musicselected == stream_fighttheme)
4331             musicvolume[1] += multiplier * 450;
4332         else
4333             musicvolume[1] -= multiplier * 450;
4334         if (musicselected == stream_menutheme)
4335             musicvolume[2] += multiplier * 450;
4336         else
4337             musicvolume[2] -= multiplier * 450;
4338
4339         for (int i = 0; i < 3; i++) {
4340             if (musicvolume[i] < 0)
4341                 musicvolume[i] = 0;
4342             if (musicvolume[i] > 512)
4343                 musicvolume[i] = 512;
4344         }
4345
4346         if (musicvolume[2] > 128 && !loading && !mainmenu)
4347             musicvolume[2] = 128;
4348
4349         if (musictoggle) {
4350             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
4351                 emit_stream_np(leveltheme, musicvolume[0]);
4352             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
4353                 emit_stream_np(stream_fighttheme, musicvolume[1]);
4354             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
4355                 emit_stream_np(stream_menutheme, musicvolume[2]);
4356             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
4357                 pause_sound(leveltheme);
4358             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
4359                 pause_sound(stream_fighttheme);
4360             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
4361                 pause_sound(stream_menutheme);
4362
4363             if (musicvolume[0] != oldmusicvolume[0])
4364                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
4365             if (musicvolume[1] != oldmusicvolume[1])
4366                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
4367             if (musicvolume[2] != oldmusicvolume[2])
4368                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
4369
4370             for (int i = 0; i < 3; i++)
4371                 oldmusicvolume[i] = musicvolume[i];
4372         } else {
4373             pause_sound(leveltheme);
4374             pause_sound(stream_fighttheme);
4375             pause_sound(stream_menutheme);
4376
4377             for (int i = 0; i < 4; i++) {
4378                 oldmusicvolume[i] = 0;
4379                 musicvolume[i] = 0;
4380             }
4381         }
4382
4383         Hotspot::killhotspot = 2;
4384         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4385             if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
4386                 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
4387                     Hotspot::killhotspot = 0;
4388                 else if (Hotspot::killhotspot == 2)
4389                     Hotspot::killhotspot = 1;
4390             }
4391         }
4392         if (Hotspot::killhotspot == 2)
4393             Hotspot::killhotspot = 0;
4394
4395
4396         winhotspot = false;
4397         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4398             if (Hotspot::hotspots[i].type == -1) {
4399                 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
4400                     winhotspot = true;
4401                 }
4402             }
4403         }
4404
4405         int numalarmed = 0;
4406         for (unsigned i = 1; i < Person::players.size(); i++) {
4407             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
4408                 numalarmed++;
4409             }
4410         }
4411         if (numalarmed > maxalarmed) {
4412             maxalarmed = numalarmed;
4413         }
4414
4415         if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
4416             if (Person::players[0]->dead) {
4417                 changedelay = 1;
4418                 targetlevel = whichlevel;
4419             }
4420             alldead = true;
4421             for (unsigned i = 1; i < Person::players.size(); i++) {
4422                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
4423                     alldead = false;
4424                     break;
4425                 }
4426             }
4427
4428
4429             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
4430                 changedelay = 1;
4431                 targetlevel = whichlevel + 1;
4432                 if (targetlevel > numchallengelevels - 1)
4433                     targetlevel = 0;
4434             }
4435             if (winhotspot || windialogue) {
4436                 changedelay = 0.1;
4437                 targetlevel = whichlevel + 1;
4438                 if (targetlevel > numchallengelevels - 1)
4439                     targetlevel = 0;
4440             }
4441
4442
4443             if (Hotspot::killhotspot) {
4444                 changedelay = 1;
4445                 targetlevel = whichlevel + 1;
4446                 if (targetlevel > numchallengelevels - 1)
4447                     targetlevel = 0;
4448             }
4449
4450             if (changedelay > 0 && !Person::players[0]->dead && !won) {
4451                 //high scores, awards, win
4452                 if (campaign) {
4453                     Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
4454                     scoreadded = 1;
4455                 } else {
4456                     wonleveltime = leveltime;
4457                     Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
4458                 }
4459                 won = 1;
4460                 Account::saveFile(Folders::getUserSavePath());
4461             }
4462         }
4463
4464         if (!winfreeze) {
4465
4466             if (leveltime < 1) {
4467                 loading = 0;
4468                 changedelay = .1;
4469                 alldead = false;
4470                 winhotspot = false;
4471                 Hotspot::killhotspot = 0;
4472             }
4473
4474             if (!editorenabled && gameon && !mainmenu) {
4475                 if (changedelay != -999)
4476                     changedelay -= multiplier / 7;
4477                 if (Person::players[0]->dead)
4478                     targetlevel = whichlevel;
4479                 if (loading == 2 && !campaign) {
4480                     flash();
4481
4482                     fireSound(firestartsound);
4483
4484                     if (!Person::players[0]->dead && targetlevel != whichlevel)
4485                         startbonustotal = bonustotal;
4486                     if (Person::players[0]->dead)
4487                         Loadlevel(whichlevel);
4488                     else
4489                         Loadlevel(targetlevel);
4490
4491                     fireSound();
4492
4493                     loading = 3;
4494                 }
4495                 if (loading == 2 && targetlevel == whichlevel) {
4496                     flash();
4497                     loadtime = 0;
4498
4499                     fireSound(firestartsound);
4500
4501                     Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
4502
4503                     fireSound();
4504
4505                     loading = 3;
4506                 }
4507                 if (changedelay <= -999 &&
4508                         whichlevel != -2 &&
4509                         !loading &&
4510                         (Person::players[0]->dead ||
4511                          (alldead && maptype == mapkilleveryone) ||
4512                          (winhotspot) ||
4513                          (Hotspot::killhotspot)))
4514                     loading = 1;
4515                 if ((Person::players[0]->dead ||
4516                         (alldead && maptype == mapkilleveryone) ||
4517                         (winhotspot) ||
4518                         (windialogue) ||
4519                         (Hotspot::killhotspot)) &&
4520                         changedelay <= 0) {
4521                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
4522                         winfreeze = true;
4523                         changedelay = -999;
4524                     }
4525                     if (Person::players[0]->dead)
4526                         loading = 1;
4527                 }
4528             }
4529
4530             if (campaign) {
4531                 // campaignchoosenext determines what to do when the level is complete:
4532                 // 0 = load next level
4533                 // 1 = go back to level select screen
4534                 // 2 = stealthload next level
4535                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
4536                     if (campaignlevels[actuallevel].nextlevel.empty())
4537                         endgame = 1;
4538                 } else if (mainmenu == 0 && winfreeze) {
4539                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
4540
4541                     if (!stealthloading) {
4542                         fireSound(firestartsound);
4543
4544                         flash();
4545                     }
4546
4547                     startbonustotal = 0;
4548
4549                     LoadCampaign();
4550
4551                     loading = 2;
4552                     loadtime = 0;
4553                     targetlevel = 7;
4554                     if (!firstLoadDone) {
4555                         LoadStuff();
4556                     }
4557                     whichchoice = 0;
4558                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
4559                     visibleloading = true;
4560                     stillloading = 1;
4561                     Loadlevel(campaignlevels[actuallevel].mapname.c_str());
4562                     campaign = 1;
4563                     mainmenu = 0;
4564                     gameon = 1;
4565                     pause_sound(stream_menutheme);
4566
4567                     stealthloading = 0;
4568                 }
4569             }
4570
4571             if (loading == 3)
4572                 loading = 0;
4573
4574         }
4575
4576         oldmusictype = musictype;
4577     }
4578
4579     facing = 0;
4580     facing.z = -1;
4581
4582     facing = DoRotation(facing, -pitch, 0, 0);
4583     facing = DoRotation(facing, 0, 0 - yaw, 0);
4584     viewerfacing = facing;
4585
4586     if (!cameramode) {
4587         if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
4588             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;
4589         else
4590             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;
4591         target.y += .1;
4592         if (Person::players[0]->skeleton.free) {
4593             for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
4594                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
4595                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
4596             }
4597             target.y += .1;
4598         }
4599         if (Person::players[0]->skeleton.free != 2) {
4600             cameraspeed = 20;
4601             if (findLengthfast(&Person::players[0]->velocity) > 400) {
4602                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
4603             }
4604             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
4605                 target.y += 1.4;
4606             coltarget = target - cameraloc;
4607             if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
4608                 cameraloc = target;
4609             else {
4610                 Normalise(&coltarget);
4611                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
4612                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
4613                 else
4614                     cameraloc = cameraloc + coltarget * multiplier * 8;
4615             }
4616             if (editorenabled)
4617                 cameraloc = target;
4618             cameradist += multiplier * 5;
4619             if (cameradist > 2.3)
4620                 cameradist = 2.3;
4621             viewer = cameraloc - facing * cameradist;
4622             colviewer = viewer;
4623             coltarget = cameraloc;
4624             Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
4625             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
4626                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
4627                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4628                     colviewer = viewer;
4629                     coltarget = cameraloc;
4630                     if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
4631                         viewer = col;
4632                 }
4633             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
4634                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
4635                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
4636                     colviewer = viewer;
4637                     if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
4638                         viewer = colviewer;
4639                     }
4640                 }
4641             cameradist = findDistance(&viewer, &target);
4642             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
4643             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
4644                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
4645             }
4646         }
4647         if (camerashake > .8)
4648             camerashake = .8;
4649         woozy += multiplier;
4650         if (Person::players[0]->dead)
4651             camerashake = 0;
4652         if (Person::players[0]->dead)
4653             woozy = 0;
4654         camerashake -= multiplier * 2;
4655         blackout -= multiplier * 2;
4656         if (camerashake < 0)
4657             camerashake = 0;
4658         if (blackout < 0)
4659             blackout = 0;
4660         if (camerashake) {
4661             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
4662             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
4663             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
4664         }
4665     }
4666 }
4667