]> git.jsancho.org Git - lugaru.git/blob - Source/GameTick.cpp
campaign bug fixes
[lugaru.git] / Source / GameTick.cpp
1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3
4 This file is part of Lugaru.
5
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14
15 See the GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
20 */
21
22 #if PLATFORM_UNIX
23 #include <sys/stat.h>
24 #include <sys/types.h>
25 #include <unistd.h>
26 #else
27 #include <direct.h>
28 #endif
29
30 #include <limits>
31 #include <ctime>
32 #include "Game.h"
33 #include "openal_wrapper.h"
34 #include "Settings.h"
35 #include "Input.h"
36 #include "Animation.h"
37 #include "Awards.h"
38
39 using namespace std;
40
41 // Added more evilness needed for MSVC
42 #ifdef _MSC_VER
43         #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
44         #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
45 #endif
46
47
48 extern float multiplier;
49 extern XYZ viewer;
50 extern int environment;
51 extern Terrain terrain;
52 extern float screenwidth,screenheight;
53 extern float gravity;
54 extern int detail;
55 extern float texdetail;
56 extern Objects objects;
57 extern int slomo;
58 extern float slomodelay;
59 extern bool floatjump;
60 extern float volume;
61 extern Light light;
62 extern float camerashake;
63 extern float woozy;
64 extern float blackout;
65 extern bool cellophane;
66 extern bool musictoggle;
67 extern int difficulty;
68 extern int bloodtoggle;
69 extern bool invertmouse;
70 extern float windvar;
71 extern float precipdelay;
72 extern XYZ viewerfacing;
73 extern bool ambientsound;
74 extern bool mousejump;
75 extern float viewdistance;
76 extern bool freeze;
77 extern bool keyboardfrozen;
78 extern bool loadingstuff;
79 extern XYZ windvector;
80 extern bool debugmode;
81 static int leveltheme;
82 extern int mainmenu;
83 extern bool visibleloading;
84 extern XYZ envsound[30];
85 extern float envsoundvol[30];
86 extern int numenvsounds;
87 extern float envsoundlife[30];
88 extern float usermousesensitivity;
89 extern bool ismotionblur;
90 extern bool showdamagebar; // (des)activate the damage bar
91 extern bool decals;
92 extern float tintr,tintg,tintb;
93 extern bool skyboxtexture;
94 extern float skyboxr;
95 extern float skyboxg;
96 extern float skyboxb;
97 extern float skyboxlightr;
98 extern float skyboxlightg;
99 extern float skyboxlightb;
100 extern float fadestart;
101 extern float slomospeed;
102 extern float slomofreq;
103 extern int tutoriallevel;
104 extern float smoketex;
105 extern float tutorialstagetime;
106 extern int tutorialstage;
107 extern float tutorialmaxtime;
108 extern float tutorialsuccess;
109 extern bool againbonus;
110 extern bool reversaltrain;
111 extern bool canattack;
112 extern bool cananger;
113 extern float damagedealt;
114 extern int maptype;
115 extern int editoractive;
116 extern int editorpathtype;
117
118 extern float hostiletime;
119
120 extern bool gamestarted;
121
122 extern int numhotspots;
123 extern int winhotspot;
124 extern int windialogue;
125 extern int killhotspot;
126 extern XYZ hotspot[40];
127 extern int hotspottype[40];
128 extern float hotspotsize[40];
129 extern char hotspottext[40][256];
130 extern int currenthotspot;
131
132 extern int hostile;
133
134 extern bool stillloading;
135 extern bool winfreeze;
136
137 extern bool campaign;
138
139 static const char *rabbitskin[] = {
140 ":Data:Textures:Fur3.jpg",
141 ":Data:Textures:Fur.jpg",
142 ":Data:Textures:Fur2.jpg",
143 ":Data:Textures:Lynx.jpg",
144 ":Data:Textures:Otter.jpg",
145 ":Data:Textures:Opal.jpg",
146 ":Data:Textures:Sable.jpg",
147 ":Data:Textures:Chocolate.jpg",
148 ":Data:Textures:BW2.jpg",
149 ":Data:Textures:WB2.jpg"
150 };
151
152 static const char *wolfskin[] = {
153 ":Data:Textures:Wolf.jpg",
154 ":Data:Textures:Darkwolf.jpg",
155 ":Data:Textures:Snowwolf.jpg"
156 };
157
158 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
159 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
160
161 static const char **creatureskin[] = {rabbitskin, wolfskin};
162
163 /* Return true if PFX is a prefix of STR (case-insensitive).  */
164 static bool stripfx(const char *str, const char *pfx)
165 {
166   return !strncasecmp(str, pfx, strlen(pfx));
167 }
168
169 static const char *cmd_names[] = {
170 #define DECLARE_COMMAND(cmd) #cmd " ",
171 #include "ConsoleCmds.h"
172 #undef  DECLARE_COMMAND
173 };
174
175 typedef void (*console_handler)(Game *game, const char *args);
176
177 #define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
178 #include "ConsoleCmds.h"
179 #undef  DECLARE_COMMAND
180
181 static console_handler cmd_handlers[] = {
182 #define DECLARE_COMMAND(cmd) ch_##cmd,
183 #include "ConsoleCmds.h"
184 #undef  DECLARE_COMMAND
185 };
186
187
188
189 // added utility functions -sf17k =============================================================
190
191 //TODO: try to hide these variables completely with a better interface
192 inline void setAnimation(int playerid,int animation){
193     player[playerid].targetanimation=animation;
194     player[playerid].targetframe=0;
195     player[playerid].target=0;
196 }
197
198 //TODO: this is incorrect but I'm afraid to change it and break something,
199 //probably causes quirky behavior that I might want to preserve
200 inline float roughDirection(XYZ vec){
201     Normalise(&vec);
202     float angle=-asin(-vec.x)*180/M_PI;
203     if(vec.z<0)
204         angle=180-angle;
205     return angle;
206 }
207 inline float roughDirectionTo(XYZ start, XYZ end){
208     return roughDirection(end-start);
209 }
210
211 //TODO: gotta be a better way
212 inline float pitch(XYZ vec){
213     Normalise(&vec);
214     return -asin(vec.y)*180/M_PI;
215 }
216 inline float pitchTo(XYZ start, XYZ end){
217     return pitch(end-start);
218 }
219
220 //change these to a Person method
221 inline Joint& playerJoint(int playerid, int bodypart){
222     return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; }
223 inline Joint& playerJoint(Person* pplayer, int bodypart){
224     return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; }
225
226 inline float sq(float n){ return n*n; }
227
228 inline float stepTowardf(float from, float to, float by){
229     if(fabs(from-to)<by) return to;
230     else if(from>to) return from-by;
231     else return from+by;
232 }
233
234 void playdialogueboxsound(){
235     XYZ temppos;
236     temppos=player[participantfocus[whichdialogue][indialogue]].coords;
237     temppos=temppos-viewer;
238     Normalise(&temppos);
239     temppos+=viewer;
240
241     int sound=-1;
242     switch(dialogueboxsound[whichdialogue][indialogue]){
243         case -6: sound=alarmsound; break;
244         case -4: sound=consolefailsound; break;
245         case -3: sound=consolesuccesssound; break;
246         case -2: sound=firestartsound; break;
247         case -1: sound=fireendsound; break;
248         case 1: sound=rabbitchitter; break;
249         case 2: sound=rabbitchitter2; break;
250         case 3: sound=rabbitpainsound; break;
251         case 4: sound=rabbitpain1sound; break;
252         case 5: sound=rabbitattacksound; break;
253         case 6: sound=rabbitattack2sound; break;
254         case 7: sound=rabbitattack3sound; break;
255         case 8: sound=rabbitattack4sound; break;
256         case 9: sound=growlsound; break;
257         case 10: sound=growl2sound; break;
258         case 11: sound=snarlsound; break;
259         case 12: sound=snarl2sound; break;
260         case 13: sound=barksound; break;
261         case 14: sound=bark2sound; break;
262         case 15: sound=bark3sound; break;
263         case 16: sound=barkgrowlsound; break;
264         default: break;
265     }
266     if(sound!=-1)
267         emit_sound_at(sound, temppos);
268 }
269
270 // end added utility functions ================================================================
271
272
273
274 static void ch_quit(Game *game, const char *args)
275 {
276   game->tryquit = 1;
277 }
278
279 static void ch_map(Game *game, const char *args)
280 {
281   game->Loadlevel(args);
282   game->whichlevel = -2;
283   campaign = 0;
284 }
285
286 static void ch_save(Game *game, const char *args){
287     char buf[64];
288     snprintf(buf, 63, ":Data:Maps:%s", args);
289
290     int mapvers = 12;
291
292     FILE *tfile;
293     tfile=fopen( ConvertFileName(buf), "wb" );
294     fpackf(tfile, "Bi", mapvers);
295     fpackf(tfile, "Bi", maptype);
296     fpackf(tfile, "Bi", hostile);
297     fpackf(tfile, "Bf Bf", viewdistance, fadestart);
298     fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
299     fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
300     fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z,
301             player[0].rotation, player[0].targetrotation, player[0].num_weapons);
302     if(player[0].num_weapons>0&&player[0].num_weapons<5)
303         for(int j=0;j<player[0].num_weapons;j++)
304           fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
305
306     fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
307     fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
308     fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
309     fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
310
311     fpackf(tfile, "Bi", player[0].numclothes);
312
313     fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
314
315     fpackf(tfile, "Bi", numdialogues);
316
317         for(int k=0;k<numdialogues;k++){
318                 fpackf(tfile, "Bi", numdialogueboxes[k]);
319                 fpackf(tfile, "Bi", dialoguetype[k]);
320                 for(int l=0;l<10;l++){
321                         fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
322                         fpackf(tfile, "Bf", participantrotation[k][l]);
323                 }
324                 for(int l=0;l<numdialogueboxes[k];l++){
325                         fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
326                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
327                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
328                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
329                         fpackf(tfile, "Bi", dialogueboxsound[k][l]);
330
331                         int templength=strlen(dialoguetext[k][l]);
332                         fpackf(tfile, "Bi",(templength));
333                         for(int m=0;m<templength;m++){
334                                 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
335                                 if(dialoguetext[k][l][m]=='\0')
336                     break;
337                         }
338
339                         templength=strlen(dialoguename[k][l]);
340                         fpackf(tfile, "Bi",templength);
341                         for(int m=0;m<templength;m++){
342                                 fpackf(tfile, "Bb", dialoguename[k][l][m]);
343                                 if(dialoguename[k][l][m]=='\0')
344                     break;
345                         }
346
347                         fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
348                         fpackf(tfile, "Bi", participantfocus[k][l]);
349                         fpackf(tfile, "Bi", participantaction[k][l]);
350
351                         for(int m=0;m<10;m++)
352                                 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
353
354                         fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
355                 }
356         }
357
358         for(int k=0;k<player[0].numclothes;k++){
359                 int templength=strlen(player[0].clothes[k]);
360                 fpackf(tfile, "Bi", templength);
361                 for(int l=0;l<templength;l++)
362                         fpackf(tfile, "Bb", player[0].clothes[k][l]);
363                 fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
364         }
365
366     fpackf(tfile, "Bi", environment);
367
368     fpackf(tfile, "Bi", objects.numobjects);
369
370     for(int k=0;k<objects.numobjects;k++)
371         fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k],
372             objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
373
374     fpackf(tfile, "Bi", numhotspots);
375         for(int i=0;i<numhotspots;i++){
376                 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
377                 int templength=strlen(hotspottext[i]);
378                 fpackf(tfile, "Bi",templength);
379                 for(int l=0;l<templength;l++)
380                         fpackf(tfile, "Bb", hotspottext[i][l]);
381         }
382
383     fpackf(tfile, "Bi", numplayers);
384     if(numplayers<maxplayers)
385         for(int j=1;j<numplayers;j++){
386             fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature,
387                     player[j].coords.x, player[j].coords.y, player[j].coords.z,
388                     player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
389             if(player[j].num_weapons<5)
390                 for(int k=0;k<player[j].num_weapons;k++)
391                     fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
392             if(player[j].numwaypoints<30){
393                 fpackf(tfile, "Bi", player[j].numwaypoints);
394                 for(int k=0;k<player[j].numwaypoints;k++){
395                     fpackf(tfile, "Bf", player[j].waypoints[k].x);
396                     fpackf(tfile, "Bf", player[j].waypoints[k].y);
397                     fpackf(tfile, "Bf", player[j].waypoints[k].z);
398                     fpackf(tfile, "Bi", player[j].waypointtype[k]);
399                 }
400                 fpackf(tfile, "Bi", player[j].waypoint);
401             }else{
402                 player[j].numwaypoints=0;
403                 player[j].waypoint=0;
404                 fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
405             }
406
407             fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
408             fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
409             fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
410             fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
411
412             float headprop, bodyprop, armprop, legprop;
413             if(player[j].creature==wolftype){
414                 headprop=player[j].proportionhead.x/1.1;
415                 bodyprop=player[j].proportionbody.x/1.1;
416                 armprop=player[j].proportionarms.x/1.1;
417                 legprop=player[j].proportionlegs.x/1.1;
418             }else if(player[j].creature==rabbittype){
419                 headprop=player[j].proportionhead.x/1.2;
420                 bodyprop=player[j].proportionbody.x/1.05;
421                 armprop=player[j].proportionarms.x/1.00;
422                 legprop=player[j].proportionlegs.x/1.1;
423             }
424
425             fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
426
427             fpackf(tfile, "Bi", player[j].numclothes);
428             if(player[j].numclothes)
429                 for(int k=0;k<player[j].numclothes;k++){
430                     int templength;
431                     templength=strlen(player[j].clothes[k]);
432                     fpackf(tfile, "Bi", templength);
433                     for(int l=0;l<templength;l++)
434                         fpackf(tfile, "Bb", player[j].clothes[k][l]);
435                     fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
436                 }
437         }
438
439     fpackf(tfile, "Bi", game->numpathpoints);
440         for(int j=0;j<game->numpathpoints;j++){
441                 fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
442                 for(int k=0;k<game->numpathpointconnect[j];k++)
443                         fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
444         }
445
446     fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
447
448     fclose(tfile);
449 }
450
451 static void ch_cellar(Game *game, const char *args)
452 {
453   game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
454 }
455
456 static void ch_tint(Game *game, const char *args)
457 {
458   sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
459 }
460
461 static void ch_tintr(Game *game, const char *args)
462 {
463   tintr = atof(args);
464 }
465
466 static void ch_tintg(Game *game, const char *args)
467 {
468   tintg = atof(args);
469 }
470
471 static void ch_tintb(Game *game, const char *args)
472 {
473   tintb = atof(args);
474 }
475
476 static void ch_speed(Game *game, const char *args)
477 {
478   player[0].speedmult = atof(args);
479 }
480
481 static void ch_strength(Game *game, const char *args)
482 {
483   player[0].power = atof(args);
484 }
485
486 static void ch_power(Game *game, const char *args)
487 {
488   player[0].power = atof(args);
489 }
490
491 static void ch_size(Game *game, const char *args)
492 {
493   player[0].scale = atof(args) * .2;
494 }
495
496 static int find_closest()
497 {
498   int closest = 0;
499   float closestdist = std::numeric_limits<float>::max();
500
501   for (int i = 1; i < numplayers; i++) {
502     float distance;
503     distance = findDistancefast(&player[i].coords,&player[0].coords);
504     if (distance < closestdist) {
505       closestdist = distance;
506       closest = i;
507     }
508   }
509   return closest;
510 }
511
512 static void ch_sizenear(Game *game, const char *args)
513 {
514   int closest = find_closest();
515
516   if (closest)
517     player[closest].scale = atof(args) * .2;
518 }
519
520 static void set_proportion(int pnum, const char *args)
521 {
522   float headprop,bodyprop,armprop,legprop;
523
524   sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
525
526   if(player[pnum].creature==wolftype){
527     player[pnum].proportionhead=1.1*headprop;
528     player[pnum].proportionbody=1.1*bodyprop;
529     player[pnum].proportionarms=1.1*armprop;
530     player[pnum].proportionlegs=1.1*legprop;
531   } else if(player[pnum].creature==rabbittype){
532     player[pnum].proportionhead=1.2*headprop;
533     player[pnum].proportionbody=1.05*bodyprop;
534     player[pnum].proportionarms=1.00*armprop;
535     player[pnum].proportionlegs=1.1*legprop;
536     player[pnum].proportionlegs.y=1.05*legprop;
537   }
538 }
539
540 static void ch_proportion(Game *game, const char *args)
541 {
542   set_proportion(0, args);
543 }
544
545 static void ch_proportionnear(Game *game, const char *args)
546 {
547   int closest = find_closest();
548   if (closest)
549     set_proportion(closest, args);
550 }
551
552 static void set_protection(int pnum, const char *args)
553 {
554   float head, high, low;
555   sscanf(args, "%f%f%f", &head, &high, &low);
556
557   player[pnum].protectionhead = head;
558   player[pnum].protectionhigh = high;
559   player[pnum].protectionlow  = low;
560 }
561
562 static void ch_protection(Game *game, const char *args)
563 {
564   set_protection(0, args);
565 }
566
567 static void ch_protectionnear(Game *game, const char *args)
568 {
569   int closest = find_closest();
570   if (closest)
571     set_protection(closest, args);
572 }
573
574 static void set_armor(int pnum, const char *args)
575 {
576   float head, high, low;
577   sscanf(args, "%f%f%f", &head, &high, &low);
578
579   player[pnum].armorhead = head;
580   player[pnum].armorhigh = high;
581   player[pnum].armorlow  = low;
582 }
583
584 static void ch_armor(Game *game, const char *args)
585 {
586   set_armor(0, args);
587 }
588
589 static void ch_armornear(Game *game, const char *args)
590 {
591   int closest = find_closest();
592   if (closest)
593     set_armor(closest, args);
594 }
595
596 static void ch_protectionreset(Game *game, const char *args)
597 {
598   set_protection(0, "1 1 1");
599   set_armor(0, "1 1 1");
600 }
601
602 static void set_metal(int pnum, const char *args)
603 {
604   float head, high, low;
605   sscanf(args, "%f%f%f", &head, &high, &low);
606
607   player[pnum].metalhead = head;
608   player[pnum].metalhigh = high;
609   player[pnum].metallow  = low;
610 }
611
612 static void ch_metal(Game *game, const char *args)
613 {
614   set_metal(0, args);
615 }
616
617 static void set_noclothes(int pnum, Game *game, const char *args)
618 {
619   player[pnum].numclothes = 0;
620   game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
621                         &player[pnum].skeleton.drawmodel.textureptr,1,
622                         &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
623 }
624
625 static void ch_noclothes(Game *game, const char *args)
626 {
627   set_noclothes(0, game, args);
628 }
629
630 static void ch_noclothesnear(Game *game, const char *args)
631 {
632   int closest = find_closest();
633   if (closest)
634     set_noclothes(closest, game, args);
635 }
636
637
638 static void set_clothes(int pnum, Game *game, const char *args)
639 {
640   char buf[64];
641   snprintf(buf, 63, ":Data:Textures:%s.png", args);
642
643   if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
644     return;
645
646   player[pnum].DoMipmaps();
647   strcpy(player[pnum].clothes[player[pnum].numclothes],buf);
648   player[pnum].clothestintr[player[pnum].numclothes]=tintr;
649   player[pnum].clothestintg[player[pnum].numclothes]=tintg;
650   player[pnum].clothestintb[player[pnum].numclothes]=tintb;
651   player[pnum].numclothes++;
652 }
653
654 static void ch_clothes(Game *game, const char *args)
655 {
656   set_clothes(0, game, args);
657 }
658
659 static void ch_clothesnear(Game *game, const char *args)
660 {
661   int closest = find_closest();
662   if (closest)
663     set_clothes(closest, game, args);
664 }
665
666 static void ch_belt(Game *game, const char *args)
667 {
668   player[0].skeleton.clothes = !player[0].skeleton.clothes;
669 }
670
671
672 static void ch_cellophane(Game *game, const char *args)
673 {
674   cellophane = !cellophane;
675   float mul = cellophane ? 0 : 1;
676
677   for (int i = 0; i < numplayers; i++) {
678     player[i].proportionhead.z = player[i].proportionhead.x * mul;
679     player[i].proportionbody.z = player[i].proportionbody.x * mul;
680     player[i].proportionarms.z = player[i].proportionarms.x * mul;
681     player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
682   }
683 }
684
685 static void ch_funnybunny(Game *game, const char *args)
686 {
687   player[0].skeleton.id=0;
688   player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
689                           ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid",
690                           ":Data:Models:Body2.solid",":Data:Models:Body3.solid",
691                           ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
692                           ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
693                           ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
694   game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
695                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
696   player[0].creature=rabbittype;
697   player[0].scale=.2;
698   player[0].headless=0;
699   player[0].damagetolerance=200;
700   set_proportion(0, "1 1 1 1");
701 }
702
703 static void ch_wolfie(Game *game, const char *args)
704 {
705   player[0].skeleton.id=0;
706   player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
707                           ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid",
708                           ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid",
709                           ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
710                           ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
711                           ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
712   game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
713                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
714   player[0].creature=wolftype;
715   player[0].damagetolerance=300;
716   set_proportion(0, "1 1 1 1");
717 }
718
719 static void ch_wolfieisgod(Game *game, const char *args)
720 {
721   ch_wolfie(game, args);
722 }
723
724 static void ch_wolf(Game *game, const char *args)
725 {
726   game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
727                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
728 }
729
730 static void ch_snowwolf(Game *game, const char *args)
731 {
732   game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
733                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
734 }
735
736 static void ch_darkwolf(Game *game, const char *args)
737 {
738   game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
739                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
740 }
741
742 static void ch_lizardwolf(Game *game, const char *args)
743 {
744   game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
745                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
746 }
747
748 static void ch_white(Game *game, const char *args)
749 {
750   game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
751                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
752 }
753
754 static void ch_brown(Game *game, const char *args)
755 {
756   game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
757                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
758 }
759
760 static void ch_black(Game *game, const char *args)
761 {
762   game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
763                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
764 }
765
766 static void ch_sizemin(Game *game, const char *args)
767 {
768   for (int i = 1; i < numplayers; i++)
769     if (player[i].scale < 0.8 * 0.2)
770       player[i].scale = 0.8 * 0.2;
771 }
772
773 static void ch_tutorial(Game *game, const char *args)
774 {
775   tutoriallevel = atoi(args);
776 }
777
778 static void ch_hostile(Game *game, const char *args)
779 {
780   hostile = atoi(args);
781 }
782
783 static void ch_indemo(Game *game, const char *args)
784 {
785   game->indemo=1;
786   hotspot[numhotspots]=player[0].coords;
787   hotspotsize[numhotspots]=0;
788   hotspottype[numhotspots]=-111;
789   strcpy(hotspottext[numhotspots],"mapname");
790   numhotspots++;
791 }
792
793 static void ch_notindemo(Game *game, const char *args)
794 {
795   game->indemo=0;
796   numhotspots--;
797 }
798
799 static void ch_type(Game *game, const char *args)
800 {
801   int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
802         for (int i = 0; i < n; i++)
803                 if (stripfx(args, editortypenames[i])) {
804                         editoractive = i;
805                         break;
806                 }
807 }
808
809 static void ch_path(Game *game, const char *args)
810 {
811   int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
812   for (int i = 0; i < n; i++)
813     if (stripfx(args, pathtypenames[i])) {
814                 editorpathtype = i;
815                 break;
816     }
817 }
818
819 static void ch_hs(Game *game, const char *args)
820 {
821   hotspot[numhotspots]=player[0].coords;
822
823   float size;
824   int type, shift;
825   sscanf(args, "%f%d %n", &size, &type, &shift);
826
827   hotspotsize[numhotspots] = size;
828   hotspottype[numhotspots] = type;
829
830   strcpy(hotspottext[numhotspots], args + shift);
831   strcat(hotspottext[numhotspots], "\n");
832
833   numhotspots++;
834 }
835
836 static void ch_dialogue(Game *game, const char *args)
837 {
838   int dlg;
839   char buf1[32], buf2[64];
840
841   sscanf(args, "%d %31s", &dlg, buf1);
842   snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
843
844   dialoguetype[numdialogues] = dlg;
845
846   memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
847   memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
848
849   ifstream ipstream(ConvertFileName(buf2));
850   ipstream.ignore(256,':');
851   ipstream >> numdialogueboxes[numdialogues];
852   for(int i=0;i<numdialogueboxes[numdialogues];i++){
853     ipstream.ignore(256,':');
854     ipstream.ignore(256,':');
855     ipstream.ignore(256,' ');
856     ipstream >> dialogueboxlocation[numdialogues][i];
857     ipstream.ignore(256,':');
858     ipstream >> dialogueboxcolor[numdialogues][i][0];
859     ipstream >> dialogueboxcolor[numdialogues][i][1];
860     ipstream >> dialogueboxcolor[numdialogues][i][2];
861     ipstream.ignore(256,':');
862     ipstream.getline(dialoguename[numdialogues][i],64);
863     ipstream.ignore(256,':');
864     ipstream.ignore(256,' ');
865     ipstream.getline(dialoguetext[numdialogues][i],128);
866     for(int j=0;j<128;j++){
867       if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
868     }
869     ipstream.ignore(256,':');
870     ipstream >> dialogueboxsound[numdialogues][i];
871   }
872
873   for(int i=0;i<numdialogueboxes[numdialogues];i++){
874     for(int j=0;j<numplayers;j++){
875       participantfacing[numdialogues][i][j]=player[j].facing;
876     }
877   }
878   ipstream.close();
879
880   directing=1;
881   indialogue=0;
882   whichdialogue=numdialogues;
883
884   numdialogues++;
885 }
886
887 static void ch_fixdialogue(Game *game, const char *args)
888 {
889   char buf1[32], buf2[64];
890   int whichdi;
891
892   sscanf(args, "%d %31s", &whichdi, buf1);
893   snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
894
895   memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
896   memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
897
898   ifstream ipstream(ConvertFileName(buf2));
899   ipstream.ignore(256,':');
900   ipstream >> numdialogueboxes[whichdi];
901   for(int i=0;i<numdialogueboxes[whichdi];i++){
902     ipstream.ignore(256,':');
903     ipstream.ignore(256,':');
904     ipstream.ignore(256,' ');
905     ipstream >> dialogueboxlocation[whichdi][i];
906     ipstream.ignore(256,':');
907     ipstream >> dialogueboxcolor[whichdi][i][0];
908     ipstream >> dialogueboxcolor[whichdi][i][1];
909     ipstream >> dialogueboxcolor[whichdi][i][2];
910     ipstream.ignore(256,':');
911     ipstream.getline(dialoguename[whichdi][i],64);
912     ipstream.ignore(256,':');
913     ipstream.ignore(256,' ');
914     ipstream.getline(dialoguetext[whichdi][i],128);
915     for(int j=0;j<128;j++){
916       if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
917     }
918     ipstream.ignore(256,':');
919     ipstream >> dialogueboxsound[whichdi][i];
920   }
921
922   ipstream.close();
923 }
924
925 static void ch_fixtype(Game *game, const char *args)
926 {
927   int dlg;
928   sscanf(args, "%d", &dlg);
929   dialoguetype[0] = dlg;
930 }
931
932 static void ch_fixrotation(Game *game, const char *args)
933 {
934   participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
935 }
936
937 static void ch_ddialogue(Game *game, const char *args)
938 {
939   if (numdialogues)
940     numdialogues--;
941 }
942
943 static void ch_dhs(Game *game, const char *args)
944 {
945   if (numhotspots)
946     numhotspots--;
947 }
948
949 static void ch_immobile(Game *game, const char *args)
950 {
951   player[0].immobile = 1;
952 }
953
954 static void ch_allimmobile(Game *game, const char *args)
955 {
956   for (int i = 1; i < numplayers; i++)
957     player[i].immobile = 1;
958 }
959
960 static void ch_mobile(Game *game, const char *args)
961 {
962   player[0].immobile = 0;
963 }
964
965 static void ch_default(Game *game, const char *args)
966 {
967   player[0].armorhead=1;
968   player[0].armorhigh=1;
969   player[0].armorlow=1;
970   player[0].protectionhead=1;
971   player[0].protectionhigh=1;
972   player[0].protectionlow=1;
973   player[0].metalhead=1;
974   player[0].metalhigh=1;
975   player[0].metallow=1;
976   player[0].power=1;
977   player[0].speedmult=1;
978   player[0].scale=1;
979
980   if(player[0].creature==wolftype){
981     player[0].proportionhead=1.1;
982     player[0].proportionbody=1.1;
983     player[0].proportionarms=1.1;
984     player[0].proportionlegs=1.1;
985   } else if(player[0].creature==rabbittype){
986     player[0].proportionhead=1.2;
987     player[0].proportionbody=1.05;
988     player[0].proportionarms=1.00;
989     player[0].proportionlegs=1.1;
990     player[0].proportionlegs.y=1.05;
991   }
992
993   player[0].numclothes=0;
994   game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
995                         &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
996                         &player[0].skeleton.skinsize);
997
998   editoractive=typeactive;
999   player[0].immobile=0;
1000 }
1001
1002 static void ch_play(Game *game, const char *args)
1003 {
1004   int dlg;
1005   sscanf(args, "%d", &dlg);
1006   whichdialogue = dlg;
1007
1008   if (whichdialogue >= numdialogues)
1009     return;
1010
1011   for(int i=0;i<numdialogueboxes[whichdialogue];i++){
1012     player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1013     player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1014     player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1015     player[participantfocus[whichdialogue][i]].velocity=0;
1016     player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
1017     player[participantfocus[whichdialogue][i]].targetframe=0;
1018   }
1019
1020   directing=0;
1021   indialogue=0;
1022
1023   playdialogueboxsound();
1024 }
1025
1026 static void ch_mapkilleveryone(Game *game, const char *args)
1027 {
1028   maptype = mapkilleveryone;
1029 }
1030
1031 static void ch_mapkillmost(Game *game, const char *args)
1032 {
1033   maptype = mapkillmost;
1034 }
1035
1036 static void ch_mapkillsomeone(Game *game, const char *args)
1037 {
1038   maptype = mapkillsomeone;
1039 }
1040
1041 static void ch_mapgosomewhere(Game *game, const char *args)
1042 {
1043   maptype = mapgosomewhere;
1044 }
1045
1046 static void ch_viewdistance(Game *game, const char *args)
1047 {
1048   viewdistance = atof(args)*100;
1049 }
1050
1051 static void ch_fadestart(Game *game, const char *args)
1052 {
1053   fadestart = atof(args);
1054 }
1055
1056 static void ch_slomo(Game *game, const char *args)
1057 {
1058   slomospeed = atof(args);
1059   slomo = !slomo;
1060   slomodelay = 1000;
1061 }
1062
1063 static void ch_slofreq(Game *game, const char *args)
1064 {
1065   slomofreq = atof(args);
1066 }
1067
1068 static void ch_skytint(Game *game, const char *args)
1069 {
1070   sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1071
1072   skyboxlightr=skyboxr;
1073   skyboxlightg=skyboxg;
1074   skyboxlightb=skyboxb;
1075
1076   game->SetUpLighting();
1077
1078   terrain.DoShadows();
1079   objects.DoShadows();
1080 }
1081
1082 static void ch_skylight(Game *game, const char *args)
1083 {
1084   sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1085
1086   game->SetUpLighting();
1087
1088   terrain.DoShadows();
1089   objects.DoShadows();
1090 }
1091
1092 static void ch_skybox(Game *game, const char *args)
1093 {
1094   skyboxtexture = !skyboxtexture;
1095
1096   game->SetUpLighting();
1097
1098   terrain.DoShadows();
1099   objects.DoShadows();
1100 }
1101
1102 static void cmd_dispatch(Game *game, const char *cmd)
1103 {
1104   int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1105
1106   for (i = 0; i < n_cmds; i++)
1107     if (stripfx(cmd, cmd_names[i]))
1108       {
1109         cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
1110         break;
1111       }
1112   emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1113 }
1114
1115 /********************> Tick() <*****/
1116 extern bool save_image(const char * fname);
1117 void Screenshot (void)
1118 {
1119         char temp[1024];
1120         time_t  t = time(NULL);
1121         struct  tm *tme = localtime(&t);
1122         sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
1123
1124         #if defined(_WIN32)
1125         mkdir("Screenshots");
1126         #else
1127         mkdir("Screenshots", S_IRWXU);
1128         #endif
1129         
1130         save_image(temp);
1131 }
1132
1133 void Game::SetUpLighting(){
1134         if(environment==snowyenvironment)
1135         light.setColors(.65,.65,.7,.4,.4,.44);
1136         if(environment==desertenvironment)
1137         light.setColors(.95,.95,.95,.4,.35,.3);
1138         if(environment==grassyenvironment)
1139         light.setColors(.95,.95,1,.4,.4,.44);
1140         if(!skyboxtexture)
1141         light.setColors(1,1,1,.4,.4,.4);
1142         float average;
1143         average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
1144         light.color[0]*=(skyboxlightr+average)/2;
1145         light.color[1]*=(skyboxlightg+average)/2;
1146         light.color[2]*=(skyboxlightb+average)/2;
1147         light.ambient[0]*=(skyboxlightr+average)/2;
1148         light.ambient[1]*=(skyboxlightg+average)/2;
1149         light.ambient[2]*=(skyboxlightb+average)/2;
1150 }
1151
1152 int Game::findPathDist(int start,int end){
1153         int smallestcount,count,connected;
1154         int last,last2,last3,last4;
1155         int closest;
1156
1157         smallestcount=1000;
1158         for(int i=0;i<50;i++){
1159                 count=0;
1160                 last=start;
1161                 last2=-1;
1162                 last3=-1;
1163                 last4=-1;
1164                 while(last!=end&&count<30){
1165                         closest=-1;
1166                         for(int j=0;j<numpathpoints;j++){
1167                                 if(j!=last&&j!=last2&&j!=last3&&j!=last4)
1168                                 {
1169                                         connected=0;
1170                                         if(numpathpointconnect[j])
1171                                                 for(int k=0;k<numpathpointconnect[j];k++){
1172                                                         if(pathpointconnect[j][k]==last)connected=1;
1173                                                 }
1174                     if(!connected)
1175                         if(numpathpointconnect[last])
1176                             for(int k=0;k<numpathpointconnect[last];k++){
1177                                 if(pathpointconnect[last][k]==j)connected=1;
1178                             }
1179                     if(connected)
1180                         if(closest==-1||Random()%2==0){
1181                             closest=j;
1182                         }
1183                                 }
1184                         }
1185                         last4=last3;
1186                         last3=last2;
1187                         last2=last;
1188                         last=closest;
1189                         count++;
1190                 }
1191                 if(count<smallestcount)smallestcount=count;
1192         }
1193         return smallestcount;
1194 }
1195
1196 int Game::checkcollide(XYZ startpoint,XYZ endpoint){
1197         static XYZ colpoint,colviewer,coltarget;
1198         static float minx,minz,maxx,maxz,miny,maxy;
1199
1200     minx=min(startpoint.x,endpoint.x)-1;
1201     miny=min(startpoint.y,endpoint.y)-1;
1202     minz=min(startpoint.z,endpoint.z)-1;
1203     maxx=max(startpoint.x,endpoint.x)+1;
1204     maxy=max(startpoint.y,endpoint.y)+1;
1205     maxz=max(startpoint.z,endpoint.z)+1;
1206
1207         for(int i=0;i<objects.numobjects;i++){
1208                 if(     objects.position[i].x>minx-objects.model[i].boundingsphereradius&&
1209                 objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&
1210                 objects.position[i].y>miny-objects.model[i].boundingsphereradius&&
1211                 objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&
1212                 objects.position[i].z>minz-objects.model[i].boundingsphereradius&&
1213                 objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
1214                         if(     objects.type[i]!=treeleavestype&&
1215                     objects.type[i]!=bushtype&&
1216                     objects.type[i]!=firetype){
1217                                 colviewer=startpoint;
1218                                 coltarget=endpoint;
1219                                 if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
1220                         }
1221                 }
1222         }
1223
1224         //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1225
1226         return -1;
1227 }
1228
1229 int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
1230         static XYZ colpoint,colviewer,coltarget;
1231         static float minx,minz,maxx,maxz,miny,maxy;
1232         static int i; //FIXME: see below
1233
1234     minx=min(startpoint.x,endpoint.x)-1;
1235     miny=min(startpoint.y,endpoint.y)-1;
1236     minz=min(startpoint.z,endpoint.z)-1;
1237     maxx=max(startpoint.x,endpoint.x)+1;
1238     maxy=max(startpoint.y,endpoint.y)+1;
1239     maxz=max(startpoint.z,endpoint.z)+1;
1240
1241         if(what!=1000){
1242                 if(     objects.position[what].x>minx-objects.model[what].boundingsphereradius&&
1243                 objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&
1244                 objects.position[what].y>miny-objects.model[what].boundingsphereradius&&
1245                 objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&
1246                 objects.position[what].z>minz-objects.model[what].boundingsphereradius&&
1247                 objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
1248                         if(     objects.type[what]!=treeleavestype&&
1249                     objects.type[what]!=bushtype&&
1250                     objects.type[what]!=firetype){
1251                                 colviewer=startpoint;
1252                                 coltarget=endpoint;
1253                 //FIXME: i/what
1254                                 if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
1255                         }
1256                 }
1257         }
1258
1259         if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1260
1261         return -1;
1262 }
1263
1264 void Game::Setenvironment(int which)
1265 {
1266         LOGFUNC;
1267
1268         LOG(" Setting environment...");
1269
1270         float temptexdetail;
1271         environment=which;
1272
1273         pause_sound(stream_snowtheme);
1274         pause_sound(stream_grasstheme);
1275         pause_sound(stream_deserttheme);
1276         pause_sound(stream_wind);
1277         pause_sound(stream_desertambient);
1278
1279
1280         if(environment==snowyenvironment){
1281                 windvector=0;
1282                 windvector.z=3;
1283                 if(ambientsound)
1284                   emit_stream_np(stream_wind);
1285
1286                 LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
1287                 LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
1288                 LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
1289                 LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
1290
1291                 footstepsound = footstepsn1;
1292                 footstepsound2 = footstepsn2;
1293                 footstepsound3 = footstepst1;
1294                 footstepsound4 = footstepst2;
1295
1296                 LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
1297
1298                 LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
1299
1300                 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1301
1302
1303
1304
1305                 temptexdetail=texdetail;
1306                 if(texdetail>1)texdetail=4;
1307                 skybox.load(    ":Data:Textures:Skybox(snow):Front.jpg",
1308                         ":Data:Textures:Skybox(snow):Left.jpg",
1309                         ":Data:Textures:Skybox(snow):Back.jpg",
1310                         ":Data:Textures:Skybox(snow):Right.jpg",
1311                         ":Data:Textures:Skybox(snow):Up.jpg",
1312                         ":Data:Textures:Skybox(snow):Down.jpg");
1313
1314
1315
1316
1317                 texdetail=temptexdetail;
1318         } else if(environment==desertenvironment){
1319                 windvector=0;
1320                 windvector.z=2;
1321                 LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
1322                 LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
1323                 LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
1324                 LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
1325
1326
1327                 if(ambientsound)
1328                   emit_stream_np(stream_desertambient);
1329
1330                 footstepsound = footstepsn1;
1331                 footstepsound2 = footstepsn2;
1332                 footstepsound3 = footstepsn1;
1333                 footstepsound4 = footstepsn2;
1334
1335                 LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
1336
1337                 LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
1338
1339                 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1340
1341
1342
1343                 temptexdetail=texdetail;
1344                 if(texdetail>1)texdetail=4;
1345                 skybox.load(    ":Data:Textures:Skybox(sand):Front.jpg",
1346                         ":Data:Textures:Skybox(sand):Left.jpg",
1347                         ":Data:Textures:Skybox(sand):Back.jpg",
1348                         ":Data:Textures:Skybox(sand):Right.jpg",
1349                         ":Data:Textures:Skybox(sand):Up.jpg",
1350                         ":Data:Textures:Skybox(sand):Down.jpg");
1351
1352
1353
1354
1355                 texdetail=temptexdetail;
1356         } else if(environment==grassyenvironment){
1357                 windvector=0;
1358                 windvector.z=2;
1359                 LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
1360                 LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
1361                 LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
1362                 LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
1363
1364                 if(ambientsound)
1365                   emit_stream_np(stream_wind, 100.);
1366
1367                 footstepsound = footstepgr1;
1368                 footstepsound2 = footstepgr2;
1369                 footstepsound3 = footstepst1;
1370                 footstepsound4 = footstepst2;
1371
1372                 LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
1373
1374                 LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
1375
1376                 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1377
1378
1379
1380                 temptexdetail=texdetail;
1381                 if(texdetail>1)texdetail=4;
1382                 skybox.load(    ":Data:Textures:Skybox(grass):Front.jpg",
1383                         ":Data:Textures:Skybox(grass):Left.jpg",
1384                         ":Data:Textures:Skybox(grass):Back.jpg",
1385                         ":Data:Textures:Skybox(grass):Right.jpg",
1386                         ":Data:Textures:Skybox(grass):Up.jpg",
1387                         ":Data:Textures:Skybox(grass):Down.jpg");
1388
1389
1390
1391                 texdetail=temptexdetail;
1392         }
1393         temptexdetail=texdetail;
1394         texdetail=1;
1395         terrain.load(":Data:Textures:heightmap.png");
1396
1397         texdetail=temptexdetail;
1398 }
1399
1400 void Game::Loadlevel(int which){
1401         stealthloading=0;
1402         whichlevel=which;
1403
1404         if(which == -1){
1405             tutoriallevel = -1;
1406             Loadlevel("tutorial");
1407         }else if(which >= 0 && which <= 15){
1408             char buf[32];
1409             snprintf(buf, 32, "map%d", which + 1);
1410             Loadlevel(buf);
1411         }else
1412             Loadlevel("mapsave");
1413 }
1414
1415 void Game::Loadlevel(const char *name){
1416         int templength;
1417         float lamefloat;
1418         static const char *pfx = ":Data:Maps:";
1419         char *buf;
1420
1421         float headprop,legprop,armprop,bodyprop;
1422
1423         LOGFUNC;
1424
1425         LOG(std::string("Loading level...") + name);
1426
1427         if(!gameon)
1428         visibleloading=1;
1429         if(stealthloading)
1430         visibleloading=0;
1431         if(!stillloading)
1432         loadtime=0;
1433         gamestarted=1;
1434
1435         numenvsounds=0;
1436         //visibleloading=1;
1437         if(tutoriallevel!=-1)
1438         tutoriallevel=0;
1439         else
1440         tutoriallevel=1;
1441
1442         if(tutoriallevel==1)
1443         tutorialstage=0;
1444         if(tutorialstage==0){
1445                 tutorialstagetime=0;
1446                 tutorialmaxtime=1;
1447         }
1448         loadingstuff=1;
1449         pause_sound(whooshsound);
1450         pause_sound(stream_firesound);
1451
1452         // Change the map filename into something that is os specific
1453         buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1454         sprintf(buf, "%s%s", pfx, name);
1455         const char *FixedFN = ConvertFileName(buf);
1456
1457         int mapvers;
1458         FILE *tfile;
1459         tfile=fopen( FixedFN, "rb" );
1460         if(tfile){
1461                 pause_sound(stream_firesound);
1462                 scoreadded=0;
1463                 windialogue=0;
1464                 hostiletime=0;
1465                 won=0;
1466
1467                 animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
1468
1469                 numdialogues=0;
1470
1471                 for(int i=0;i<20;i++)
1472                         dialoguegonethrough[i]=0;
1473
1474                 indialogue=-1;
1475                 cameramode=0;
1476
1477                 damagedealt=0;
1478                 damagetaken=0;
1479
1480                 if(accountactive)
1481             difficulty=accountactive->getDifficulty();
1482
1483                 if(difficulty!=2)
1484             minimap=1;
1485                 else
1486             minimap=0;
1487
1488                 numhotspots=0;
1489                 currenthotspot=-1;
1490                 bonustime=1;
1491
1492                 skyboxtexture=1;
1493                 skyboxr=1;
1494                 skyboxg=1;
1495                 skyboxb=1;
1496
1497                 freeze=0;
1498                 winfreeze=0;
1499
1500                 for(int i=0;i<100;i++)
1501                         bonusnum[i]=0;
1502
1503                 numfalls=0;
1504                 numflipfail=0;
1505                 numseen=0;
1506                 numstaffattack=0;
1507                 numswordattack=0;
1508                 numknifeattack=0;
1509                 numunarmedattack=0;
1510                 numescaped=0;
1511                 numflipped=0;
1512                 numwallflipped=0;
1513                 numthrowkill=0;
1514                 numafterkill=0;
1515                 numreversals=0;
1516                 numattacks=0;
1517                 maxalarmed=0;
1518                 numresponded=0;
1519
1520                 bonustotal=startbonustotal;
1521                 bonus=0;
1522                 gameon=1;
1523                 changedelay=0;
1524                 if(console){
1525                         emit_sound_np(consolesuccesssound);
1526                         freeze=0;
1527                         console=0;
1528                 }
1529
1530                 if(!stealthloading){
1531                         terrain.numdecals=0;
1532                         Sprite::deleteSprites();
1533                         for(int i=0;i<objects.numobjects;i++)
1534                                 objects.model[i].numdecals=0;
1535
1536                         int j=objects.numobjects;
1537                         for(int i=0;i<j;i++){
1538                                 objects.DeleteObject(0);
1539                                 if(visibleloading)
1540                     LoadingScreen();
1541                         }
1542
1543                         for(int i=0;i<subdivision;i++)
1544                                 for(int j=0;j<subdivision;j++)
1545                                         terrain.patchobjectnum[i][j]=0;
1546                         if(visibleloading)
1547                 LoadingScreen();
1548                 }
1549
1550                 weapons.numweapons=0;
1551
1552                 funpackf(tfile, "Bi", &mapvers);
1553                 if(mapvers>=15)
1554             funpackf(tfile, "Bi", &indemo);
1555                 else
1556             indemo=0;
1557                 if(mapvers>=5)
1558             funpackf(tfile, "Bi", &maptype);
1559                 else
1560             maptype=mapkilleveryone;
1561                 if(mapvers>=6)
1562             funpackf(tfile, "Bi", &hostile);
1563                 else
1564             hostile=1;
1565                 if(mapvers>=4)
1566             funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1567                 else{
1568                         viewdistance=100;
1569                         fadestart=.6;
1570                 }
1571                 if(mapvers>=2)
1572             funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1573                 else{
1574                         skyboxtexture=1;
1575                         skyboxr=1;
1576                         skyboxg=1;
1577                         skyboxb=1;
1578                 }
1579                 if(mapvers>=10)
1580             funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1581                 else{
1582                         skyboxlightr=skyboxr;
1583                         skyboxlightg=skyboxg;
1584                         skyboxlightb=skyboxb;
1585                 }
1586                 if(!stealthloading)
1587             funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
1588                 if(stealthloading)
1589             funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
1590                 player[0].originalcoords=player[0].coords;
1591                 if(player[0].num_weapons>0&&player[0].num_weapons<5)
1592                         for(int j=0;j<player[0].num_weapons;j++){
1593                                 player[0].weaponids[j]=weapons.numweapons;
1594                                 funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
1595                                 weapons.owner[weapons.numweapons]=0;
1596                                 weapons.numweapons++;
1597                         }
1598
1599                 if(visibleloading)
1600             LoadingScreen();
1601
1602                 funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
1603                 funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
1604                 funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
1605                 funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
1606
1607                 funpackf(tfile, "Bi", &player[0].numclothes);
1608
1609                 if(mapvers>=9)
1610                         funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
1611                 else{
1612                         player[0].whichskin=0;
1613                         player[0].creature=rabbittype;
1614                 }
1615
1616                 player[0].lastattack=-1;
1617                 player[0].lastattack2=-1;
1618                 player[0].lastattack3=-1;
1619
1620         //dialogues
1621                 if(mapvers>=8){
1622                         funpackf(tfile, "Bi", &numdialogues);
1623             for(int k=0;k<numdialogues;k++){
1624                 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1625                 funpackf(tfile, "Bi", &dialoguetype[k]);
1626                 for(int l=0;l<10;l++){
1627                     funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1628                     funpackf(tfile, "Bf", &participantrotation[k][l]);
1629                 }
1630                 for(int l=0;l<numdialogueboxes[k];l++){
1631                     funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1632                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1633                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1634                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1635                     funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1636
1637                     funpackf(tfile, "Bi",&templength);
1638                     if(templength>128||templength<=0)
1639                         templength=128;
1640                     int m;
1641                     for(m=0;m<templength;m++){
1642                         funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1643                         if(dialoguetext[k][l][m]=='\0')
1644                             break;
1645                     }
1646                     dialoguetext[k][l][m] = 0;
1647
1648                     funpackf(tfile, "Bi",&templength);
1649                     if(templength>64||templength<=0)templength=64;
1650                     for(m=0;m<templength;m++){
1651                         funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1652                         if(dialoguename[k][l][m]=='\0')
1653                             break;
1654                     }
1655                     dialoguename[k][l][m] = 0;
1656                     funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1657                     funpackf(tfile, "Bi", &participantfocus[k][l]);
1658                     funpackf(tfile, "Bi", &participantaction[k][l]);
1659
1660                     for(m=0;m<10;m++)
1661                         funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1662
1663                     funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
1664                 }
1665             }
1666                 }else
1667             numdialogues=0;
1668
1669         for(int k=0;k<player[0].numclothes;k++){
1670             funpackf(tfile, "Bi", &templength);
1671             for(int l=0;l<templength;l++)
1672                 funpackf(tfile, "Bb", &player[0].clothes[k][l]);
1673             player[0].clothes[k][templength]='\0';
1674             funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
1675         }
1676
1677                 funpackf(tfile, "Bi", &environment);
1678
1679                 funpackf(tfile, "Bi", &objects.numobjects);
1680         for(int i=0;i<objects.numobjects;i++){
1681             funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.rotation[i],&objects.rotation2[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
1682             if(objects.type[i]==treeleavestype)
1683                 objects.scale[i]=objects.scale[i-1];
1684         }
1685
1686                 if(mapvers>=7){
1687                         funpackf(tfile, "Bi", &numhotspots);
1688             for(int i=0;i<numhotspots;i++){
1689                 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
1690                 funpackf(tfile, "Bi", &templength);
1691                 if(templength)
1692                     for(int l=0;l<templength;l++)
1693                         funpackf(tfile, "Bb", &hotspottext[i][l]);
1694                 hotspottext[i][templength]='\0';
1695                 if(hotspottype[i]==-111)
1696                     indemo=1;
1697             }
1698                 }else
1699             numhotspots=0;
1700
1701                 if(visibleloading)
1702             LoadingScreen();
1703
1704                 if(!stealthloading){
1705                         objects.center=0;
1706                         for(int i=0;i<objects.numobjects;i++)
1707                                 objects.center+=objects.position[i];
1708                         objects.center/=objects.numobjects;
1709
1710
1711                         if(visibleloading)
1712                 LoadingScreen();
1713
1714                         float maxdistance=0;
1715                         float tempdist;
1716                         //~ int whichclosest;
1717                         for(int i=0;i<objects.numobjects;i++){
1718                                 tempdist=findDistancefast(&objects.center,&objects.position[i]);
1719                                 if(tempdist>maxdistance){
1720                                         //~ whichclosest=i;
1721                                         maxdistance=tempdist;
1722                                 }
1723                         }
1724                         objects.radius=fast_sqrt(maxdistance);
1725                 }
1726
1727                 if(visibleloading)
1728             LoadingScreen();
1729                 //mapcenter=objects.center;
1730                 //mapradius=objects.radius;
1731
1732                 funpackf(tfile, "Bi", &numplayers);
1733                 int howmanyremoved=0;
1734                 bool removeanother=0;
1735                 if(numplayers>1&&numplayers<maxplayers){
1736                         for(int i=1;i<numplayers;i++){
1737                                 if(visibleloading)
1738                     LoadingScreen();
1739                                 removeanother=0;
1740
1741                                 funpackf(tfile, "Bi Bi Bf Bf Bf Bi",&player[i-howmanyremoved].whichskin,&player[i-howmanyremoved].creature, &player[i-howmanyremoved].coords.x,&player[i-howmanyremoved].coords.y,&player[i-howmanyremoved].coords.z,&player[i-howmanyremoved].num_weapons);
1742                                 if(mapvers>=5)
1743                     funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
1744                                 else
1745                     player[i-howmanyremoved].howactive=typeactive;
1746                                 if(mapvers>=3)
1747                     funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
1748                                 else
1749                     player[i-howmanyremoved].scale=-1;
1750                                 if(mapvers>=11)
1751                     funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
1752                                 else
1753                     player[i-howmanyremoved].immobile=0;
1754                                 if(mapvers>=12)
1755                     funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
1756                                 else
1757                     player[i-howmanyremoved].rotation=0;
1758                                 player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
1759                                 if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
1760                                         removeanother=1;
1761                                         howmanyremoved++;
1762                                 }
1763                                 if(!removeanother){
1764                                         if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){
1765                                                 for(int j=0;j<player[i-howmanyremoved].num_weapons;j++){
1766                                                         player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
1767                                                         funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
1768                                                         weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
1769                                                         weapons.numweapons++;
1770                                                 }
1771                                         }
1772                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
1773                                         //player[i-howmanyremoved].numwaypoints=10;
1774                                         for(int j=0;j<player[i-howmanyremoved].numwaypoints;j++){
1775                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
1776                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
1777                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
1778                                                 if(mapvers>=5)
1779                             funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
1780                                                 else
1781                             player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
1782                                         }
1783
1784                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
1785                                         if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)
1786                         player[i-howmanyremoved].waypoint=0;
1787
1788                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
1789                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
1790                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
1791                                         funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
1792
1793                                         if(mapvers>=4)
1794                         funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1795                                         else{
1796                                                 headprop=1;
1797                                                 bodyprop=1;
1798                                                 armprop=1;
1799                                                 legprop=1;
1800                                         }
1801                                         if(player[i-howmanyremoved].creature==wolftype){
1802                                                 player[i-howmanyremoved].proportionhead=1.1*headprop;
1803                                                 player[i-howmanyremoved].proportionbody=1.1*bodyprop;
1804                                                 player[i-howmanyremoved].proportionarms=1.1*armprop;
1805                                                 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1806                                         }
1807
1808                                         if(player[i-howmanyremoved].creature==rabbittype){
1809                                                 player[i-howmanyremoved].proportionhead=1.2*headprop;
1810                                                 player[i-howmanyremoved].proportionbody=1.05*bodyprop;
1811                                                 player[i-howmanyremoved].proportionarms=1.00*armprop;
1812                                                 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1813                                                 player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
1814                                         }
1815
1816                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
1817                                         if(player[i-howmanyremoved].numclothes){
1818                                                 for(int k=0;k<player[i-howmanyremoved].numclothes;k++){
1819                                                         int templength;
1820                                                         funpackf(tfile, "Bi", &templength);
1821                                                         for(int l=0;l<templength;l++)
1822                                                                 funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
1823                                                         player[i-howmanyremoved].clothes[k][templength]='\0';
1824                                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
1825                                                 }
1826                                         }
1827                                 }
1828                         }
1829                 }
1830                 if(visibleloading)
1831             LoadingScreen();
1832
1833                 numplayers-=howmanyremoved;
1834                 funpackf(tfile, "Bi", &numpathpoints);
1835                 if(numpathpoints>30||numpathpoints<0)
1836                         numpathpoints=0;
1837         for(int j=0;j<numpathpoints;j++){
1838             funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
1839             for(int k=0;k<numpathpointconnect[j];k++){
1840                 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1841             }
1842         }
1843                 if(visibleloading)
1844             LoadingScreen();
1845
1846                 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
1847
1848                 SetUpLighting();
1849                 if(environment!=oldenvironment)
1850             Setenvironment(environment);
1851                 oldenvironment=environment;
1852
1853                 if(!stealthloading){
1854                         int j=objects.numobjects;
1855                         objects.numobjects=0;
1856                         for(int i=0;i<j;i++){
1857                                 objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
1858                                 if(visibleloading)
1859                     LoadingScreen();
1860                         }
1861
1862                         terrain.DoShadows();
1863                         if(visibleloading)
1864                 LoadingScreen();
1865                         objects.DoShadows();
1866                         if(visibleloading)
1867                 LoadingScreen();
1868                 }
1869
1870                 fclose(tfile);
1871
1872                 if(numplayers>maxplayers-1)
1873             numplayers=maxplayers-1;
1874                 for(int i=0;i<numplayers;i++){
1875                         if(visibleloading)
1876                 LoadingScreen();
1877                         player[i].burnt=0;
1878                         player[i].bled=0;
1879                         player[i].onfire=0;
1880                         if(i==0||player[i].scale<0)
1881                 player[i].scale=.2;
1882                         player[i].skeleton.free=0;
1883                         player[i].skeleton.id=i;
1884                         if(i==0&&mapvers<9)
1885                 player[i].creature=rabbittype;
1886                         if(player[i].creature!=wolftype){
1887                 player[i].skeleton.Load(
1888                     (char *)":Data:Skeleton:Basic Figure",
1889                     (char *)":Data:Skeleton:Basic Figurelow",
1890                     (char *)":Data:Skeleton:Rabbitbelt",
1891                     (char *)":Data:Models:Body.solid",
1892                     (char *)":Data:Models:Body2.solid",
1893                     (char *)":Data:Models:Body3.solid",
1894                     (char *)":Data:Models:Body4.solid",
1895                     (char *)":Data:Models:Body5.solid",
1896                     (char *)":Data:Models:Body6.solid",
1897                     (char *)":Data:Models:Body7.solid",
1898                     (char *)":Data:Models:Bodylow.solid",
1899                     (char *)":Data:Models:Belt.solid",0);
1900             }else{
1901                                 if(player[i].creature!=wolftype){
1902                                         player[i].skeleton.Load(
1903                             (char *)":Data:Skeleton:Basic Figure",
1904                             (char *)":Data:Skeleton:Basic Figurelow",
1905                             (char *)":Data:Skeleton:Rabbitbelt",
1906                             (char *)":Data:Models:Body.solid",
1907                             (char *)":Data:Models:Body2.solid",
1908                             (char *)":Data:Models:Body3.solid",
1909                             (char *)":Data:Models:Body4.solid",
1910                             (char *)":Data:Models:Body5.solid",
1911                             (char *)":Data:Models:Body6.solid",
1912                             (char *)":Data:Models:Body7.solid",
1913                             (char *)":Data:Models:Bodylow.solid",
1914                             (char *)":Data:Models:Belt.solid",1);
1915                                         LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
1916                                 }
1917                                 if(player[i].creature==wolftype){
1918                                         player[i].skeleton.Load(
1919                             (char *)":Data:Skeleton:Basic Figure Wolf",
1920                             (char *)":Data:Skeleton:Basic Figure Wolf Low",
1921                             (char *)":Data:Skeleton:Rabbitbelt",
1922                             (char *)":Data:Models:Wolf.solid",
1923                             (char *)":Data:Models:Wolf2.solid",
1924                             (char *)":Data:Models:Wolf3.solid",
1925                             (char *)":Data:Models:Wolf4.solid",
1926                             (char *)":Data:Models:Wolf5.solid",
1927                             (char *)":Data:Models:Wolf6.solid",
1928                             (char *)":Data:Models:Wolf7.solid",
1929                             (char *)":Data:Models:Wolflow.solid",
1930                             (char *)":Data:Models:Belt.solid",0);
1931                                 }
1932                         }
1933
1934
1935                         //~ int texsize;
1936                         //~ texsize=512*512*3/texdetail/texdetail;
1937
1938                         LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
1939
1940                         if(player[i].numclothes){
1941                                 for(int j=0;j<player[i].numclothes;j++){
1942                                         tintr=player[i].clothestintr[j];
1943                                         tintg=player[i].clothestintg[j];
1944                                         tintb=player[i].clothestintb[j];
1945                                         AddClothes((char *)player[i].clothes[j],&player[i].skeleton.skinText[0]);
1946                                 }
1947                                 player[i].DoMipmaps();
1948                         }
1949
1950                         player[i].currentanimation=bounceidleanim;
1951                         player[i].targetanimation=bounceidleanim;
1952                         player[i].currentframe=0;
1953                         player[i].targetframe=1;
1954                         player[i].target=0;
1955                         player[i].speed=1+(float)(Random()%100)/1000;
1956                         if(difficulty==0)
1957                 player[i].speed-=.2;
1958                         if(difficulty==1)
1959                 player[i].speed-=.1;
1960
1961                         player[i].velocity=0;
1962                         player[i].oldcoords=player[i].coords;
1963                         player[i].realoldcoords=player[i].coords;
1964
1965                         player[i].id=i;
1966                         player[i].skeleton.id=i;
1967                         player[i].updatedelay=0;
1968                         player[i].normalsupdatedelay=0;
1969
1970                         player[i].aitype=passivetype;
1971                         player[i].madskills=0;
1972
1973                         if(i==0){
1974                                 player[i].proportionhead=1.2;
1975                                 player[i].proportionbody=1.05;
1976                                 player[i].proportionarms=1.00;
1977                                 player[i].proportionlegs=1.1;
1978                                 player[i].proportionlegs.y=1.05;
1979                         }
1980                         player[i].headless=0;
1981                         player[i].currentoffset=0;
1982                         player[i].targetoffset=0;
1983
1984                         player[i].damagetolerance=200;
1985
1986                         if(player[i].creature==wolftype){
1987                                 if(i==0||player[i].scale<0)
1988                     player[i].scale=.23;
1989                                 player[i].damagetolerance=300;
1990                         }
1991
1992                         if(visibleloading)
1993                 LoadingScreen();
1994                         if(cellophane){
1995                                 player[i].proportionhead.z=0;
1996                                 player[i].proportionbody.z=0;
1997                                 player[i].proportionarms.z=0;
1998                                 player[i].proportionlegs.z=0;
1999                         }
2000
2001                         player[i].tempanimation.Load((char *)"Tempanim",0,0);
2002
2003                         player[i].headmorphness=0;
2004                         player[i].targetheadmorphness=1;
2005                         player[i].headmorphstart=0;
2006                         player[i].headmorphend=0;
2007
2008                         player[i].pausetime=0;
2009
2010                         player[i].dead=0;
2011                         player[i].jumppower=5;
2012                         player[i].damage=0;
2013                         player[i].permanentdamage=0;
2014                         player[i].superpermanentdamage=0;
2015
2016                         player[i].forwardkeydown=0;
2017                         player[i].leftkeydown=0;
2018                         player[i].backkeydown=0;
2019                         player[i].rightkeydown=0;
2020                         player[i].jumpkeydown=0;
2021                         player[i].crouchkeydown=0;
2022                         player[i].throwkeydown=0;
2023
2024                         player[i].collided=-10;
2025                         player[i].loaded=1;
2026                         player[i].bloodloss=0;
2027                         player[i].weaponactive=-1;
2028                         player[i].weaponstuck=-1;
2029                         player[i].bleeding=0;
2030                         player[i].deathbleeding=0;
2031                         player[i].stunned=0;
2032                         player[i].hasvictim=0;
2033                         player[i].wentforweapon=0;
2034                 }
2035
2036                 player[0].aitype=playercontrolled;
2037                 player[0].weaponactive=-1;
2038
2039                 if(difficulty==1)
2040                         player[0].power=1/.9;
2041
2042                 if(difficulty==0)
2043                         player[0].power=1/.8;
2044
2045                 if(difficulty==1)
2046             player[0].damagetolerance=250;
2047                 if(difficulty==0)
2048             player[0].damagetolerance=300;
2049                 if(difficulty==0)
2050             player[0].armorhead*=1.5;
2051                 if(difficulty==0)
2052             player[0].armorhigh*=1.5;
2053                 if(difficulty==0)
2054             player[0].armorlow*=1.5;
2055                 cameraloc=player[0].coords;
2056                 cameraloc.y+=5;
2057                 rotation=player[0].rotation;
2058
2059                 hawkcoords=player[0].coords;
2060                 hawkcoords.y+=30;
2061
2062                 if(visibleloading)
2063             LoadingScreen();
2064                 for(int i=0;i<weapons.numweapons;i++){
2065                         weapons.bloody[i]=0;
2066                         weapons.blooddrip[i]=0;
2067                         weapons.blooddripdelay[i]=0;
2068                         weapons.onfire[i]=0;
2069                         weapons.flamedelay[i]=0;
2070                         weapons.damage[i]=0;
2071                         if(weapons.type[i]==sword){
2072                                 weapons.mass[i]=1.5;
2073                                 weapons.tipmass[i]=1;
2074                                 weapons.length[i]=.8;
2075                         }
2076                         if(weapons.type[i]==staff){
2077                                 weapons.mass[i]=2;
2078                                 weapons.tipmass[i]=1;
2079                                 weapons.length[i]=1.5;
2080                         }
2081                         if(weapons.type[i]==knife){
2082                                 weapons.mass[i]=1;
2083                                 weapons.tipmass[i]=1.2;
2084                                 weapons.length[i]=.25;
2085                         }
2086                         weapons.position[i]=-1000;
2087                         weapons.tippoint[i]=-1000;
2088                 }
2089                 
2090                 LOG("Starting background music...");
2091
2092                 OPENAL_StopSound(OPENAL_ALL);
2093                 if(environment==snowyenvironment){
2094                         if(ambientsound)
2095                           emit_stream_np(stream_wind);
2096                 }else if(environment==desertenvironment){
2097                         if(ambientsound)
2098                           emit_stream_np(stream_desertambient);
2099                 }else if(environment==grassyenvironment){
2100                         if(ambientsound)
2101                           emit_stream_np(stream_wind, 100.);
2102                 }
2103                 oldmusicvolume[0]=0;
2104                 oldmusicvolume[1]=0;
2105                 oldmusicvolume[2]=0;
2106                 oldmusicvolume[3]=0;
2107
2108                 if(!firstload)
2109                         firstload=1;
2110         }
2111         leveltime=0;
2112         loadingstuff=0;
2113         visibleloading=0;
2114 }
2115
2116 /*
2117 Values of mainmenu :
2118 1 Main menu
2119 2 Menu pause (resume/end game)
2120 3 Option menu
2121 4 Controls configuration menu
2122 5 Main game menu (choose level or challenge)
2123 6 Deleting user menu
2124 7 User managment menu (select/add)
2125 8 Choose difficulty menu
2126 9 Challenge level selection menu
2127 10 End of the campaign congratulation (is that really a menu?)
2128 11 Same that 9 ??? => unused
2129 18 stereo configuration
2130 */
2131     
2132 void Game::MenuTick(){
2133     //menu buttons
2134     
2135     // some specific case where we do something even if the left mouse button is not pressed.
2136         if((mainmenu==5) && (endgame==2)) {
2137                 accountactive->endGame();
2138                 endgame=0;
2139         }
2140         if(mainmenu==10)
2141                 endgame=2;
2142         if( (mainmenu==18) && Input::isKeyPressed(MOUSEBUTTON2) && (selected==1) )
2143                 stereoseparation-=0.001;
2144                 
2145     if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
2146                 switch(mainmenu) {
2147                         case 1:
2148                         case 2:
2149                                 switch(selected) {
2150                                         case 1:
2151                                                 if(gameon) { //resume
2152                                                         mainmenu=0;
2153                                                         pause_sound(stream_menutheme);
2154                                                         resume_stream(leveltheme);
2155                                                 } else { //new game
2156                                                         fireSound(firestartsound);
2157                                                         flash();
2158                                                         mainmenu=(accountactive?5:7);
2159                                                         selected=-1;
2160                                                 }
2161                                                 break;
2162                                         case 2: //options
2163                                                 fireSound();
2164                                                 flash();
2165                                                 mainmenu=3;
2166                                                 if(newdetail>2) newdetail=detail;
2167                                                 if(newdetail<0) newdetail=detail;
2168                                                 if(newscreenwidth>3000) newscreenwidth=screenwidth;
2169                                                 if(newscreenwidth<0) newscreenwidth=screenwidth;
2170                                                 if(newscreenheight>3000) newscreenheight=screenheight;
2171                                                 if(newscreenheight<0) newscreenheight=screenheight;
2172                                                 break;
2173                                         case 3:
2174                                                 fireSound();
2175                                                 flash();
2176                                                 if(gameon){ //end game
2177                                                         gameon=0;
2178                                                         mainmenu=1;
2179                                                 } else { //quit
2180                                                         tryquit=1;
2181                                                         pause_sound(stream_menutheme);
2182                                                 }
2183                                                 break;
2184                                 }
2185                                 break;
2186                         case 3:
2187                                 fireSound();
2188                                 bool isCustomResolution,found;
2189                                 switch(selected){
2190                                         case 0:
2191                                                 extern SDL_Rect **resolutions;
2192                                                 isCustomResolution = true;
2193                                                 found = false;
2194                                                 for(int i = 0; (!found) && (resolutions[i]); i++) {
2195                                                         if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
2196                                                                 isCustomResolution = false;
2197
2198                                                         if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
2199                                                                 i++;
2200                                                                 if(resolutions[i] != NULL) {
2201                                                                         newscreenwidth = (int) resolutions[i]->w;
2202                                                                         newscreenheight = (int) resolutions[i]->h;
2203                                                                 } else if(isCustomResolution){
2204                                                                         if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
2205                                                                                 newscreenwidth = (int) resolutions[0]->w;
2206                                                                                 newscreenheight = (int) resolutions[0]->h;
2207                                                                         } else {
2208                                                                                 newscreenwidth = screenwidth;
2209                                                                                 newscreenheight = screenheight;
2210                                                                         }
2211                                                                 } else {
2212                                                                         newscreenwidth = (int) resolutions[0]->w;
2213                                                                         newscreenheight = (int) resolutions[0]->h;
2214                                                                 }
2215                                                                 found = true;
2216                                                         }
2217                                                 }
2218
2219                                                 if(!found) {
2220                                                         newscreenwidth = (int) resolutions[0]->w;
2221                                                         newscreenheight = (int) resolutions[0]->h;
2222                                                 }
2223                                                 break;
2224                                         case 1:
2225                                                 newdetail++;
2226                                                 if(newdetail>2) newdetail=0;
2227                                                 break;
2228                                         case 2:
2229                                                 bloodtoggle++;
2230                                                 if(bloodtoggle>2) bloodtoggle=0;
2231                                                 break;
2232                                         case 3:
2233                                                 difficulty++;
2234                                                 if(difficulty>2) difficulty=0;
2235                                                 break;
2236                                         case 4:
2237                                                 ismotionblur = !ismotionblur;
2238                                                 break;
2239                                         case 5:
2240                                                 decals = !decals;
2241                                                 break;
2242                                         case 6:
2243                                                 musictoggle = !musictoggle;
2244
2245                                                 if(musictoggle) {
2246                                                   emit_stream_np(stream_menutheme);
2247                                                 } else {
2248                                                         pause_sound(leveltheme);
2249                                                         pause_sound(stream_fighttheme);
2250                                                         pause_sound(stream_menutheme);
2251
2252                                                         for(int i=0;i<4;i++){
2253                                                                 oldmusicvolume[i]=0;
2254                                                                 musicvolume[i]=0;
2255                                                         }
2256                                                 }
2257
2258                                                 break;
2259                                         case 7: // controls
2260                                                 flash();
2261                                                 mainmenu=4;
2262                                                 selected=-1;
2263                                                 keyselect=-1;
2264                                                 break;
2265                                         case 8:
2266                                                 flash();
2267                                                 
2268                                                 SaveSettings(*this);
2269                                                 mainmenu=gameon?2:1;
2270                                                 break;
2271                                         case 9:
2272                                                 invertmouse = !invertmouse;
2273                                                 break;
2274                                         case 10:
2275                                                 usermousesensitivity+=.2;
2276                                                 if(usermousesensitivity>2) usermousesensitivity=.2;
2277                                                 break;
2278                                         case 11:
2279                                                 volume+=.1f;
2280                                                 if(volume>1.0001f) volume=0;
2281                                                 OPENAL_SetSFXMasterVolume((int)(volume*255));
2282                                                 break;
2283                                         case 12:
2284                                                 flash();
2285                                                 
2286                                                 newstereomode = stereomode;
2287                                                 mainmenu=18;
2288                                                 keyselect=-1;
2289                                                 break;
2290                                         case 13:
2291                                                 showdamagebar = !showdamagebar;
2292                                                 break;
2293                                 }
2294                                 break;
2295                         case 4:
2296                                 if(!waiting) {
2297                                         fireSound();
2298                                         if(selected<9 && keyselect==-1)
2299                                                 keyselect=selected;
2300                                         if(keyselect!=-1)
2301                                                 setKeySelected();
2302                                         if(selected==9){
2303                                                 flash();
2304
2305                                                 mainmenu=3;
2306                                         }
2307                                 }
2308                                 break;
2309                         case 5:
2310                                 fireSound();
2311                                 flash();
2312                                 if((selected-7 >= accountactive->getCampaignChoicesMade())) {
2313                                         startbonustotal=0;
2314
2315                                         loading=2;
2316                                         loadtime=0;
2317                                         targetlevel=7;
2318                                         if(firstload)
2319                                                 TickOnceAfter();
2320                                         else
2321                                                 LoadStuff();
2322                                         whichchoice=selected-7-accountactive->getCampaignChoicesMade();
2323                                         visibleloading=1;
2324                                         stillloading=1;
2325                                         Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
2326                                         campaign=1;
2327                                         mainmenu=0;
2328                                         gameon=1;
2329                                         pause_sound(stream_menutheme);
2330                                 }
2331                                 switch(selected){
2332                                         case 1:
2333                                                 startbonustotal=0;
2334
2335                                                 loading=2;
2336                                                 loadtime=0;
2337                                                 targetlevel=-1;
2338                                                 if(firstload) {
2339                                                         TickOnceAfter();
2340                                                         Loadlevel(-1);
2341                                                 } else
2342                                                         LoadStuff();
2343
2344                                                 mainmenu=0;
2345                                                 gameon=1;
2346                                                 pause_sound(stream_menutheme);
2347                                                 break;
2348                                         case 2:
2349                                                 mainmenu=9;
2350                                                 break;
2351                                         case 3:
2352                                                 mainmenu=6;
2353                                                 break;
2354                                         case 4:
2355                                                 mainmenu=(gameon?2:1);
2356                                                 break;
2357                                         case 5:
2358                                                 mainmenu=7;
2359                                                 break;
2360                                 }
2361                                 break;
2362                         case 6:
2363                                 fireSound();
2364                                 if(selected==1) {
2365                                         flash();
2366                                         accountactive = Account::destroy(accountactive);
2367                                         mainmenu=7;
2368                                 } else if(selected==2) {
2369                                         flash();
2370                                         mainmenu=5;
2371                                 }
2372                                 break;
2373                         case 7:
2374                                 fireSound();
2375                                 if(selected==0 && Account::getNbAccounts()<8){
2376                                         entername=1;
2377                                 } else if (selected < Account::getNbAccounts()+1) {
2378                                         flash();
2379                                         mainmenu=5;
2380                                         accountactive=Account::get(selected-1);
2381                                 } else if (selected == Account::getNbAccounts()+1) {
2382                                         flash();
2383                                         mainmenu=5;
2384                                         for(int j=0;j<255;j++){
2385                                                 displaytext[0][j]=0;
2386                                         }
2387                                         displaychars[0]=0;
2388                                         displayselected=0;
2389                                         entername=0;
2390                                 }
2391                                 break;
2392                         case 8:
2393                                 fireSound();
2394                                 flash();
2395                                 if(selected<=2)
2396                                         accountactive->setDifficulty(selected);
2397                                 mainmenu=5;
2398                                 break;
2399                         case 9:
2400                                 if(selected<numchallengelevels && selected<=accountactive->getProgress()){
2401                                         fireSound();
2402                                         flash();
2403
2404                                         startbonustotal=0;
2405
2406                                         loading=2;
2407                                         loadtime=0;
2408                                         targetlevel=selected;
2409                                         if(firstload)TickOnceAfter();
2410                                         if(!firstload)LoadStuff();
2411                                         else Loadlevel(selected);
2412                                         campaign=0;
2413
2414                                         mainmenu=0;
2415                                         gameon=1;
2416                                         pause_sound(stream_menutheme);
2417                                 }
2418                                 if(selected==numchallengelevels){
2419                                         fireSound();
2420                                         flash();
2421                                         mainmenu=5;
2422                                 }
2423                                 break;
2424                         case 10:
2425                                 if(selected==3){
2426                                         fireSound();
2427                                         flash();
2428                                         mainmenu=5;
2429                                 }
2430                                 break;
2431                         case 18:
2432                                 if(selected==1)
2433                                         stereoseparation+=0.001;
2434                                 else {
2435                                         fireSound();
2436                                         if(selected==0){
2437                                                 newstereomode = (StereoMode)(newstereomode + 1);
2438                                                 while(!CanInitStereo(newstereomode)){
2439                                                         printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
2440                                                         newstereomode = (StereoMode)(newstereomode + 1);
2441                                                         if(newstereomode >= stereoCount)
2442                                                                 newstereomode = stereoNone;
2443                                                 }
2444                                         } else if(selected==2) {
2445                                                 stereoreverse = !stereoreverse;
2446                                         } else if(selected==3) {
2447                                                 flash();
2448                                                 mainmenu=3;
2449
2450                                                 stereomode = newstereomode;
2451                                                 InitStereo(stereomode);
2452                                         }
2453                                 }
2454                                 break;
2455                 }
2456         }
2457
2458     if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
2459         tryquit=1;
2460         if(mainmenu==3) {
2461             SaveSettings(*this);
2462         }
2463     }
2464
2465     OPENAL_SetFrequency(channels[stream_menutheme], 22050);
2466
2467     if(entername) {
2468         inputText(displaytext[0],&displayselected,&displaychars[0]);
2469         if(!waiting) { // the input as finished
2470             if(displaychars[0]){ // with enter
2471                 accountactive = Account::add(string(displaytext[0]));
2472
2473                 mainmenu=8;
2474
2475                 flash();
2476
2477                 fireSound(firestartsound);
2478
2479                 for(int i=0;i<255;i++){
2480                     displaytext[0][i]=0;
2481                 }
2482                 displaychars[0]=0;
2483
2484                 displayselected=0;
2485             }
2486             entername=0;
2487         }
2488         
2489         displayblinkdelay-=multiplier;
2490         if(displayblinkdelay<=0){
2491             displayblinkdelay=.3;
2492             displayblink=1-displayblink;
2493         }
2494     }
2495 }
2496
2497 void Game::doTutorial(){
2498     if(tutorialstagetime>tutorialmaxtime){
2499         tutorialstage++;
2500         tutorialsuccess=0;
2501         if(tutorialstage<=1){
2502             canattack=0;
2503             cananger=0;
2504             reversaltrain=0;
2505         }
2506         switch(tutorialstage){
2507             case 1:
2508                 tutorialmaxtime=5;
2509             break; case 2:
2510                 tutorialmaxtime=2;
2511             break; case 3:
2512                 tutorialmaxtime=600;
2513             break; case 4:
2514                 tutorialmaxtime=1000;
2515             break; case 5:
2516                 tutorialmaxtime=600;
2517             break; case 6:
2518                 tutorialmaxtime=600;
2519             break; case 7:
2520                 tutorialmaxtime=600;
2521             break; case 8:
2522                 tutorialmaxtime=600;
2523             break; case 9:
2524                 tutorialmaxtime=600;
2525             break; case 10:
2526                 tutorialmaxtime=2;
2527             break; case 11:
2528                 tutorialmaxtime=1000;
2529             break; case 12:
2530                 tutorialmaxtime=1000;
2531             break; case 13:
2532                 tutorialmaxtime=2;
2533             break; case 14: {
2534                 tutorialmaxtime=3;
2535
2536                 XYZ temp,temp2;
2537
2538                 temp.x=1011;
2539                 temp.y=84;
2540                 temp.z=491;
2541                 temp2.x=1025;
2542                 temp2.y=75;
2543                 temp2.z=447;
2544
2545                 player[1].coords=(temp+temp2)/2;
2546
2547                 emit_sound_at(fireendsound, player[1].coords);
2548
2549                 for(int i=0;i<player[1].skeleton.num_joints;i++){
2550                     if(Random()%2==0){
2551                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2552                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2553                         if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
2554                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2555                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2556                     }
2557                 }
2558             }
2559             break; case 15:
2560                 tutorialmaxtime=500;
2561             break; case 16:
2562                 tutorialmaxtime=500;
2563             break; case 17:
2564                 tutorialmaxtime=500;
2565             break; case 18:
2566                 tutorialmaxtime=500;
2567             break; case 19:
2568                 tutorialstage=20;
2569                 //tutorialmaxtime=500;
2570             break; case 20:
2571                 tutorialmaxtime=500;
2572             break; case 21:
2573                 tutorialmaxtime=500;
2574                 if(bonus==cannon){
2575                     bonus=Slicebonus;
2576                     againbonus=1;
2577                 }
2578                 else againbonus=0;
2579             break; case 22:
2580                 tutorialmaxtime=500;
2581             break; case 23:
2582                 tutorialmaxtime=500;
2583             break; case 24:
2584                 tutorialmaxtime=500;
2585             break; case 25:
2586                 tutorialmaxtime=500;
2587             break; case 26:
2588                 tutorialmaxtime=2;
2589             break; case 27:
2590                 tutorialmaxtime=4;
2591                 reversaltrain=1;
2592                 cananger=1;
2593                 player[1].aitype=attacktypecutoff;
2594             break; case 28:
2595                 tutorialmaxtime=400;
2596             break; case 29:
2597                 tutorialmaxtime=400;
2598                 player[0].escapednum=0;
2599             break; case 30:
2600                 tutorialmaxtime=4;
2601                 reversaltrain=0;
2602                 cananger=0;
2603                 player[1].aitype=passivetype;
2604             break; case 31:
2605                 tutorialmaxtime=13;
2606             break; case 32:
2607                 tutorialmaxtime=8;
2608             break; case 33:
2609                 tutorialmaxtime=400;
2610                 cananger=1;
2611                 canattack=1;
2612                 player[1].aitype=attacktypecutoff;
2613             break; case 34:
2614                 tutorialmaxtime=400;
2615             break; case 35:
2616                 tutorialmaxtime=400;
2617             break; case 36:
2618                 tutorialmaxtime=2;
2619                 reversaltrain=0;
2620                 cananger=0;
2621                 player[1].aitype=passivetype;
2622             break; case 37:
2623                 damagedealt=0;
2624                 damagetaken=0;
2625                 tutorialmaxtime=50;
2626                 cananger=1;
2627                 canattack=1;
2628                 player[1].aitype=attacktypecutoff;
2629             break; case 38:
2630                 tutorialmaxtime=4;
2631                 canattack=0;
2632                 cananger=0;
2633                 player[1].aitype=passivetype;
2634             break; case 39: {
2635                 XYZ temp,temp2;
2636
2637                 temp.x=1011;
2638                 temp.y=84;
2639                 temp.z=491;
2640                 temp2.x=1025;
2641                 temp2.y=75;
2642                 temp2.z=447;
2643
2644
2645                 weapons.owner[weapons.numweapons]=-1;
2646                 weapons.type[weapons.numweapons]=knife;
2647                 weapons.damage[weapons.numweapons]=0;
2648                 weapons.mass[weapons.numweapons]=1;
2649                 weapons.tipmass[weapons.numweapons]=1.2;
2650                 weapons.length[weapons.numweapons]=.25;
2651                 weapons.position[weapons.numweapons]=(temp+temp2)/2;
2652                 weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
2653
2654                 weapons.velocity[weapons.numweapons]=0.1;
2655                 weapons.tipvelocity[weapons.numweapons]=0.1;
2656                 weapons.missed[weapons.numweapons]=1;
2657                 weapons.hitsomething[weapons.numweapons]=0;
2658                 weapons.freetime[weapons.numweapons]=0;
2659                 weapons.firstfree[weapons.numweapons]=1;
2660                 weapons.physics[weapons.numweapons]=1;
2661
2662                 weapons.numweapons++;
2663             }
2664             break; case 40:
2665                 tutorialmaxtime=300;
2666             break; case 41:
2667                 tutorialmaxtime=300;
2668             break; case 42:
2669                 tutorialmaxtime=8;
2670             break; case 43:
2671                 tutorialmaxtime=300;
2672             break; case 44:
2673                 weapons.owner[0]=1;
2674                 player[0].weaponactive=-1;
2675                 player[0].num_weapons=0;
2676                 player[1].weaponactive=0;
2677                 player[1].num_weapons=1;
2678                 player[1].weaponids[0]=0;
2679
2680                 cananger=1;
2681                 canattack=1;
2682                 player[1].aitype=attacktypecutoff;
2683
2684                 tutorialmaxtime=300;
2685             break; case 45:
2686                 weapons.owner[0]=1;
2687                 player[0].weaponactive=-1;
2688                 player[0].num_weapons=0;
2689                 player[1].weaponactive=0;
2690                 player[1].num_weapons=1;
2691                 player[1].weaponids[0]=0;
2692
2693                 tutorialmaxtime=300;
2694             break; case 46:
2695                 weapons.owner[0]=1;
2696                 player[0].weaponactive=-1;
2697                 player[0].num_weapons=0;
2698                 player[1].weaponactive=0;
2699                 player[1].num_weapons=1;
2700                 player[1].weaponids[0]=0;
2701
2702                 weapons.type[0]=sword;
2703
2704                 tutorialmaxtime=300;
2705             break; case 47: {
2706                 tutorialmaxtime=10;
2707
2708                 XYZ temp,temp2;
2709
2710                 temp.x=1011;
2711                 temp.y=84;
2712                 temp.z=491;
2713                 temp2.x=1025;
2714                 temp2.y=75;
2715                 temp2.z=447;
2716
2717                 weapons.owner[weapons.numweapons]=-1;
2718                 weapons.type[weapons.numweapons]=sword;
2719                 weapons.damage[weapons.numweapons]=0;
2720                 weapons.mass[weapons.numweapons]=1;
2721                 weapons.tipmass[weapons.numweapons]=1.2;
2722                 weapons.length[weapons.numweapons]=.25;
2723                 weapons.position[weapons.numweapons]=(temp+temp2)/2;
2724                 weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
2725
2726                 weapons.velocity[weapons.numweapons]=0.1;
2727                 weapons.tipvelocity[weapons.numweapons]=0.1;
2728                 weapons.missed[weapons.numweapons]=1;
2729                 weapons.hitsomething[weapons.numweapons]=0;
2730                 weapons.freetime[weapons.numweapons]=0;
2731                 weapons.firstfree[weapons.numweapons]=1;
2732                 weapons.physics[weapons.numweapons]=1;
2733
2734                 weapons.owner[0]=1;
2735                 weapons.owner[1]=0;
2736                 player[0].weaponactive=0;
2737                 player[0].num_weapons=1;
2738                 player[0].weaponids[0]=1;
2739                 player[1].weaponactive=0;
2740                 player[1].num_weapons=1;
2741                 player[1].weaponids[0]=0;
2742
2743                 weapons.numweapons++;
2744             }
2745             break; case 48:
2746                 canattack=0;
2747                 cananger=0;
2748                 player[1].aitype=passivetype;
2749
2750                 tutorialmaxtime=15;
2751
2752                 weapons.owner[0]=1;
2753                 weapons.owner[1]=0;
2754                 player[0].weaponactive=0;
2755                 player[0].num_weapons=1;
2756                 player[0].weaponids[0]=1;
2757                 player[1].weaponactive=0;
2758                 player[1].num_weapons=1;
2759                 player[1].weaponids[0]=0;
2760
2761                 if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
2762                 else weapons.type[0]=staff;
2763
2764                 weapons.numweapons++;
2765             break; case 49:
2766                 canattack=0;
2767                 cananger=0;
2768                 player[1].aitype=passivetype;
2769
2770                 tutorialmaxtime=200;
2771
2772                 weapons.position[1]=1000;
2773                 weapons.tippoint[1]=1000;
2774
2775                 weapons.numweapons=1;
2776                 weapons.owner[0]=0;
2777                 player[1].weaponactive=-1;
2778                 player[1].num_weapons=0;
2779                 player[0].weaponactive=0;
2780                 player[0].num_weapons=1;
2781                 player[0].weaponids[0]=0;
2782
2783                 weapons.type[0]=knife;
2784
2785                 weapons.numweapons++;
2786             break; case 50: {
2787                 tutorialmaxtime=8;
2788
2789                 XYZ temp,temp2;
2790                 emit_sound_at(fireendsound, player[1].coords);
2791
2792                 for(int i=0;i<player[1].skeleton.num_joints;i++){
2793                     if(Random()%2==0){
2794                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
2795                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
2796                         if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
2797                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
2798                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
2799                     }
2800                 }
2801
2802                 player[1].num_weapons=0;
2803                 player[1].weaponstuck=-1;
2804                 player[1].weaponactive=-1;
2805
2806                 weapons.numweapons=0;
2807
2808                 weapons.owner[0]=-1;
2809                 weapons.velocity[0]=0.1;
2810                 weapons.tipvelocity[0]=-0.1;
2811                 weapons.missed[0]=1;
2812                 weapons.hitsomething[0]=0;
2813                 weapons.freetime[0]=0;
2814                 weapons.firstfree[0]=1;
2815                 weapons.physics[0]=1;
2816             }
2817             break; case 51:
2818                 tutorialmaxtime=80000;
2819             break; default: break;
2820         }
2821         if(tutorialstage<=51)tutorialstagetime=0;
2822     }
2823
2824     //Tutorial success
2825     if(tutorialstagetime<tutorialmaxtime-3){
2826         switch(tutorialstage){
2827             case 3: if(deltah||deltav)tutorialsuccess+=multiplier;
2828             break; case 4: if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
2829             break; case 5: if(player[0].jumpkeydown)tutorialsuccess=1;
2830             break; case 6: if(player[0].isCrouch())tutorialsuccess=1;
2831             break; case 7: if(player[0].targetanimation==rollanim)tutorialsuccess=1;
2832             break; case 8: if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
2833             break; case 9: if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
2834             break; case 11: if(player[0].isWallJump())tutorialsuccess=1;
2835             break; case 12: if(player[0].targetanimation==flipanim)tutorialsuccess=1;
2836             break; case 15: if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2837             break; case 16: if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
2838             break; case 17: if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
2839             break; case 18: if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
2840             break; case 19: if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
2841             break; case 20: if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
2842             break; case 21: if(bonus==cannon)tutorialsuccess=1;
2843             break; case 22: if(bonus==spinecrusher)tutorialsuccess=1;
2844             break; case 23: if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
2845             break; case 24: if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
2846             break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
2847             break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
2848             break; case 29:
2849                 if(player[0].escapednum==2){
2850                     tutorialsuccess=1;
2851                     reversaltrain=0;
2852                     cananger=0;
2853                     player[1].aitype=passivetype;
2854                 }
2855             break; case 33: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2856             break; case 34: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2857             break; case 35:
2858                 if(animation[player[0].targetanimation].attack==reversal){
2859                     tutorialsuccess=1;
2860                     reversaltrain=0;
2861                     cananger=0;
2862                     player[1].aitype=passivetype;
2863                 }
2864             break; case 40: if(player[0].num_weapons>0)tutorialsuccess=1;
2865             break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
2866             break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
2867             break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2868             break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2869             break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
2870             break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1;
2871             break; default: break;
2872         }
2873         if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
2874
2875
2876         if(tutorialstagetime==tutorialmaxtime-3){
2877             emit_sound_np(consolesuccesssound);
2878         }
2879
2880         if(tutorialsuccess>=1){
2881             if(tutorialstage==34||tutorialstage==35)
2882                 tutorialstagetime=tutorialmaxtime-1;
2883         }
2884     }
2885
2886     if(tutorialstage<14||tutorialstage>=50){
2887         player[1].coords.y=300;
2888         player[1].velocity=0;
2889     }
2890 }
2891
2892 void Game::doDebugKeys(){
2893         float headprop,bodyprop,armprop,legprop;
2894     if(debugmode){
2895         if(Input::isKeyPressed(SDLK_h)){
2896             player[0].damagetolerance=200000;
2897             player[0].damage=0;
2898             player[0].burnt=0;
2899             player[0].permanentdamage=0;
2900             player[0].superpermanentdamage=0;
2901         }
2902
2903         if(Input::isKeyPressed(SDLK_j)){
2904             environment++;
2905             if(environment>2)
2906                 environment=0;
2907             Setenvironment(environment);
2908         }
2909
2910         if(Input::isKeyPressed(SDLK_c)){
2911             cameramode=1-cameramode;
2912         }
2913
2914         if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
2915             if(player[0].num_weapons>0){
2916                 if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
2917                 else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
2918                 else weapons.type[player[0].weaponids[0]]=sword;
2919                 if(weapons.type[player[0].weaponids[0]]==sword){
2920                     weapons.mass[player[0].weaponids[0]]=1.5;
2921                     weapons.tipmass[player[0].weaponids[0]]=1;
2922                     weapons.length[player[0].weaponids[0]]=.8;
2923                 }
2924                 if(weapons.type[player[0].weaponids[0]]==staff){
2925                     weapons.mass[player[0].weaponids[0]]=2;
2926                     weapons.tipmass[player[0].weaponids[0]]=1;
2927                     weapons.length[player[0].weaponids[0]]=1.5;
2928                 }
2929
2930                 if(weapons.type[player[0].weaponids[0]]==knife){
2931                     weapons.mass[player[0].weaponids[0]]=1;
2932                     weapons.tipmass[player[0].weaponids[0]]=1.2;
2933                     weapons.length[player[0].weaponids[0]]=.25;
2934                 }
2935             }
2936         }
2937
2938         if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){
2939             int closest=-1;
2940             float closestdist=-1;
2941             float distance;
2942             if(numplayers>1)
2943                 for(int i=1;i<numplayers;i++){
2944                     distance=findDistancefast(&player[i].coords,&player[0].coords);
2945                     if(closestdist==-1||distance<closestdist){
2946                         closestdist=distance;
2947                         closest=i;
2948                     }
2949                 }
2950             if(closest!=-1){
2951                 if(player[closest].num_weapons){
2952                     if(weapons.type[player[closest].weaponids[0]]==sword)
2953                         weapons.type[player[closest].weaponids[0]]=staff;
2954                     else if(weapons.type[player[closest].weaponids[0]]==staff)
2955                         weapons.type[player[closest].weaponids[0]]=knife;
2956                     else weapons.type[player[closest].weaponids[0]]=sword;
2957                     if(weapons.type[player[closest].weaponids[0]]==sword){
2958                         weapons.mass[player[closest].weaponids[0]]=1.5;
2959                         weapons.tipmass[player[closest].weaponids[0]]=1;
2960                         weapons.length[player[closest].weaponids[0]]=.8;
2961                     }
2962                     if(weapons.type[player[0].weaponids[0]]==staff){
2963                         weapons.mass[player[0].weaponids[0]]=2;
2964                         weapons.tipmass[player[0].weaponids[0]]=1;
2965                         weapons.length[player[0].weaponids[0]]=1.5;
2966                     }
2967                     if(weapons.type[player[closest].weaponids[0]]==knife){
2968                         weapons.mass[player[closest].weaponids[0]]=1;
2969                         weapons.tipmass[player[closest].weaponids[0]]=1.2;
2970                         weapons.length[player[closest].weaponids[0]]=.25;
2971                     }
2972                 }
2973                 if(!player[closest].num_weapons){
2974                     player[closest].weaponids[0]=weapons.numweapons;
2975                     weapons.owner[weapons.numweapons]=closest;
2976                     weapons.type[weapons.numweapons]=knife;
2977                     weapons.damage[weapons.numweapons]=0;
2978                     weapons.numweapons++;
2979                     player[closest].num_weapons=1;
2980                     if(weapons.type[player[closest].weaponids[0]]==sword){
2981                         weapons.mass[player[closest].weaponids[0]]=1.5;
2982                         weapons.tipmass[player[closest].weaponids[0]]=1;
2983                         weapons.length[player[closest].weaponids[0]]=.8;
2984                     }
2985                     if(weapons.type[player[closest].weaponids[0]]==knife){
2986                         weapons.mass[player[closest].weaponids[0]]=1;
2987                         weapons.tipmass[player[closest].weaponids[0]]=1.2;
2988                         weapons.length[player[closest].weaponids[0]]=.25;
2989                     }
2990                 }
2991             }
2992         }
2993
2994         if(Input::isKeyDown(SDLK_u)){
2995             int closest=-1;
2996             float closestdist=-1;
2997             float distance;
2998             if(numplayers>1)
2999                 for(int i=1;i<numplayers;i++){
3000                     distance=findDistancefast(&player[i].coords,&player[0].coords);
3001                     if(closestdist==-1||distance<closestdist){
3002                         closestdist=distance;
3003                         closest=i;
3004                     }
3005                 }
3006             player[closest].rotation+=multiplier*50;
3007             player[closest].targetrotation=player[closest].rotation;
3008         }
3009
3010
3011         if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){
3012             int closest=-1;
3013             float closestdist=-1;
3014             float distance;
3015             if(numplayers>1)
3016                 for(int i=1;i<numplayers;i++){
3017                     distance=findDistancefast(&player[i].coords,&player[0].coords);
3018                     if(closestdist==-1||distance<closestdist){
3019                         closestdist=distance;
3020                         closest=i;
3021                     }
3022                 }
3023             if(Input::isKeyDown(SDLK_LCTRL))closest=0;
3024
3025             if(closest!=-1){
3026                 player[closest].whichskin++;
3027                 if(player[closest].whichskin>9)
3028                     player[closest].whichskin=0;
3029                 if(player[closest].whichskin>2&&player[closest].creature==wolftype)
3030                     player[closest].whichskin=0;
3031
3032                 LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
3033                         &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
3034             }
3035
3036             if(player[closest].numclothes){
3037                 for(int i=0;i<player[closest].numclothes;i++){
3038                     tintr=player[closest].clothestintr[i];
3039                     tintg=player[closest].clothestintg[i];
3040                     tintb=player[closest].clothestintb[i];
3041                     AddClothes((char *)player[closest].clothes[i],&player[closest].skeleton.skinText[0]);
3042                 }
3043                 player[closest].DoMipmaps();
3044             }
3045         }
3046
3047         if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){
3048             int closest=-1;
3049             float closestdist=-1;
3050             float distance;
3051             if(numplayers>1)
3052                 for(int i=1;i<numplayers;i++){
3053                     distance=findDistancefast(&player[i].coords,&player[0].coords);
3054                     if(closestdist==-1||distance<closestdist){
3055                         closestdist=distance;
3056                         closest=i;
3057                     }
3058                 }
3059             if(closest!=-1){
3060                 if(player[closest].creature==wolftype){
3061                     headprop=player[closest].proportionhead.x/1.1;
3062                     bodyprop=player[closest].proportionbody.x/1.1;
3063                     armprop=player[closest].proportionarms.x/1.1;
3064                     legprop=player[closest].proportionlegs.x/1.1;
3065                 }
3066
3067                 if(player[closest].creature==rabbittype){
3068                     headprop=player[closest].proportionhead.x/1.2;
3069                     bodyprop=player[closest].proportionbody.x/1.05;
3070                     armprop=player[closest].proportionarms.x/1.00;
3071                     legprop=player[closest].proportionlegs.x/1.1;
3072                 }
3073
3074
3075                 if(player[closest].creature==rabbittype){
3076                     player[closest].skeleton.id=closest;
3077                     player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
3078                     LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
3079                     player[closest].whichskin=0;
3080                     player[closest].creature=wolftype;
3081
3082                     player[closest].proportionhead=1.1;
3083                     player[closest].proportionbody=1.1;
3084                     player[closest].proportionarms=1.1;
3085                     player[closest].proportionlegs=1.1;
3086                     player[closest].proportionlegs.y=1.1;
3087                     player[closest].scale=.23*5*player[0].scale;
3088
3089                     player[closest].damagetolerance=300;
3090                 }
3091                 else
3092                 {
3093                     player[closest].skeleton.id=closest;
3094                     player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
3095                     LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
3096                     player[closest].whichskin=0;
3097                     player[closest].creature=rabbittype;
3098
3099                     player[closest].proportionhead=1.2;
3100                     player[closest].proportionbody=1.05;
3101                     player[closest].proportionarms=1.00;
3102                     player[closest].proportionlegs=1.1;
3103                     player[closest].proportionlegs.y=1.05;
3104                     player[closest].scale=.2*5*player[0].scale;
3105
3106                     player[closest].damagetolerance=200;
3107                 }
3108
3109                 if(player[closest].creature==wolftype){
3110                     player[closest].proportionhead=1.1*headprop;
3111                     player[closest].proportionbody=1.1*bodyprop;
3112                     player[closest].proportionarms=1.1*armprop;
3113                     player[closest].proportionlegs=1.1*legprop;
3114                 }
3115
3116                 if(player[closest].creature==rabbittype){
3117                     player[closest].proportionhead=1.2*headprop;
3118                     player[closest].proportionbody=1.05*bodyprop;
3119                     player[closest].proportionarms=1.00*armprop;
3120                     player[closest].proportionlegs=1.1*legprop;
3121                     player[closest].proportionlegs.y=1.05*legprop;
3122                 }
3123
3124             }
3125         }
3126
3127         if(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){
3128             slomo=1-slomo;
3129             slomodelay=1000;
3130         }
3131
3132
3133         if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){
3134             int closest=-1;
3135             float closestdist=-1;
3136             float distance;
3137             XYZ flatfacing2,flatvelocity2;
3138             XYZ blah;
3139             if(numplayers>1)
3140                 for(int i=1;i<numplayers;i++){
3141                     distance=findDistancefast(&player[i].coords,&player[0].coords);
3142                     if(distance<144&&!player[i].headless)
3143                         if(closestdist==-1||distance<closestdist){
3144                             closestdist=distance;
3145                             closest=i;
3146                             blah = player[i].coords;
3147                         }
3148                 }
3149
3150             if(closest!=-1){
3151                 XYZ headspurtdirection;
3152                 //int i = player[closest].skeleton.jointlabels[head];
3153                 Joint& headjoint=playerJoint(closest,head);
3154                 for(int k=0;k<player[closest].skeleton.num_joints; k++){
3155                     if(!player[closest].skeleton.free)
3156                         flatvelocity2=player[closest].velocity;
3157                     if(player[closest].skeleton.free)
3158                         flatvelocity2=headjoint.velocity;
3159                     if(!player[closest].skeleton.free)
3160                         flatfacing2=DoRotation(DoRotation(DoRotation(headjoint.position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
3161                     if(player[closest].skeleton.free)
3162                         flatfacing2=headjoint.position*player[closest].scale+player[closest].coords;
3163                     flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3164                     flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3165                     flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3166                     headspurtdirection=headjoint.position-playerJoint(closest,neck).position;
3167                     Normalise(&headspurtdirection);
3168                     Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
3169                     flatvelocity2+=headspurtdirection*8;
3170                     Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
3171                 }
3172                 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
3173
3174                 emit_sound_at(splattersound, blah);
3175                 emit_sound_at(breaksound2, blah, 100.);
3176
3177                 if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
3178                 player[closest].RagDoll(0);
3179                 player[closest].dead=2;
3180                 player[closest].headless=1;
3181                 player[closest].DoBloodBig(3,165);
3182
3183                 camerashake+=.3;
3184             }
3185         }
3186
3187         if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){
3188             int closest=-1;
3189             float closestdist=-1;
3190             float distance;
3191             XYZ flatfacing2,flatvelocity2;
3192             XYZ blah;
3193             if(numplayers>1)
3194                 for(int i=1;i<numplayers;i++){
3195                     distance=findDistancefast(&player[i].coords,&player[0].coords);
3196                     if(distance<144)
3197                         if(closestdist==-1||distance<closestdist){
3198                             closestdist=distance;
3199                             closest=i;
3200                             blah=player[i].coords;
3201                         }
3202                 }
3203
3204             if(closest!=-1){
3205                 emit_sound_at(splattersound, blah);
3206
3207                 emit_sound_at(breaksound2, blah);
3208
3209                 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3210                     if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3211                     if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3212                     if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
3213                     if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3214                     flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3215                     flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3216                     flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3217                     Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
3218                     Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
3219                     Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
3220                 }
3221
3222                 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3223                     if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3224                     if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3225                     if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
3226                     if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3227                     flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3228                     flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3229                     flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3230                     Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
3231                     Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
3232                 }
3233
3234                 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3235                     if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3236                     if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3237                     if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
3238                     if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3239                     flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3240                     flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3241                     flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3242                     Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
3243                     Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
3244                 }
3245
3246                 for(int i=0;i<player[closest].skeleton.num_joints; i++){
3247                     if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
3248                     if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
3249                     if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
3250                     if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
3251                     flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
3252                     flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
3253                     flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
3254                     Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
3255                     Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
3256                 }
3257
3258                 XYZ temppos;
3259                 for(int j=0;j<numplayers; j++){
3260                     if(j!=closest){
3261                         if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
3262                             player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
3263                             if(player[j].skeleton.free==2)
3264                                 player[j].skeleton.free=1;
3265                             player[j].skeleton.longdead=0;
3266                             player[j].RagDoll(0);
3267                             for(int i=0;i<player[j].skeleton.num_joints; i++){
3268                                 temppos=player[j].skeleton.joints[i].position+player[j].coords;
3269                                 if(findDistancefast(&temppos,&player[closest].coords)<25){
3270                                     flatvelocity2=temppos-player[closest].coords;
3271                                     Normalise(&flatvelocity2);
3272                                     player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
3273                                 }
3274                             }
3275                         }
3276                     }
3277                 }
3278
3279                 player[closest].DoDamage(10000);
3280                 player[closest].RagDoll(0);
3281                 player[closest].dead=2;
3282                 player[closest].coords=20;
3283                 player[closest].skeleton.free=2;
3284
3285                 camerashake+=.6;
3286
3287             }
3288         }
3289
3290         if(Input::isKeyPressed(SDLK_f)){
3291             player[0].onfire=1-player[0].onfire;
3292             if(player[0].onfire){
3293                 player[0].CatchFire();
3294             }
3295             if(!player[0].onfire){
3296                 emit_sound_at(fireendsound, player[0].coords);
3297                 pause_sound(stream_firesound);
3298             }
3299         }
3300
3301         if(Input::isKeyPressed(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)){
3302             //if(!player[0].skeleton.free)player[0].damage+=500;
3303             player[0].RagDoll(0);
3304             //player[0].spurt=1;
3305             //player[0].DoDamage(1000);
3306
3307             emit_sound_at(whooshsound, player[0].coords, 128.);
3308         }
3309
3310         if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
3311             for(int i=0;i<objects.numobjects;i++){
3312                 if(objects.type[i]==treeleavestype){
3313                     objects.scale[i]*=.9;
3314                 }
3315             }
3316         }
3317
3318         if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
3319             editorenabled=1-editorenabled;
3320             if(editorenabled){
3321                 player[0].damagetolerance=100000;
3322             } else {
3323                 player[0].damagetolerance=200;
3324             }
3325             player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
3326             player[0].permanentdamage=0;
3327             player[0].superpermanentdamage=0;
3328             player[0].bloodloss=0;
3329             player[0].deathbleeding=0;
3330         }
3331
3332         //skip level
3333         if(whichlevel!=-2&&Input::isKeyPressed(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!editorenabled){
3334             targetlevel++;
3335             if(targetlevel>numchallengelevels-1)
3336                 targetlevel=0;
3337             loading=1;
3338             leveltime=5;
3339         }
3340
3341         if(editorenabled){
3342             if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){
3343                 int closest=-1;
3344                 float closestdist=-1;
3345                 float distance;
3346                 if(numplayers>1)
3347                     for(int i=1;i<numplayers;i++){
3348                         distance=findDistancefast(&player[i].coords,&player[0].coords);
3349                         if(closestdist==-1||distance<closestdist){
3350                             closestdist=distance;
3351                             closest=i;
3352                         }
3353                     }
3354                 if(closestdist>0&&closest>=0){
3355                     //player[closest]=player[numplayers-1];
3356                     //player[closest].skeleton=player[numplayers-1].skeleton;
3357                     numplayers--;
3358                 }
3359             }
3360
3361             if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){
3362                 int closest=-1;
3363                 float closestdist=-1;
3364                 float distance;
3365                 if(max_objects>1)
3366                     for(int i=1;i<max_objects;i++){
3367                         distance=findDistancefast(&objects.position[i],&player[0].coords);
3368                         if(closestdist==-1||distance<closestdist){
3369                             closestdist=distance;
3370                             closest=i;
3371                         }
3372                     }
3373                 if(closestdist>0&&closest>=0){
3374                     objects.position[closest].y-=500;
3375                 }
3376             }
3377
3378             if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
3379                 //drawmode++;
3380                 //if(drawmode>2)drawmode=0;
3381                 if(objects.numobjects<max_objects-1){
3382                     XYZ boxcoords;
3383                     boxcoords.x=player[0].coords.x;
3384                     boxcoords.z=player[0].coords.z;
3385                     boxcoords.y=player[0].coords.y-3;
3386                     if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
3387                     if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
3388                     //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3389                     float temprotat,temprotat2;
3390                     temprotat=editorrotation;
3391                     temprotat2=editorrotation2;
3392                     if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
3393                     if(temprotat2<0)temprotat2=Random()%360;
3394
3395                     objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
3396                     if(editortype==treetrunktype)
3397                         objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
3398                 }
3399             }
3400
3401             if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3402                 if(numplayers<maxplayers-1){
3403                     player[numplayers].scale=.2*5*player[0].scale;
3404                     player[numplayers].creature=rabbittype;
3405                     player[numplayers].howactive=editoractive;
3406                     player[numplayers].skeleton.id=numplayers;
3407                     player[numplayers].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
3408
3409                     //texsize=512*512*3/texdetail/texdetail;
3410                     //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
3411                     //player[numplayers].skeleton.skinText.resize(texsize);
3412
3413                     int k=abs(Random()%2)+1;
3414                     if(k==0){
3415                         LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3416                         player[numplayers].whichskin=0;
3417                     }
3418                     else if(k==1){
3419                         LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3420                         player[numplayers].whichskin=1;
3421                     }
3422                     else {
3423                         LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
3424                         player[numplayers].whichskin=2;
3425                     }
3426
3427                     LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
3428                     player[numplayers].power=1;
3429                     player[numplayers].speedmult=1;
3430                     player[numplayers].currentanimation=bounceidleanim;
3431                     player[numplayers].targetanimation=bounceidleanim;
3432                     player[numplayers].currentframe=0;
3433                     player[numplayers].targetframe=1;
3434                     player[numplayers].target=0;
3435                     player[numplayers].bled=0;
3436                     player[numplayers].speed=1+(float)(Random()%100)/1000;
3437
3438                     player[numplayers].targetrotation=player[0].targetrotation;
3439                     player[numplayers].rotation=player[0].rotation;
3440
3441                     player[numplayers].velocity=0;
3442                     player[numplayers].coords=player[0].coords;
3443                     player[numplayers].oldcoords=player[numplayers].coords;
3444                     player[numplayers].realoldcoords=player[numplayers].coords;
3445
3446                     player[numplayers].id=numplayers;
3447                     player[numplayers].skeleton.id=numplayers;
3448                     player[numplayers].updatedelay=0;
3449                     player[numplayers].normalsupdatedelay=0;
3450
3451                     player[numplayers].aitype=passivetype;
3452
3453                     if(player[0].creature==wolftype){
3454                         headprop=player[0].proportionhead.x/1.1;
3455                         bodyprop=player[0].proportionbody.x/1.1;
3456                         armprop=player[0].proportionarms.x/1.1;
3457                         legprop=player[0].proportionlegs.x/1.1;
3458                     }
3459
3460                     if(player[0].creature==rabbittype){
3461                         headprop=player[0].proportionhead.x/1.2;
3462                         bodyprop=player[0].proportionbody.x/1.05;
3463                         armprop=player[0].proportionarms.x/1.00;
3464                         legprop=player[0].proportionlegs.x/1.1;
3465                     }
3466
3467                     if(player[numplayers].creature==wolftype){
3468                         player[numplayers].proportionhead=1.1*headprop;
3469                         player[numplayers].proportionbody=1.1*bodyprop;
3470                         player[numplayers].proportionarms=1.1*armprop;
3471                         player[numplayers].proportionlegs=1.1*legprop;
3472                     }
3473
3474                     if(player[numplayers].creature==rabbittype){
3475                         player[numplayers].proportionhead=1.2*headprop;
3476                         player[numplayers].proportionbody=1.05*bodyprop;
3477                         player[numplayers].proportionarms=1.00*armprop;
3478                         player[numplayers].proportionlegs=1.1*legprop;
3479                         player[numplayers].proportionlegs.y=1.05*legprop;
3480                     }
3481
3482                     player[numplayers].headless=0;
3483                     player[numplayers].onfire=0;
3484
3485                     if(cellophane){
3486                         player[numplayers].proportionhead.z=0;
3487                         player[numplayers].proportionbody.z=0;
3488                         player[numplayers].proportionarms.z=0;
3489                         player[numplayers].proportionlegs.z=0;
3490                     }
3491
3492                     player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
3493
3494                     player[numplayers].damagetolerance=200;
3495
3496                     player[numplayers].protectionhead=player[0].protectionhead;
3497                     player[numplayers].protectionhigh=player[0].protectionhigh;
3498                     player[numplayers].protectionlow=player[0].protectionlow;
3499                     player[numplayers].armorhead=player[0].armorhead;
3500                     player[numplayers].armorhigh=player[0].armorhigh;
3501                     player[numplayers].armorlow=player[0].armorlow;
3502                     player[numplayers].metalhead=player[0].metalhead;
3503                     player[numplayers].metalhigh=player[0].metalhigh;
3504                     player[numplayers].metallow=player[0].metallow;
3505
3506                     player[numplayers].immobile=player[0].immobile;
3507
3508                     player[numplayers].numclothes=player[0].numclothes;
3509                     if(player[numplayers].numclothes)
3510                         for(int i=0;i<player[numplayers].numclothes;i++){
3511                             strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
3512                             player[numplayers].clothestintr[i]=player[0].clothestintr[i];
3513                             player[numplayers].clothestintg[i]=player[0].clothestintg[i];
3514                             player[numplayers].clothestintb[i]=player[0].clothestintb[i];
3515                             tintr=player[numplayers].clothestintr[i];
3516                             tintg=player[numplayers].clothestintg[i];
3517                             tintb=player[numplayers].clothestintb[i];
3518                             AddClothes((char *)player[numplayers].clothes[i],&player[numplayers].skeleton.skinText[0]);
3519                         }
3520                     if(player[numplayers].numclothes){
3521                         player[numplayers].DoMipmaps();
3522                     }
3523
3524                     player[numplayers].power=player[0].power;
3525                     player[numplayers].speedmult=player[0].speedmult;
3526
3527                     player[numplayers].damage=0;
3528                     player[numplayers].permanentdamage=0;
3529                     player[numplayers].superpermanentdamage=0;
3530                     player[numplayers].deathbleeding=0;
3531                     player[numplayers].bleeding=0;
3532                     player[numplayers].numwaypoints=0;
3533                     player[numplayers].waypoint=0;
3534                     player[numplayers].jumppath=0;
3535                     player[numplayers].weaponstuck=-1;
3536                     player[numplayers].weaponactive=-1;
3537                     player[numplayers].num_weapons=0;
3538                     player[numplayers].bloodloss=0;
3539                     player[numplayers].dead=0;
3540
3541                     player[numplayers].loaded=1;
3542
3543                     numplayers++;
3544                 }
3545             }
3546
3547             if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)){
3548                 if(player[numplayers-1].numwaypoints<90){
3549                     player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
3550                     player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
3551                     player[numplayers-1].numwaypoints++;
3552                 }
3553             }
3554
3555             if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LCTRL)){
3556                 if(numpathpoints<30){
3557                     bool connected,alreadyconnected;
3558                     connected=0;
3559                     if(numpathpoints>1)
3560                         for(int i=0;i<numpathpoints;i++){
3561                             if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
3562                                 alreadyconnected=0;
3563                                 for(int j=0;j<numpathpointconnect[pathpointselected];j++){
3564                                     if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
3565                                 }
3566                                 if(!alreadyconnected){
3567                                     numpathpointconnect[pathpointselected]++;
3568                                     connected=1;
3569                                     pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
3570                                 }
3571                             }
3572                         }
3573                     if(!connected){
3574                         numpathpoints++;
3575                         pathpoint[numpathpoints-1]=player[0].coords;
3576                         numpathpointconnect[numpathpoints-1]=0;
3577                         if(numpathpoints>1&&pathpointselected!=-1){
3578                             numpathpointconnect[pathpointselected]++;
3579                             pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
3580                         }
3581                         pathpointselected=numpathpoints-1;
3582                     }
3583                 }
3584             }
3585
3586             if(Input::isKeyPressed(SDLK_PERIOD)){
3587                 pathpointselected++;
3588                 if(pathpointselected>=numpathpoints)
3589                     pathpointselected=-1;
3590             }
3591             if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){
3592                 pathpointselected--;
3593                 if(pathpointselected<=-2)
3594                     pathpointselected=numpathpoints-1;
3595             }
3596             if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){
3597                 if(pathpointselected!=-1){
3598                     numpathpoints--;
3599                     pathpoint[pathpointselected]=pathpoint[numpathpoints];
3600                     numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
3601                     for(int i=0;i<numpathpointconnect[pathpointselected];i++){
3602                         pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
3603                     }
3604                     for(int i=0;i<numpathpoints;i++){
3605                         for(int j=0;j<numpathpointconnect[i];j++){
3606                             if(pathpointconnect[i][j]==pathpointselected){
3607                                 pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
3608                                 numpathpointconnect[i]--;
3609                             }
3610                             if(pathpointconnect[i][j]==numpathpoints){
3611                                 pathpointconnect[i][j]=pathpointselected;
3612                             }
3613                         }
3614                     }
3615                     pathpointselected=numpathpoints-1;
3616                 }
3617             }
3618
3619             if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3620                 editortype--;
3621                 if(editortype==treeleavestype||editortype==10)editortype--;
3622                 if(editortype<0)editortype=firetype;
3623             }
3624
3625             if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3626                 editortype++;
3627                 if(editortype==treeleavestype||editortype==10)editortype++;
3628                 if(editortype>firetype)editortype=0;
3629             }
3630
3631             if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3632                 editorrotation-=multiplier*100;
3633                 if(editorrotation<-.01)editorrotation=-.01;
3634             }
3635
3636             if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
3637                 editorrotation+=multiplier*100;
3638             }
3639
3640             if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){
3641                 editorsize+=multiplier;
3642             }
3643
3644             if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){
3645                 editorsize-=multiplier;
3646                 if(editorsize<.1)editorsize=.1;
3647             }
3648
3649
3650             if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3651                 mapradius-=multiplier*10;
3652             }
3653
3654             if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
3655                 mapradius+=multiplier*10;
3656             }
3657             if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){
3658                 editorrotation2+=multiplier*100;
3659             }
3660
3661             if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){
3662                 editorrotation2-=multiplier*100;
3663                 if(editorrotation2<-.01)editorrotation2=-.01;
3664             }
3665             if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
3666                 int closest=-1;
3667                 float closestdist=-1;
3668                 float distance;
3669                 for(int i=0;i<objects.numobjects;i++){
3670                     distance=findDistancefast(&objects.position[i],&player[0].coords);
3671                     if(closestdist==-1||distance<closestdist){
3672                         closestdist=distance;
3673                         closest=i;
3674                     }
3675                 }
3676                 if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
3677             }
3678         }
3679     }
3680 }
3681
3682 void Game::doJumpReversals(){
3683     for(int k=0;k<numplayers;k++)
3684         for(int i=k;i<numplayers;i++){
3685             if(i==k)continue;
3686             if(     player[k].skeleton.free==0&&
3687                     player[i].skeleton.oldfree==0&&
3688                     (player[i].targetanimation==jumpupanim||
3689                      player[k].targetanimation==jumpupanim)&&
3690                     (player[i].aitype==playercontrolled||
3691                      player[k].aitype==playercontrolled)&&
3692                     (player[i].aitype==attacktypecutoff&&player[i].stunned<=0||
3693                      player[k].aitype==attacktypecutoff&&player[k].stunned<=0)){
3694                 if(     findDistancefast(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
3695                         findDistancefastflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
3696                     //TODO: refactor two huge similar ifs
3697                     if(player[i].targetanimation==jumpupanim&&
3698                             player[k].targetanimation!=getupfrombackanim&&
3699                             player[k].targetanimation!=getupfromfrontanim&&
3700                             animation[player[k].targetanimation].height==middleheight&&
3701                             normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&
3702                             (player[k].aitype==playercontrolled&&player[k].attackkeydown||
3703                              player[k].aitype!=playercontrolled)){
3704                         player[i].victim=&player[k];
3705                         player[i].velocity=0;
3706                         player[i].currentanimation=jumpreversedanim;
3707                         player[i].targetanimation=jumpreversedanim;
3708                         player[i].currentframe=0;
3709                         player[i].targetframe=1;
3710                         player[i].targettilt2=0;
3711                         player[k].victim=&player[i];
3712                         player[k].velocity=0;
3713                         player[k].currentanimation=jumpreversalanim;
3714                         player[k].targetanimation=jumpreversalanim;
3715                         player[k].currentframe=0;
3716                         player[k].targetframe=1;
3717                         player[k].targettilt2=0;
3718                         if(player[i].coords.y<player[k].coords.y+1){
3719                             player[i].currentanimation=rabbitkickreversedanim;
3720                             player[i].targetanimation=rabbitkickreversedanim;
3721                             player[i].currentframe=1;
3722                             player[i].targetframe=2;
3723                             player[k].currentanimation=rabbitkickreversalanim;
3724                             player[k].targetanimation=rabbitkickreversalanim;
3725                             player[k].currentframe=1;
3726                             player[k].targetframe=2;
3727                         }
3728                         player[i].target=0;
3729                         player[k].oldcoords=player[k].coords;
3730                         player[i].coords=player[k].coords;
3731                         player[k].targetrotation=player[i].targetrotation;
3732                         player[k].rotation=player[i].targetrotation;
3733                         if(player[k].aitype==attacktypecutoff)
3734                             player[k].stunned=.5;
3735                     }
3736                     if(player[k].targetanimation==jumpupanim&&
3737                             player[i].targetanimation!=getupfrombackanim&&
3738                             player[i].targetanimation!=getupfromfrontanim&&
3739                             animation[player[i].targetanimation].height==middleheight&&
3740                             normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&
3741                             ((player[i].aitype==playercontrolled&&player[i].attackkeydown)||
3742                              player[i].aitype!=playercontrolled)){
3743                         player[k].victim=&player[i];
3744                         player[k].velocity=0;
3745                         player[k].currentanimation=jumpreversedanim;
3746                         player[k].targetanimation=jumpreversedanim;
3747                         player[k].currentframe=0;
3748                         player[k].targetframe=1;
3749                         player[k].targettilt2=0;
3750                         player[i].victim=&player[k];
3751                         player[i].velocity=0;
3752                         player[i].currentanimation=jumpreversalanim;
3753                         player[i].targetanimation=jumpreversalanim;
3754                         player[i].currentframe=0;
3755                         player[i].targetframe=1;
3756                         player[i].targettilt2=0;
3757                         if(player[k].coords.y<player[i].coords.y+1){
3758                             player[k].targetanimation=rabbitkickreversedanim;
3759                             player[k].currentanimation=rabbitkickreversedanim;
3760                             player[i].currentanimation=rabbitkickreversalanim;
3761                             player[i].targetanimation=rabbitkickreversalanim;
3762                             player[k].currentframe=1;
3763                             player[k].targetframe=2;
3764                             player[i].currentframe=1;
3765                             player[i].targetframe=2;
3766                         }
3767                         player[k].target=0;
3768                         player[i].oldcoords=player[i].coords;
3769                         player[k].coords=player[i].coords;
3770                         player[i].targetrotation=player[k].targetrotation;
3771                         player[i].rotation=player[k].targetrotation;
3772                         if(player[i].aitype==attacktypecutoff)
3773                             player[i].stunned=.5;
3774                     }
3775                 }
3776             }
3777         }
3778 }
3779
3780 void Game::doAerialAcrobatics(){
3781         static XYZ facing,flatfacing;
3782     for(int k=0;k<numplayers;k++){
3783         player[k].turnspeed=500;
3784
3785         if((player[k].isRun()&&
3786                     ((player[k].targetrotation!=rabbitrunninganim&&
3787                       player[k].targetrotation!=wolfrunninganim)||
3788                      player[k].targetframe==4))||
3789                 player[k].targetanimation==removeknifeanim||
3790                 player[k].targetanimation==crouchremoveknifeanim||
3791                 player[k].targetanimation==flipanim||
3792                 player[k].targetanimation==fightsidestep||
3793                 player[k].targetanimation==walkanim){
3794             player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed);
3795         }
3796
3797
3798         if(player[k].isStop()||
3799                 player[k].isLanding()||
3800                 player[k].targetanimation==staggerbackhighanim||
3801                 (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||
3802                 player[k].targetanimation==staggerbackhardanim||
3803                 player[k].targetanimation==backhandspringanim||
3804                 player[k].targetanimation==dodgebackanim||
3805                 player[k].targetanimation==rollanim||
3806                 (animation[player[k].targetanimation].attack&&
3807                  player[k].targetanimation!=rabbitkickanim&&
3808                  (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&
3809                  (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
3810             player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2);
3811         }
3812
3813         if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
3814             player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4);
3815         }
3816
3817         /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
3818         player[k].DoStuff();
3819         if(player[k].immobile&&k!=0)
3820             player[k].coords=player[k].realoldcoords;
3821
3822         //if player's position has changed (?)
3823         if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&&
3824                 !player[k].skeleton.free&&
3825                 player[k].targetanimation!=climbanim&&
3826                 player[k].targetanimation!=hanganim){
3827             XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
3828             int whichhit;
3829             bool tempcollide=0;
3830
3831             if(player[k].collide<-.3)
3832                 player[k].collide=-.3;
3833             if(player[k].collide>1)
3834                 player[k].collide=1;
3835             player[k].collide-=multiplier*30;
3836
3837             //clip to terrain
3838             player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z));
3839
3840             for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3841                 int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3842                 if(objects.type[i]!=rocktype||
3843                         objects.scale[i]>.5&&player[k].aitype==playercontrolled||
3844                         objects.position[i].y>player[k].coords.y){
3845                     lowpoint=player[k].coords;
3846                     if(player[k].targetanimation!=jumpupanim&&
3847                             player[k].targetanimation!=jumpdownanim&&
3848                             !player[k].isFlip())
3849                         lowpoint.y+=1.25;
3850                     else
3851                         lowpoint.y+=1.3;
3852                     if(     player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&
3853                             player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1)
3854                         player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3855                     if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3856                         flatfacing=lowpoint-player[k].coords;
3857                         player[k].coords=lowpoint;
3858                         player[k].coords.y-=1.3;
3859                         player[k].collide=1;
3860                         tempcollide=1;
3861                         //wall jumps
3862                         //TODO: refactor four similar blocks
3863                         if(player[k].aitype==playercontrolled&&
3864                                 (player[k].targetanimation==jumpupanim||
3865                                  player[k].targetanimation==jumpdownanim||
3866                                  player[k].isFlip())&&
3867                                 !player[k].jumptogglekeydown&&
3868                                 player[k].jumpkeydown){
3869                             lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
3870                             XYZ tempcoords1=lowpoint;
3871                             whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3872                             if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3873                                 setAnimation(k,walljumpleftanim);
3874                                 emit_sound_at(movewhooshsound, player[k].coords);
3875                                 if(k==0)
3876                                     pause_sound(whooshsound);
3877
3878                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3879                                 player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3880                                 if(lowpointtarget.z<0)
3881                                     player[k].rotation=180-player[k].rotation;
3882                                 player[k].targetrotation=player[k].rotation;
3883                                 player[k].lowrotation=player[k].rotation;
3884                                 if(k==0)
3885                                     numwallflipped++;
3886                             }
3887                             else
3888                             {
3889                                 lowpoint=tempcoords1;
3890                                 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
3891                                 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3892                                 if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3893                                     setAnimation(k,walljumprightanim);
3894                                     emit_sound_at(movewhooshsound, player[k].coords);
3895                                     if(k==0)pause_sound(whooshsound);
3896
3897                                     lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3898                                     player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3899                                     if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3900                                     player[k].targetrotation=player[k].rotation;
3901                                     player[k].lowrotation=player[k].rotation;
3902                                     if(k==0)numwallflipped++;
3903                                 }
3904                                 else
3905                                 {
3906                                     lowpoint=tempcoords1;
3907                                     lowpointtarget=lowpoint+player[k].facing*2;
3908                                     whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3909                                     if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3910                                         setAnimation(k,walljumpbackanim);
3911                                         emit_sound_at(movewhooshsound, player[k].coords);
3912                                         if(k==0)pause_sound(whooshsound);
3913
3914                                         lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3915                                         player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3916                                         if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3917                                         player[k].targetrotation=player[k].rotation;
3918                                         player[k].lowrotation=player[k].rotation;
3919                                         if(k==0)numwallflipped++;
3920                                     }
3921                                     else
3922                                     {
3923                                         lowpoint=tempcoords1;
3924                                         lowpointtarget=lowpoint-player[k].facing*2;
3925                                         whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3926                                         if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
3927                                             setAnimation(k,walljumpfrontanim);
3928                                             emit_sound_at(movewhooshsound, player[k].coords);
3929                                             if(k==0)pause_sound(whooshsound);
3930
3931                                             lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3932                                             player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
3933                                             if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3934                                             player[k].rotation+=180;
3935                                             player[k].targetrotation=player[k].rotation;
3936                                             player[k].lowrotation=player[k].rotation;
3937                                             if(k==0)numwallflipped++;
3938                                         }
3939                                     }
3940                                 }
3941                             }
3942                         }
3943                     }
3944                 }
3945                 else if(objects.type[i]==rocktype){
3946                     lowpoint2=player[k].coords;
3947                     lowpoint=player[k].coords;
3948                     lowpoint.y+=2;
3949                     if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
3950                         player[k].coords=colpoint;
3951                         player[k].collide=1;
3952                         tempcollide=1;
3953
3954                         if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){
3955                             //flipped into a rock
3956                             if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)
3957                                 player[k].RagDoll(0);
3958
3959                             if(player[k].targetanimation==jumpupanim){
3960                                 player[k].jumppower=-4;
3961                                 player[k].targetanimation=player[k].getIdle();
3962                             }
3963                             player[k].target=0;
3964                             player[k].targetframe=0;
3965                             player[k].onterrain=1;
3966
3967                             if(player[k].id==0){
3968                                 pause_sound(whooshsound);
3969                                 OPENAL_SetVolume(channels[whooshsound], 0);
3970                             }
3971
3972                             //landing
3973                             if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
3974                                 if(player[k].isFlip())
3975                                     player[k].jumppower=-4;
3976                                 player[k].targetanimation=player[k].getLanding();
3977                                 emit_sound_at(landsound, player[k].coords, 128.);
3978                                 if(k==0){
3979                                     envsound[numenvsounds]=player[k].coords;
3980                                     envsoundvol[numenvsounds]=16;
3981                                     envsoundlife[numenvsounds]=.4;
3982                                     numenvsounds++;
3983                                 }
3984
3985                             }
3986                         }
3987                     }
3988                 }
3989             }
3990
3991             if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
3992                 for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3993                     int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3994                     lowpoint=player[k].coords;
3995                     lowpoint.y+=1.35;
3996                     if(objects.type[i]!=rocktype)
3997                         if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.rotation[i],&objects.model[i])!=-1){
3998                             if(player[k].targetanimation!=jumpupanim&&
3999                                     player[k].targetanimation!=jumpdownanim&&
4000                                     player[k].onterrain)
4001                                 player[k].avoidcollided=1;
4002                             player[k].coords=lowpoint;
4003                             player[k].coords.y-=1.35;
4004                             player[k].collide=1;
4005
4006                             if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&
4007                                     (player[k].currentanimation!=climbanim&&
4008                                      player[k].currentanimation!=hanganim&&
4009                                      !player[k].isWallJump()||
4010                                      player[k].targetanimation==jumpupanim||
4011                                      player[k].targetanimation==jumpdownanim)){
4012                                 lowpoint=player[k].coords;
4013                                 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
4014                                 lowpoint=player[k].coords;
4015                                 lowpoint.y+=.05;
4016                                 facing=0;
4017                                 facing.z=-1;
4018                                 facing=DoRotation(facing,0,player[k].targetrotation+180,0);
4019                                 lowpointtarget=lowpoint+facing*1.4;
4020                                 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4021                                 if(whichhit!=-1){
4022                                     lowpoint=player[k].coords;
4023                                     lowpoint.y+=.1;
4024                                     lowpointtarget=lowpoint+facing*1.4;
4025                                     lowpoint2=lowpoint;
4026                                     lowpointtarget2=lowpointtarget;
4027                                     lowpoint3=lowpoint;
4028                                     lowpointtarget3=lowpointtarget;
4029                                     lowpoint4=lowpoint;
4030                                     lowpointtarget4=lowpointtarget;
4031                                     lowpoint5=lowpoint;
4032                                     lowpointtarget5=lowpointtarget;
4033                                     lowpoint6=lowpoint;
4034                                     lowpointtarget6=lowpointtarget;
4035                                     lowpoint7=lowpoint;
4036                                     lowpointtarget7=lowpoint;
4037                                     lowpoint2.x+=.1;
4038                                     lowpointtarget2.x+=.1;
4039                                     lowpoint3.z+=.1;
4040                                     lowpointtarget3.z+=.1;
4041                                     lowpoint4.x-=.1;
4042                                     lowpointtarget4.x-=.1;
4043                                     lowpoint5.z-=.1;
4044                                     lowpointtarget5.z-=.1;
4045                                     lowpoint6.y+=45/13;
4046                                     lowpointtarget6.y+=45/13;
4047                                     lowpointtarget6+=facing*.6;
4048                                     lowpointtarget7.y+=90/13;
4049                                     whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4050                                     if(objects.friction[i]>.5)
4051                                         if(whichhit!=-1){
4052                                             if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)
4053                                                 player[k].collided=1;
4054                                             if(checkcollide(lowpoint7,lowpointtarget7)==-1)
4055                                                 if(checkcollide(lowpoint6,lowpointtarget6)==-1)
4056                                                     if(     objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,
4057                                                                 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4058                                                             objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,
4059                                                                 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4060                                                             objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,
4061                                                                 &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
4062                                                             objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,
4063                                                                 &colpoint,&objects.position[i],&objects.rotation[i])!=-1)
4064                                                         for(int j=0;j<45;j++){
4065                                                             lowpoint=player[k].coords;
4066                                                             lowpoint.y+=(float)j/13;
4067                                                             lowpointtarget=lowpoint+facing*1.4;
4068                                                             if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,
4069                                                                         &colpoint2,&objects.position[i],&objects.rotation[i])==-1){
4070                                                                 if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim)
4071                                                                     break;
4072                                                                 if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){
4073                                                                     lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
4074                                                                     lowpoint=player[k].coords;
4075                                                                     lowpoint.y+=(float)j/13;
4076                                                                     lowpointtarget=lowpoint+facing*1.3;
4077                                                                     flatfacing=player[k].coords;
4078                                                                     player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
4079                                                                     player[k].coords.y=lowpointtarget.y-.07;
4080                                                                     player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
4081
4082                                                                     if(j>10||!player[k].isRun()){
4083                                                                         if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
4084                                                                             if(k==0)
4085                                                                                 pause_sound(whooshsound);
4086                                                                         }
4087                                                                         emit_sound_at(jumpsound, player[k].coords, 128.);
4088
4089                                                                         lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
4090                                                                         player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
4091                                                                         if(lowpointtarget.z<0)
4092                                                                             player[k].rotation=180-player[k].rotation;
4093                                                                         player[k].targetrotation=player[k].rotation;
4094                                                                         player[k].lowrotation=player[k].rotation;
4095
4096                                                                         //player[k].velocity=lowpointtarget*.03;
4097                                                                         player[k].velocity=0;
4098
4099                                                                         //climb ledge (?)
4100                                                                         if(player[k].targetanimation==jumpupanim){
4101                                                                             player[k].targetanimation=climbanim;
4102                                                                             player[k].jumppower=0;
4103                                                                             player[k].jumpclimb=1;
4104                                                                         }
4105                                                                         player[k].transspeed=6;
4106                                                                         player[k].target=0;
4107                                                                         player[k].targetframe=1;
4108                                                                         //hang ledge (?)
4109                                                                         if(j>25){
4110                                                                             setAnimation(k,hanganim);
4111                                                                             player[k].jumppower=0;
4112                                                                         }
4113                                                                     }
4114                                                                     break;
4115                                                                 }
4116                                                             }
4117                                                         }
4118                                         }
4119                                 }
4120                             }
4121                         }
4122                 }
4123             if(player[k].collide<=0){
4124                 //in the air
4125                 if(!player[k].onterrain&&
4126                         player[k].targetanimation!=jumpupanim&&
4127                         player[k].targetanimation!=jumpdownanim&&
4128                         player[k].targetanimation!=climbanim&&
4129                         player[k].targetanimation!=hanganim&&
4130                         !player[k].isWallJump()&&
4131                         !player[k].isFlip()){
4132                     if(player[k].currentanimation!=climbanim&&
4133                             player[k].currentanimation!=tempanim&&
4134                             player[k].targetanimation!=backhandspringanim&&
4135                             (player[k].targetanimation!=rollanim||
4136                              player[k].targetframe<2||
4137                              player[k].targetframe>6)){
4138                         //stagger off ledge (?)
4139                         if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
4140                             player[k].RagDoll(0);
4141                         setAnimation(k,jumpdownanim);
4142
4143                         if(!k)
4144                           emit_sound_at(whooshsound, player[k].coords, 128.);
4145                     }
4146                     //gravity
4147                     player[k].velocity.y+=gravity;
4148                 }
4149             }
4150         }
4151         player[k].realoldcoords=player[k].coords;
4152     }
4153 }
4154
4155 void Game::doAttacks(){
4156     static XYZ relative;
4157     static int randattack;
4158     static bool playerrealattackkeydown=0;
4159
4160     if(!Input::isKeyDown(attackkey))
4161         oldattackkey=0;
4162     if(oldattackkey)
4163         player[0].attackkeydown=0;
4164     if(oldattackkey)
4165         playerrealattackkeydown=0;
4166     if(!oldattackkey)
4167         playerrealattackkeydown=Input::isKeyDown(attackkey);
4168     if((player[0].parriedrecently<=0||
4169                 player[0].weaponactive==-1)&&
4170             (!oldattackkey||
4171              (realthreat&&
4172               player[0].lastattack!=swordslashanim&&
4173               player[0].lastattack!=knifeslashstartanim&&
4174               player[0].lastattack!=staffhitanim&&
4175               player[0].lastattack!=staffspinhitanim)))
4176         player[0].attackkeydown=Input::isKeyDown(attackkey);
4177     if(Input::isKeyDown(attackkey)&&
4178             !oldattackkey&&
4179             !player[0].backkeydown){
4180         for(int k=0;k<numplayers;k++){
4181             if((player[k].targetanimation==swordslashanim||
4182                         player[k].targetanimation==staffhitanim||
4183                         player[k].targetanimation==staffspinhitanim)&&
4184                     player[0].currentanimation!=dodgebackanim&&
4185                     !player[k].skeleton.free)
4186                 player[k].Reverse();
4187         }
4188     }
4189
4190     if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
4191
4192     for(int k=0;k<numplayers;k++){
4193         if(indialogue!=-1)player[k].attackkeydown=0;
4194         if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
4195             if(player[k].aitype!=playercontrolled)
4196                 player[k].victim=&player[0];
4197             //attack key pressed
4198             if(player[k].attackkeydown){
4199                 //dodge backward
4200                 if(player[k].backkeydown&&
4201                         player[k].targetanimation!=backhandspringanim&&
4202                         (player[k].isIdle()||
4203                          player[k].isStop()||
4204                          player[k].isRun()||
4205                          player[k].targetanimation==walkanim)){
4206                     if(player[k].jumppower<=1){
4207                         player[k].jumppower-=2;
4208                     }else{
4209                         for(int i=0;i<numplayers;i++){
4210                             if(i==k)continue;
4211                             if(player[i].targetanimation==swordslashanim||
4212                                     player[i].targetanimation==knifeslashstartanim||
4213                                     player[i].targetanimation==staffhitanim||
4214                                     player[i].targetanimation==staffspinhitanim)
4215                                 if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
4216                                     setAnimation(k,dodgebackanim);
4217                                     player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4218                                     player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4219                                 }
4220                         }
4221                         if(player[k].targetanimation!=dodgebackanim){
4222                             if(k==0)numflipped++;
4223                             setAnimation(k,backhandspringanim);
4224                             player[k].targetrotation=-rotation+180;
4225                             if(player[k].leftkeydown)
4226                                 player[k].targetrotation-=45;
4227                             if(player[k].rightkeydown)
4228                                 player[k].targetrotation+=45;
4229                             player[k].rotation=player[k].targetrotation;
4230                             player[k].jumppower-=2;
4231                         }
4232                     }
4233                 }
4234                 //attack
4235                 if(!animation[player[k].targetanimation].attack&&
4236                         !player[k].backkeydown&&
4237                         (player[k].isIdle()||
4238                          player[k].isRun()||
4239                          player[k].targetanimation==walkanim||
4240                          player[k].targetanimation==sneakanim||
4241                          player[k].isCrouch())){
4242                     const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]];
4243                     //normal attacks (?)
4244                     player[k].hasvictim=0;
4245                     if(numplayers>1)
4246                         for(int i=0;i<numplayers;i++){
4247                             if(i==k||!(k==0||i==0))continue;
4248                             if(!player[k].hasvictim)
4249                                 if(animation[player[k].targetanimation].attack!=reversal){
4250                                     //choose an attack
4251                                     const float distance=findDistancefast(&player[k].coords,&player[i].coords);
4252                                     if(distance<4.5&&
4253                                             !player[i].skeleton.free&&
4254                                             player[i].howactive<typedead1&&
4255                                             player[i].targetanimation!=jumpreversedanim&&
4256                                             player[i].targetanimation!=rabbitkickreversedanim&&
4257                                             player[i].targetanimation!=rabbitkickanim&&
4258                                             player[k].targetanimation!=rabbitkickanim&&
4259                                             player[i].targetanimation!=getupfrombackanim&&
4260                                             (player[i].targetanimation!=staggerbackhighanim&&
4261                                              (player[i].targetanimation!=staggerbackhardanim||
4262                                               animation[staggerbackhardanim].label[player[i].targetframe]==6))&&
4263                                             player[i].targetanimation!=jumpdownanim&&
4264                                             player[i].targetanimation!=jumpupanim&&
4265                                             player[i].targetanimation!=getupfromfrontanim){
4266                                         player[k].victim=&player[i];
4267                                         player[k].hasvictim=1;
4268                                         if(player[k].aitype==playercontrolled){ //human player
4269                                             //sweep
4270                                             if(distance<2.5*sq(player[k].scale*5)&&
4271                                                     player[k].crouchkeydown&&
4272                                                     animation[player[i].targetanimation].height!=lowheight)
4273                                                 player[k].targetanimation=sweepanim;
4274                                             //winduppunch
4275                                             else if(distance<1.5*sq(player[k].scale*5)&&
4276                                                     animation[player[i].targetanimation].height!=lowheight&&
4277                                                     !player[k].forwardkeydown&&
4278                                                     !player[k].leftkeydown&&
4279                                                     !player[k].rightkeydown&&
4280                                                     !player[k].crouchkeydown&&
4281                                                     !attackweapon&&
4282                                                     !reversaltrain)
4283                                                 player[k].targetanimation=winduppunchanim;
4284                                             //upunch
4285                                             else if(distance<2.5*sq(player[k].scale*5)&&
4286                                                     animation[player[i].targetanimation].height!=lowheight&&
4287                                                     !player[k].forwardkeydown&&
4288                                                     !player[k].leftkeydown&&
4289                                                     !player[k].rightkeydown&&
4290                                                     !player[k].crouchkeydown&&
4291                                                     !attackweapon)
4292                                                 player[k].targetanimation=upunchanim;
4293                                             //knifefollow
4294                                             else if(distance<2.5*sq(player[k].scale*5)&&
4295                                                     player[i].staggerdelay>0&&
4296                                                     attackweapon==knife&&
4297                                                     player[i].bloodloss>player[i].damagetolerance/2)
4298                                                 player[k].targetanimation=knifefollowanim;
4299                                             //knifeslashstart
4300                                             else if(distance<2.5*sq(player[k].scale*5)&&
4301                                                     animation[player[i].targetanimation].height!=lowheight&&
4302                                                     !player[k].forwardkeydown&&
4303                                                     !player[k].leftkeydown&&
4304                                                     !player[k].rightkeydown&&
4305                                                     !player[k].crouchkeydown&&
4306                                                     attackweapon==knife&&
4307                                                     player[k].weaponmissdelay<=0)
4308                                                 player[k].targetanimation=knifeslashstartanim;
4309                                             //swordslash
4310                                             else if(distance<4.5*sq(player[k].scale*5)&&
4311                                                     animation[player[i].targetanimation].height!=lowheight&&
4312                                                     !player[k].crouchkeydown&&
4313                                                     attackweapon==sword&&
4314                                                     player[k].weaponmissdelay<=0)
4315                                                 player[k].targetanimation=swordslashanim;
4316                                             //staffhit
4317                                             else if(distance<4.5*sq(player[k].scale*5)&&
4318                                                     animation[player[i].targetanimation].height!=lowheight&&
4319                                                     !player[k].crouchkeydown&&
4320                                                     attackweapon==staff&&
4321                                                     player[k].weaponmissdelay<=0&&
4322                                                     !player[k].leftkeydown&&
4323                                                     !player[k].rightkeydown&&
4324                                                     !player[k].forwardkeydown)
4325                                                 player[k].targetanimation=staffhitanim;
4326                                             //staffspinhit
4327                                             else if(distance<4.5*sq(player[k].scale*5)&&
4328                                                     animation[player[i].targetanimation].height!=lowheight&&
4329                                                     !player[k].crouchkeydown&&
4330                                                     attackweapon==staff&&
4331                                                     player[k].weaponmissdelay<=0)
4332                                                 player[k].targetanimation=staffspinhitanim;
4333                                             //spinkick
4334                                             else if(distance<2.5*sq(player[k].scale*5)&&
4335                                                     animation[player[i].targetanimation].height!=lowheight)
4336                                                 player[k].targetanimation=spinkickanim;
4337                                             //lowkick
4338                                             else if(distance<2.5*sq(player[k].scale*5)&&
4339                                                     animation[player[i].targetanimation].height==lowheight&&
4340                                                     animation[player[k].targetanimation].attack!=normalattack)
4341                                                 player[k].targetanimation=lowkickanim;
4342                                         } else { //AI player
4343                                             if(distance<4.5*sq(player[k].scale*5)){
4344                                                 randattack=abs(Random()%5);
4345                                                 if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){
4346                                                     //sweep
4347                                                     if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)
4348                                                         player[k].targetanimation=sweepanim;
4349                                                     //upunch
4350                                                     else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&
4351                                                             !attackweapon)
4352                                                         player[k].targetanimation=upunchanim;
4353                                                     //spinkick
4354                                                     else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)
4355                                                         player[k].targetanimation=spinkickanim;
4356                                                     //lowkick
4357                                                     else if(animation[player[i].targetanimation].height==lowheight)
4358                                                         player[k].targetanimation=lowkickanim;
4359                                                 }
4360                                                 if(attackweapon){
4361                                                     //sweep
4362                                                     if((tutoriallevel!=1||!attackweapon)&&
4363                                                             distance<2.5*sq(player[k].scale*5)&&
4364                                                             randattack==0&&
4365                                                             animation[player[i].targetanimation].height!=lowheight)
4366                                                         player[k].targetanimation=sweepanim;
4367                                                     //knifeslashstart
4368                                                     else if(distance<2.5*sq(player[k].scale*5)&&
4369                                                             attackweapon==knife&&
4370                                                             player[k].weaponmissdelay<=0)
4371                                                         player[k].targetanimation=knifeslashstartanim;
4372                                                     //swordslash
4373                                                     else if(!(player[0].victim==&player[i]&&
4374                                                                 player[0].hasvictim&&
4375                                                                 player[0].targetanimation==swordslashanim)&&
4376                                                             attackweapon==sword&&
4377                                                             player[k].weaponmissdelay<=0)
4378                                                         player[k].targetanimation=swordslashanim;
4379                                                     //staffhit
4380                                                     else if(!(player[0].victim==&player[i]&&
4381                                                                 player[0].hasvictim&&
4382                                                                 player[0].targetanimation==swordslashanim)&&
4383                                                             attackweapon==staff&&
4384                                                             player[k].weaponmissdelay<=0&&
4385                                                             randattack<3)
4386                                                         player[k].targetanimation=staffhitanim;
4387                                                     //staffspinhit
4388                                                     else if(!(player[0].victim==&player[i]&&
4389                                                                 player[0].hasvictim&&
4390                                                                 player[0].targetanimation==swordslashanim)&&
4391                                                             attackweapon==staff&&
4392                                                             player[k].weaponmissdelay<=0&&
4393                                                             randattack>=3)
4394                                                         player[k].targetanimation=staffspinhitanim;
4395                                                     //spinkick
4396                                                     else if((tutoriallevel!=1||!attackweapon)&&
4397                                                             distance<2.5*sq(player[k].scale*5)&&
4398                                                             randattack==1&&
4399                                                             animation[player[i].targetanimation].height!=lowheight)
4400                                                         player[k].targetanimation=spinkickanim;
4401                                                     //lowkick
4402                                                     else if(distance<2.5*sq(player[k].scale*5)&&
4403                                                             animation[player[i].targetanimation].height==lowheight&&
4404                                                             animation[player[k].targetanimation].attack!=normalattack)
4405                                                         player[k].targetanimation=lowkickanim;
4406                                                 }
4407                                             }
4408                                         }
4409                                         //upunch becomes wolfslap
4410                                         if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)
4411                                             player[k].targetanimation=wolfslapanim;
4412                                     }
4413                                     //sneak attacks
4414                                     if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&&
4415                                             player[i].howactive<typedead1&&
4416                                             distance<1.5*sq(player[k].scale*5)&&
4417                                             !player[i].skeleton.free&&
4418                                             player[i].targetanimation!=getupfrombackanim&&
4419                                             player[i].targetanimation!=getupfromfrontanim&&
4420                                             (player[i].stunned>0&&player[k].madskills||
4421                                              player[i].surprised>0||
4422                                              player[i].aitype==passivetype||
4423                                              attackweapon&&player[i].stunned>0)&&
4424                                             normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){
4425                                         //sneakattack
4426                                         if(!attackweapon){
4427                                             player[k].currentanimation=sneakattackanim;
4428                                             player[k].targetanimation=sneakattackanim;
4429                                             player[i].currentanimation=sneakattackedanim;
4430                                             player[i].targetanimation=sneakattackedanim;
4431                                             player[k].oldcoords=player[k].coords;
4432                                             player[k].coords=player[i].coords;
4433                                         }
4434                                         //knifesneakattack
4435                                         if(attackweapon==knife){
4436                                             player[k].currentanimation=knifesneakattackanim;
4437                                             player[k].targetanimation=knifesneakattackanim;
4438                                             player[i].currentanimation=knifesneakattackedanim;
4439                                             player[i].targetanimation=knifesneakattackedanim;
4440                                             player[i].oldcoords=player[i].coords;
4441                                             player[i].coords=player[k].coords;
4442                                         }
4443                                         //swordsneakattack
4444                                         if(attackweapon==sword){
4445                                             player[k].currentanimation=swordsneakattackanim;
4446                                             player[k].targetanimation=swordsneakattackanim;
4447                                             player[i].currentanimation=swordsneakattackedanim;
4448                                             player[i].targetanimation=swordsneakattackedanim;
4449                                             player[i].oldcoords=player[i].coords;
4450                                             player[i].coords=player[k].coords;
4451                                         }
4452                                         if(attackweapon!=staff){
4453                                             player[k].victim=&player[i];
4454                                             player[k].hasvictim=1;
4455                                             player[i].targettilt2=0;
4456                                             player[i].targetframe=1;
4457                                             player[i].currentframe=0;
4458                                             player[i].target=0;
4459                                             player[i].velocity=0;
4460                                             player[k].targettilt2=player[i].targettilt2;
4461                                             player[k].currentframe=player[i].currentframe;
4462                                             player[k].targetframe=player[i].targetframe;
4463                                             player[k].target=player[i].target;
4464                                             player[k].velocity=0;
4465                                             player[k].targetrotation=player[i].rotation;
4466                                             player[k].rotation=player[i].rotation;
4467                                             player[i].targetrotation=player[i].rotation;
4468                                         }
4469                                     }
4470                                     if(animation[player[k].targetanimation].attack==normalattack&&
4471                                             player[k].victim==&player[i]&&
4472                                             (!player[i].skeleton.free)){
4473                                         oldattackkey=1;
4474                                         player[k].targetframe=0;
4475                                         player[k].target=0;
4476
4477                                         player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4478                                         player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4479                                         player[k].lastattack3=player[k].lastattack2;
4480                                         player[k].lastattack2=player[k].lastattack;
4481                                         player[k].lastattack=player[k].targetanimation;
4482                                     }
4483                                     if(player[k].targetanimation==knifefollowanim&&
4484                                             player[k].victim==&player[i]){
4485                                         oldattackkey=1;
4486                                         player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
4487                                         player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
4488                                         player[k].victim=&player[i];
4489                                         player[k].hasvictim=1;
4490                                         player[i].targetanimation=knifefollowedanim;
4491                                         player[i].currentanimation=knifefollowedanim;
4492                                         player[i].targettilt2=0;
4493                                         player[i].targettilt2=player[k].targettilt2;
4494                                         player[i].targetframe=1;
4495                                         player[i].currentframe=0;
4496                                         player[i].target=0;
4497                                         player[i].velocity=0;
4498                                         player[k].currentanimation=knifefollowanim;
4499                                         player[k].targetanimation=knifefollowanim;
4500                                         player[k].targettilt2=player[i].targettilt2;
4501                                         player[k].currentframe=player[i].currentframe;
4502                                         player[k].targetframe=player[i].targetframe;
4503                                         player[k].target=player[i].target;
4504                                         player[k].velocity=0;
4505                                         player[k].oldcoords=player[k].coords;
4506                                         player[i].coords=player[k].coords;
4507                                         player[i].targetrotation=player[k].targetrotation;
4508                                         player[i].rotation=player[k].targetrotation;
4509                                         player[k].rotation=player[k].targetrotation;
4510                                         player[i].rotation=player[k].targetrotation;
4511                                     }
4512                                 }
4513                         }
4514                     const bool hasstaff=attackweapon==staff;
4515                     if(k==0&&numplayers>1)
4516                         for(int i=0;i<numplayers;i++){
4517                             if(i==k)continue;
4518                             if((playerrealattackkeydown||player[i].dead||!hasstaff)&&
4519                                     animation[player[k].targetanimation].attack==neutral){
4520                                 const float distance=findDistancefast(&player[k].coords,&player[i].coords);
4521                                 if(!player[i].dead||!realthreat||(!attackweapon&&player[k].crouchkeydown))
4522                                     if(player[i].skeleton.free)
4523                                         if(distance<3.5*sq(player[k].scale*5)&&
4524                                                 (player[i].dead||
4525                                                  player[i].skeleton.longdead>1000||
4526                                                  player[k].isRun()||
4527                                                  hasstaff||
4528                                                  (attackweapon&&
4529                                                   (player[i].skeleton.longdead>2000||
4530                                                    player[i].damage>player[i].damagetolerance/8||
4531                                                    player[i].bloodloss>player[i].damagetolerance/2)&&
4532                                                   distance<1.5*sq(player[k].scale*5)))){
4533                                             player[k].victim=&player[i];
4534                                             player[k].hasvictim=1;
4535                                             if(attackweapon&&tutoriallevel!=1){
4536                                                 //crouchstab
4537                                                 if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5))
4538                                                     player[k].targetanimation=crouchstabanim;
4539                                                 //swordgroundstab
4540                                                 if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword)
4541                                                     player[k].targetanimation=swordgroundstabanim;
4542                                                 //staffgroundsmash
4543                                                 if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff)
4544                                                     player[k].targetanimation=staffgroundsmashanim;
4545                                             }
4546                                             if(distance<2.5&&
4547                                                     player[k].crouchkeydown&&
4548                                                     player[k].targetanimation!=crouchstabanim&&
4549                                                     !attackweapon&&
4550                                                     player[i].dead&&
4551                                                     player[i].skeleton.free&&
4552                                                     player[i].skeleton.longdead>1000){
4553                                                 player[k].targetanimation=killanim;
4554                                                 //TODO: refactor this out, what does it do?
4555                                                 for(int j=0;j<terrain.numdecals;j++){
4556                                                     if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4557                                                             terrain.decalalivetime[j]<2)
4558                                                         terrain.DeleteDecal(j);
4559                                                 }
4560                                                 for(int l=0;l<objects.numobjects;l++){
4561                                                     if(objects.model[l].type==decalstype)
4562                                                         for(int j=0;j<objects.model[l].numdecals;j++){
4563                                                             if((objects.model[l].decaltype[j]==blooddecal||
4564                                                                     objects.model[l].decaltype[j]==blooddecalslow)&&
4565                                                                     objects.model[l].decalalivetime[j]<2)
4566                                                                 objects.model[l].DeleteDecal(j);
4567                                                         }
4568                                                 }
4569                                             }
4570                                             if(!player[i].dead||musictype!=2)
4571                                                 if(distance<3.5&&
4572                                                         (player[k].isRun()||player[k].isIdle()&&player[k].attackkeydown)&&
4573                                                         player[k].staggerdelay<=0&&
4574                                                         (player[i].dead||
4575                                                          player[i].skeleton.longdead<300&&
4576                                                          player[k].lastattack!=spinkickanim&&
4577                                                          player[i].skeleton.free)&&
4578                                                         (!player[i].dead||musictype!=stream_fighttheme)){
4579                                                     player[k].targetanimation=dropkickanim;
4580                                                     for(int j=0;j<terrain.numdecals;j++){
4581                                                         if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
4582                                                                 terrain.decalalivetime[j]<2){
4583                                                             terrain.DeleteDecal(j);
4584                                                         }
4585                                                     }
4586                                                     for(int l=0;l<objects.numobjects;l++){
4587                                                         if(objects.model[l].type==decalstype)
4588                                                             for(int j=0;j<objects.model[l].numdecals;j++){
4589                                                                 if((objects.model[l].decaltype[j]==blooddecal||
4590                                                                         objects.model[l].decaltype[j]==blooddecalslow)&&
4591                                                                         objects.model[l].decalalivetime[j]<2){
4592                                                                     objects.model[l].DeleteDecal(j);
4593                                                                 }
4594                                                             }
4595                                                     }
4596                                                 }
4597                                         }
4598                                 if(animation[player[k].targetanimation].attack==normalattack&&
4599                                         player[k].victim==&player[i]&&
4600                                         (!player[i].skeleton.free||
4601                                          player[k].targetanimation==killanim||
4602                                          player[k].targetanimation==crouchstabanim||
4603                                          player[k].targetanimation==swordgroundstabanim||
4604                                          player[k].targetanimation==staffgroundsmashanim||
4605                                          player[k].targetanimation==dropkickanim)){
4606                                     oldattackkey=1;
4607                                     player[k].targetframe=0;
4608                                     player[k].target=0;
4609
4610                                     XYZ targetpoint=player[i].coords;
4611                                     if(player[k].targetanimation==crouchstabanim||
4612                                             player[k].targetanimation==swordgroundstabanim||
4613                                             player[k].targetanimation==staffgroundsmashanim){
4614                                         targetpoint+=(playerJoint(i,abdomen).position+
4615                                                  playerJoint(i,neck).position)/2*
4616                                                 player[i].scale;
4617                                     }
4618                                     player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
4619                                     player[k].targettilt2=pitchTo(player[k].coords,targetpoint);
4620
4621                                     if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
4622                                         player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
4623                                     }
4624
4625                                     if(player[k].targetanimation==staffgroundsmashanim)
4626                                         player[k].targettilt2+=10;
4627
4628                                     player[k].lastattack3=player[k].lastattack2;
4629                                     player[k].lastattack2=player[k].lastattack;
4630                                     player[k].lastattack=player[k].targetanimation;
4631
4632                                     if(player[k].targetanimation==swordgroundstabanim){
4633                                         player[k].targetrotation+=30;
4634                                     }
4635                                 }
4636                             }
4637                         }
4638                     if(!player[k].hasvictim){
4639                         //find victim
4640                         for(int i=0;i<numplayers;i++){
4641                             if(i==k||!(i==0||k==0))continue;
4642                             if(!player[i].skeleton.free){
4643                                 if(player[k].hasvictim){
4644                                     if(findDistancefast(&player[k].coords,&player[i].coords)<
4645                                        findDistancefast(&player[k].coords,&player[k].victim->coords))
4646                                         player[k].victim=&player[i];
4647                                 }else{
4648                                     player[k].victim=&player[i];
4649                                     player[k].hasvictim=1;
4650                                 }
4651                             }
4652                         }
4653                     }
4654                     if(player[k].aitype==playercontrolled)
4655                         //rabbit kick
4656                         if(player[k].attackkeydown&&
4657                                 player[k].isRun()&&
4658                                 player[k].wasRun()&&
4659                                 ((player[k].hasvictim&&
4660                                   findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
4661                                   findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
4662                                   !player[k].victim->skeleton.free&&
4663                                   player[k].victim->targetanimation!=getupfrombackanim&&
4664                                   player[k].victim->targetanimation!=getupfromfrontanim&&
4665                                   animation[player[k].victim->targetanimation].height!=lowheight&&
4666                                   player[k].aitype!=playercontrolled&& //wat???
4667                                   normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&
4668                                   player[k].rabbitkickenabled)||
4669                                  player[k].jumpkeydown)){
4670                             oldattackkey=1;
4671                             setAnimation(k,rabbitkickanim);
4672                         }
4673                     //update counts
4674                     if(animation[player[k].targetanimation].attack&&k==0){
4675                         numattacks++;
4676                         switch(attackweapon){
4677                             case 0: numunarmedattack++; break;
4678                             case knife: numknifeattack++; break;
4679                             case sword: numswordattack++; break;
4680                             case staff: numstaffattack++; break;
4681                         }
4682                     }
4683                 }
4684             }
4685         }
4686     }
4687 }
4688
4689 void Game::doPlayerCollisions(){
4690         static XYZ rotatetarget;
4691     static float collisionradius;
4692     if(numplayers>1)
4693         for(int k=0;k<numplayers;k++)
4694             for(int i=k+1;i<numplayers;i++){
4695                 //neither player is part of a reversal
4696                 if((animation[player[i].targetanimation].attack!=reversed&&
4697                             animation[player[i].targetanimation].attack!=reversal&&
4698                             animation[player[k].targetanimation].attack!=reversed&&
4699                             animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
4700                 if((animation[player[i].currentanimation].attack!=reversed&&
4701                             animation[player[i].currentanimation].attack!=reversal&&
4702                             animation[player[k].currentanimation].attack!=reversed&&
4703                             animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
4704                 //neither is sleeping
4705                 if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
4706                 if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
4707                 //in same patch, neither is climbing
4708                 if(player[i].whichpatchx==player[k].whichpatchx&&
4709                         player[i].whichpatchz==player[k].whichpatchz&&
4710                         player[k].skeleton.oldfree==player[k].skeleton.free&&
4711                         player[i].skeleton.oldfree==player[i].skeleton.free&&
4712                         player[i].targetanimation!=climbanim&&
4713                         player[i].targetanimation!=hanganim&&
4714                         player[k].targetanimation!=climbanim&&
4715                         player[k].targetanimation!=hanganim)
4716                 //players are close (bounding box test)
4717                 if(player[i].coords.y>player[k].coords.y-3)
4718                 if(player[i].coords.y<player[k].coords.y+3)
4719                 if(player[i].coords.x>player[k].coords.x-3)
4720                 if(player[i].coords.x<player[k].coords.x+3)
4721                 if(player[i].coords.z>player[k].coords.z-3)
4722                 if(player[i].coords.z<player[k].coords.z+3){
4723                     //spread fire from player to player
4724                     if(findDistancefast(&player[i].coords,&player[k].coords)
4725                             <3*sq((player[i].scale+player[k].scale)*2.5)){
4726                         if(player[i].onfire||player[k].onfire){
4727                             if(!player[i].onfire)player[i].CatchFire();
4728                             if(!player[k].onfire)player[k].CatchFire();
4729                         }
4730                     }
4731
4732                     XYZ tempcoords1=player[i].coords;
4733                     XYZ tempcoords2=player[k].coords;
4734                     if(!player[i].skeleton.oldfree)
4735                         tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale;
4736                     if(!player[k].skeleton.oldfree)
4737                         tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
4738                     collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
4739                     if(player[0].hasvictim)
4740                         if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
4741                             collisionradius=3;
4742                     if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&
4743                             (findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||
4744                              findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
4745                         //jump down on a dead body
4746                         if(k==0||i==0){
4747                             int l=i?i:k;
4748                             if(player[0].targetanimation==jumpdownanim&&
4749                                     !player[0].skeleton.oldfree&&
4750                                     !player[0].skeleton.free&&
4751                                     player[l].skeleton.oldfree&&
4752                                     player[l].skeleton.free&&
4753                                     player[l].dead&&
4754                                     player[0].lastcollide<=0&&
4755                                     fabs(player[l].coords.y-player[0].coords.y)<.2&&
4756                                     findDistancefast(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
4757                                 player[0].coords.y=player[l].coords.y;
4758                                 player[l].velocity=player[0].velocity;
4759                                 player[l].skeleton.free=0;
4760                                 player[l].rotation=0;
4761                                 player[l].RagDoll(0);
4762                                 player[l].DoDamage(20);
4763                                 camerashake+=.3;
4764                                 player[l].skeleton.longdead=0;
4765                                 player[0].lastcollide=1;
4766                             }
4767                         }
4768
4769                         if(     (player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||
4770                                 (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||
4771                                 (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
4772                             rotatetarget=player[k].velocity-player[i].velocity;
4773                             if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim||
4774                                         player[i].skeleton.free)&&
4775                                     (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim||
4776                                      player[k].skeleton.free))
4777                                 if((((k!=0&&findLengthfast(&rotatetarget)>150||
4778                                                     k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&&
4779                                                 normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&
4780                                             (k==0||
4781                                              k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral||
4782                                          /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))||
4783                                         (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&
4784                                         (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&
4785                                         k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){
4786                                     //If hit by body
4787                                     if(     (i!=0||player[i].skeleton.free)&&
4788                                             (k!=0||player[k].skeleton.free)||
4789                                             (animation[player[i].targetanimation].height==highheight&&
4790                                              animation[player[k].targetanimation].height==highheight)){
4791                                         if(tutoriallevel!=1){
4792                                             emit_sound_at(heavyimpactsound, player[i].coords);
4793                                         }
4794
4795                                         player[i].RagDoll(0);
4796                                         if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
4797                                           award_bonus(0, aimbonus);
4798                                         }
4799                                         player[i].DoDamage(findLengthfast(&rotatetarget)/4);
4800                                         player[k].RagDoll(0);
4801                                         if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
4802                                           award_bonus(0, aimbonus); // Huh, again?
4803                                         }
4804                                         player[k].DoDamage(findLengthfast(&rotatetarget)/4);
4805
4806                                         for(int j=0;j<player[i].skeleton.num_joints;j++){
4807                                             player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
4808                                         }
4809                                         for(int j=0;j<player[k].skeleton.num_joints;j++){
4810                                             player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
4811                                         }
4812
4813                                     }
4814                                 }
4815                             if(     (animation[player[i].targetanimation].attack==neutral||
4816                                      animation[player[i].targetanimation].attack==normalattack)&&
4817                                     (animation[player[k].targetanimation].attack==neutral||
4818                                      animation[player[k].targetanimation].attack==normalattack)){
4819                                 //If bumped
4820                                 if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
4821                                     if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
4822                                         rotatetarget=player[k].coords-player[i].coords;
4823                                         Normalise(&rotatetarget);
4824                                         player[k].coords=(player[k].coords+player[i].coords)/2;
4825                                         player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2
4826                                             *sq((player[i].scale+player[k].scale)*2.5);
4827                                         player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5);
4828                                         if(player[k].howactive==typeactive||hostile)
4829                                             if(player[k].isIdle()){
4830                                                 if(player[k].howactive<typesleeping)
4831                                                     setAnimation(k,player[k].getStop());
4832                                                 else if(player[k].howactive==typesleeping)
4833                                                     setAnimation(k,getupfromfrontanim);
4834                                                 if(!editorenabled)
4835                                                     player[k].howactive=typeactive;
4836                                             }
4837                                         if(player[i].howactive==typeactive||hostile)
4838                                             if(player[i].isIdle()){
4839                                                 if(player[i].howactive<typesleeping)
4840                                                     setAnimation(i,player[k].getStop());
4841                                                 else
4842                                                     setAnimation(i,getupfromfrontanim);
4843                                                 if(!editorenabled)
4844                                                     player[i].howactive=typeactive;
4845                                             }
4846                                     }
4847                                     //jump down on player
4848                                     if(hostile){
4849                                         if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&
4850                                                 !player[i].isCrouch()&&
4851                                                 player[i].targetanimation!=rollanim&&
4852                                                 !player[k].skeleton.oldfree&&!
4853                                                 player[k].skeleton.free&&
4854                                                 player[k].lastcollide<=0&&
4855                                                 player[k].velocity.y<-10){
4856                                             player[i].velocity=player[k].velocity;
4857                                             player[k].velocity=player[k].velocity*-.5;
4858                                             player[k].velocity.y=player[i].velocity.y;
4859                                             player[i].DoDamage(20);
4860                                             player[i].RagDoll(0);
4861                                             player[k].lastcollide=1;
4862                                             award_bonus(k, AboveBonus);
4863                                         }
4864                                         if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&
4865                                                 !player[k].isCrouch()&&
4866                                                 player[k].targetanimation!=rollanim&&
4867                                                 !player[i].skeleton.oldfree&&
4868                                                 !player[i].skeleton.free&&
4869                                                 player[i].lastcollide<=0&&
4870                                                 player[i].velocity.y<-10){
4871                                             player[k].velocity=player[i].velocity;
4872                                             player[i].velocity=player[i].velocity*-.3;
4873                                             player[i].velocity.y=player[k].velocity.y;
4874                                             player[k].DoDamage(20);
4875                                             player[k].RagDoll(0);
4876                                             player[i].lastcollide=1;
4877                                             award_bonus(i, AboveBonus);
4878                                         }
4879                                     }
4880                                 }
4881                             }
4882                         }
4883                         player[i].CheckKick();
4884                         player[k].CheckKick();
4885                     }
4886                 }
4887             }
4888 }
4889
4890 void Game::doAI(int i){
4891     static bool connected;
4892     if(player[i].aitype!=playercontrolled&&indialogue==-1){
4893         player[i].jumpclimb=0;
4894         //disable movement in editor
4895         if(editorenabled)
4896             player[i].stunned=1;
4897
4898         player[i].pause=0;
4899         if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&
4900                 player[0].coords.y>player[i].coords.y+2&&
4901                 !player[0].onterrain)
4902             player[i].pause=1;
4903
4904         //pathfinding
4905         if(player[i].aitype==pathfindtype){
4906             if(player[i].finalpathfindpoint==-1){
4907                 float closestdistance;
4908                 float tempdist;
4909                 int closest;
4910                 XYZ colpoint;
4911                 closest=-1;
4912                 closestdistance=-1;
4913                 for(int j=0;j<numpathpoints;j++)
4914                     if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
4915                         closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
4916                         closest=j;
4917                         player[i].finaltarget=pathpoint[j];
4918                     }
4919                 player[i].finalpathfindpoint=closest;
4920                 for(int j=0;j<numpathpoints;j++)
4921                     for(int k=0;k<numpathpointconnect[j];k++){
4922                         DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
4923                         if(sq(tempdist)<closestdistance)
4924                             if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
4925                                     findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
4926                                 closestdistance=sq(tempdist);
4927                                 closest=j;
4928                                 player[i].finaltarget=colpoint;
4929                             }
4930                     }
4931                 player[i].finalpathfindpoint=closest;
4932
4933             }
4934             if(player[i].targetpathfindpoint==-1){
4935                 float closestdistance;
4936                 float tempdist;
4937                 int closest;
4938                 XYZ colpoint;
4939                 closest=-1;
4940                 closestdistance=-1;
4941                 if(player[i].lastpathfindpoint==-1){
4942                     for(int j=0;j<numpathpoints;j++){
4943                         if(j!=player[i].lastpathfindpoint)
4944                             if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance)){
4945                                 closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
4946                                 closest=j;
4947                             }
4948                     }
4949                     player[i].targetpathfindpoint=closest;
4950                     for(int j=0;j<numpathpoints;j++)
4951                         if(j!=player[i].lastpathfindpoint)
4952                             for(int k=0;k<numpathpointconnect[j];k++){
4953                                 DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
4954                                 if(sq(tempdist)<closestdistance){
4955                                     if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
4956                                             findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
4957                                         closestdistance=sq(tempdist);
4958                                         closest=j;
4959                                     }
4960                                 }
4961                             }
4962                     player[i].targetpathfindpoint=closest;
4963                 }
4964                 else
4965                 {
4966                     for(int j=0;j<numpathpoints;j++)
4967                         if(j!=player[i].lastpathfindpoint&&
4968                                 j!=player[i].lastpathfindpoint2&&
4969                                 j!=player[i].lastpathfindpoint3&&
4970                                 j!=player[i].lastpathfindpoint4){
4971                             connected=0;
4972                             if(numpathpointconnect[j])
4973                                 for(int k=0;k<numpathpointconnect[j];k++)
4974                                     if(pathpointconnect[j][k]==player[i].lastpathfindpoint)
4975                                         connected=1;
4976                             if(!connected)
4977                                 if(numpathpointconnect[player[i].lastpathfindpoint])
4978                                     for(int k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++)
4979                                         if(pathpointconnect[player[i].lastpathfindpoint][k]==j)
4980                                             connected=1;
4981                             if(connected){
4982                                 tempdist=findPathDist(j,player[i].finalpathfindpoint);
4983                                 if(closest==-1||tempdist<closestdistance){
4984                                     closestdistance=tempdist;
4985                                     closest=j;
4986                                 }
4987                             }
4988                         }
4989                     player[i].targetpathfindpoint=closest;
4990                 }
4991             }
4992             player[i].losupdatedelay-=multiplier;
4993
4994             player[i].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
4995             player[i].lookrotation=player[i].targetrotation;
4996
4997             //reached target point
4998             if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
4999                 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5000                 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5001                 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5002                 player[i].lastpathfindpoint=player[i].targetpathfindpoint;
5003                 if(player[i].lastpathfindpoint2==-1)
5004                     player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5005                 if(player[i].lastpathfindpoint3==-1)
5006                     player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5007                 if(player[i].lastpathfindpoint4==-1)
5008                     player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5009                 player[i].targetpathfindpoint=-1;
5010             }
5011             if(     findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
5012                     findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
5013                     findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
5014                     player[i].lastpathfindpoint==player[i].finalpathfindpoint){
5015                 player[i].aitype=passivetype;
5016             }
5017
5018             player[i].forwardkeydown=1;
5019             player[i].leftkeydown=0;
5020             player[i].backkeydown=0;
5021             player[i].rightkeydown=0;
5022             player[i].crouchkeydown=0;
5023             player[i].attackkeydown=0;
5024             player[i].throwkeydown=0;
5025
5026             if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
5027                 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5028
5029             if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5030                 player[i].jumpkeydown=0;
5031             if((player[i].collided>.8&&player[i].jumppower>=5))
5032                 player[i].jumpkeydown=1;
5033
5034             if((tutoriallevel!=1||cananger)&&
5035                     hostile&&
5036                     !player[0].dead&&
5037                     findDistancefast(&player[i].coords,&player[0].coords)<400&&
5038                     player[i].occluded<25){
5039                 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
5040                         animation[player[0].targetanimation].height!=lowheight&&
5041                         !editorenabled&&
5042                         (player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
5043                     player[i].aitype=attacktypecutoff;
5044                 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
5045                         animation[player[0].targetanimation].height==highheight&&
5046                         !editorenabled)
5047                     player[i].aitype=attacktypecutoff;
5048
5049                 if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5050                     player[i].losupdatedelay=.2;
5051                     for(int j=0;j<numplayers;j++)
5052                         if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype)
5053                             if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5054                                 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5055                                     if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5056                                         if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
5057                                             if(!player[j].isWallJump()&&-1==checkcollide(
5058                                                             DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)
5059                                                                 *player[i].scale+player[i].coords,
5060                                                             DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
5061                                                                 *player[j].scale+player[j].coords)||
5062                                                     (player[j].targetanimation==hanganim&&
5063                                                      normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
5064                                                 player[i].aitype=searchtype;
5065                                                 player[i].lastchecktime=12;
5066                                                 player[i].lastseen=player[j].coords;
5067                                                 player[i].lastseentime=12;
5068                                             }
5069                 }
5070             }
5071             if(player[i].aitype==attacktypecutoff&&musictype!=2)
5072                 if(player[i].creature!=wolftype){
5073                     player[i].stunned=.6;
5074                     player[i].surprised=.6;
5075                 }
5076         }
5077
5078         if(player[i].aitype!=passivetype&&leveltime>.5)
5079             player[i].howactive=typeactive;
5080
5081         if(player[i].aitype==passivetype){
5082             player[i].aiupdatedelay-=multiplier;
5083             player[i].losupdatedelay-=multiplier;
5084             player[i].lastseentime+=multiplier;
5085             player[i].pausetime-=multiplier;
5086             if(player[i].lastseentime>1)
5087                 player[i].lastseentime=1;
5088
5089             if(player[i].aiupdatedelay<0){
5090                 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
5091                     player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
5092                     player[i].lookrotation=player[i].targetrotation;
5093                     player[i].aiupdatedelay=.05;
5094
5095                     if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
5096                         if(player[i].waypointtype[player[i].waypoint]==wppause)
5097                             player[i].pausetime=4;
5098                         player[i].waypoint++;
5099                         if(player[i].waypoint>player[i].numwaypoints-1)
5100                             player[i].waypoint=0;
5101
5102                     }
5103                 }
5104
5105                 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)
5106                     player[i].forwardkeydown=1;
5107                 else
5108                     player[i].forwardkeydown=0;
5109                 player[i].leftkeydown=0;
5110                 player[i].backkeydown=0;
5111                 player[i].rightkeydown=0;
5112                 player[i].crouchkeydown=0;
5113                 player[i].attackkeydown=0;
5114                 player[i].throwkeydown=0;
5115
5116                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5117                     if(!player[i].avoidsomething)
5118                         player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5119                     else{
5120                         XYZ leftpos,rightpos;
5121                         float leftdist,rightdist;
5122                         leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5123                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5124                         leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5125                         rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5126                         if(leftdist<rightdist)
5127                             player[i].targetrotation+=90;
5128                         else
5129                             player[i].targetrotation-=90;
5130                     }
5131                 }
5132             }
5133             if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5134                 player[i].jumpkeydown=0;
5135             if((player[i].collided>.8&&player[i].jumppower>=5))
5136                 player[i].jumpkeydown=1;
5137
5138
5139             //hearing sounds
5140             if(!editorenabled){
5141                 if(player[i].howactive<=typesleeping)
5142                     if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
5143                         for(int j=0;j<numenvsounds;j++){
5144                             float vol=player[i].howactive==typesleeping?envsoundvol[j]-14:envsoundvol[j];
5145                             if(vol>0&&findDistancefast(&player[i].coords,&envsound[j])<
5146                                     2*(vol+vol*(player[i].creature==rabbittype)*3))
5147                                 player[i].aitype=attacktypecutoff;
5148                         }
5149
5150                 if(player[i].aitype!=passivetype){
5151                     if(player[i].howactive==typesleeping)
5152                         setAnimation(i,getupfromfrontanim);
5153                     player[i].howactive=typeactive;
5154                 }
5155             }
5156
5157             if(player[i].howactive<typesleeping&&
5158                     ((tutoriallevel!=1||cananger)&&hostile)&&
5159                     !player[0].dead&&
5160                     findDistancefast(&player[i].coords,&player[0].coords)<400&&
5161                     player[i].occluded<25){
5162                 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
5163                         animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
5164                     player[i].aitype=attacktypecutoff;
5165                 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
5166                         animation[player[0].targetanimation].height==highheight&&!editorenabled)
5167                     player[i].aitype=attacktypecutoff;
5168
5169                 //wolf smell
5170                 if(player[i].creature==wolftype){
5171                     XYZ windsmell;
5172                     for(int j=0;j<numplayers;j++){
5173                         if(j==0||(player[j].dead&&player[j].bloodloss>0)){
5174                             float smelldistance=50;
5175                             if(j==0&&player[j].num_weapons>0){
5176                                 if(weapons.bloody[player[j].weaponids[0]])
5177                                     smelldistance=100;
5178                                 if(player[j].num_weapons==2)
5179                                     if(weapons.bloody[player[j].weaponids[1]])
5180                                         smelldistance=100;
5181                             }
5182                             if(j!=0)
5183                                 smelldistance=100;
5184                             windsmell=windvector;
5185                             Normalise(&windsmell);
5186                             windsmell=windsmell*2+player[j].coords;
5187                             if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
5188                                 player[i].aitype=attacktypecutoff;
5189                         }
5190                     }
5191                 }
5192
5193                 if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5194                     player[i].losupdatedelay=.2;
5195                     for(int j=0;j<numplayers;j++){
5196                         if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
5197                             if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5198                                 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5199                                     if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5200                                         if((-1==checkcollide(
5201                                                         DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
5202                                                             player[i].scale+player[i].coords,
5203                                                         DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
5204                                                             player[j].scale+player[j].coords)&&
5205                                                     !player[j].isWallJump())||
5206                                                 (player[j].targetanimation==hanganim&&
5207                                                  normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
5208                                             player[i].lastseentime-=.2;
5209                                             if(j==0&&animation[player[j].targetanimation].height==lowheight)
5210                                                 player[i].lastseentime-=.4;
5211                                             else
5212                                                 player[i].lastseentime-=.6;
5213                                         }
5214                             if(player[i].lastseentime<=0){
5215                                 player[i].aitype=searchtype;
5216                                 player[i].lastchecktime=12;
5217                                 player[i].lastseen=player[j].coords;
5218                                 player[i].lastseentime=12;
5219                             }
5220                         }
5221                     }
5222                 }
5223             }
5224             //alerted surprise
5225             if(player[i].aitype==attacktypecutoff&&musictype!=2){
5226                 if(player[i].creature!=wolftype){
5227                     player[i].stunned=.6;
5228                     player[i].surprised=.6;
5229                 }
5230                 if(player[i].creature==wolftype){
5231                     player[i].stunned=.47;
5232                     player[i].surprised=.47;
5233                 }
5234                 numseen++;
5235             }
5236         }
5237
5238         //search for player
5239         int j;
5240         if(player[i].aitype==searchtype){
5241             player[i].aiupdatedelay-=multiplier;
5242             player[i].losupdatedelay-=multiplier;
5243             if(!player[i].pause)
5244                 player[i].lastseentime-=multiplier;
5245             player[i].lastchecktime-=multiplier;
5246
5247             if(player[i].isRun()&&!player[i].onground){
5248                 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
5249                     XYZ test2=player[i].coords+player[i].facing;
5250                     test2.y+=5;
5251                     XYZ test=player[i].coords+player[i].facing;
5252                     test.y-=10;
5253                     j=checkcollide(test2,test,player[i].laststanding);
5254                     if(j==-1)
5255                         j=checkcollide(test2,test);
5256                     if(j==-1){
5257                         player[i].velocity=0;
5258                         setAnimation(i,player[i].getStop());
5259                         player[i].targetrotation+=180;
5260                         player[i].stunned=.5;
5261                         //player[i].aitype=passivetype;
5262                         player[i].aitype=pathfindtype;
5263                         player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5264                         player[i].finalpathfindpoint=-1;
5265                         player[i].targetpathfindpoint=-1;
5266                         player[i].lastpathfindpoint=-1;
5267                         player[i].lastpathfindpoint2=-1;
5268                         player[i].lastpathfindpoint3=-1;
5269                         player[i].lastpathfindpoint4=-1;
5270                     }
5271                     else player[i].laststanding=j;
5272                 }
5273             }
5274             //check out last seen location
5275             if(player[i].aiupdatedelay<0){
5276                 player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen);
5277                 player[i].lookrotation=player[i].targetrotation;
5278                 player[i].aiupdatedelay=.05;
5279                 player[i].forwardkeydown=1;
5280
5281                 if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
5282                     player[i].forwardkeydown=0;
5283                     player[i].aiupdatedelay=1;
5284                     player[i].lastseen.x+=(float(Random()%100)-50)/25;
5285                     player[i].lastseen.z+=(float(Random()%100)-50)/25;
5286                     player[i].lastchecktime=3;
5287                 }
5288
5289                 player[i].leftkeydown=0;
5290                 player[i].backkeydown=0;
5291                 player[i].rightkeydown=0;
5292                 player[i].crouchkeydown=0;
5293                 player[i].attackkeydown=0;
5294                 player[i].throwkeydown=0;
5295
5296                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5297                     if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5298                     else{
5299                         XYZ leftpos,rightpos;
5300                         float leftdist,rightdist;
5301                         leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5302                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5303                         leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5304                         rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5305                         if(leftdist<rightdist)player[i].targetrotation+=90;
5306                         else player[i].targetrotation-=90;
5307                     }
5308                 }
5309             }
5310             if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5311                 player[i].jumpkeydown=0;
5312             if((player[i].collided>.8&&player[i].jumppower>=5))
5313                 player[i].jumpkeydown=1;
5314
5315             if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
5316                 for(int k=0;k<numenvsounds;k++){
5317                     if(findDistancefast(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
5318                         player[i].aitype=attacktypecutoff;
5319                     }
5320                 }
5321
5322             if(!player[0].dead&&
5323                     player[i].losupdatedelay<0&&
5324                     !editorenabled&&
5325                     player[i].occluded<2&&
5326                     ((tutoriallevel!=1||cananger)&&hostile)){
5327                 player[i].losupdatedelay=.2;
5328                 if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
5329                     player[i].aitype=attacktypecutoff;
5330                     player[i].lastseentime=1;
5331                 }
5332                 if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
5333                     //TODO: factor out canSeePlayer()
5334                     if(findDistancefast(&player[i].coords,&player[0].coords)<400)
5335                         if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
5336                             if((checkcollide(
5337                                         DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
5338                                             player[i].scale+player[i].coords,
5339                                         DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
5340                                             player[0].scale+player[0].coords)==-1)||
5341                                     (player[0].targetanimation==hanganim&&normaldotproduct(
5342                                         player[0].facing,player[i].coords-player[0].coords)<0)){
5343                                     /* //TODO: changed j to 0 on a whim, make sure this is correct
5344                                     (player[j].targetanimation==hanganim&&normaldotproduct(
5345                                         player[j].facing,player[i].coords-player[j].coords)<0)
5346                                     */
5347                                 player[i].aitype=attacktypecutoff;
5348                                 player[i].lastseentime=1;
5349                             }
5350             }
5351             //player escaped
5352             if(player[i].lastseentime<0){
5353                 //player[i].aitype=passivetype;
5354                 numescaped++;
5355                 player[i].aitype=pathfindtype;
5356                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5357                 player[i].finalpathfindpoint=-1;
5358                 player[i].targetpathfindpoint=-1;
5359                 player[i].lastpathfindpoint=-1;
5360                 player[i].lastpathfindpoint2=-1;
5361                 player[i].lastpathfindpoint3=-1;
5362                 player[i].lastpathfindpoint4=-1;
5363             }
5364         }
5365
5366         if(player[i].aitype!=gethelptype)
5367             player[i].runninghowlong=0;
5368
5369         //get help from buddies
5370         if(player[i].aitype==gethelptype){
5371             player[i].runninghowlong+=multiplier;
5372             player[i].aiupdatedelay-=multiplier;
5373
5374             if(player[i].aiupdatedelay<0||player[i].ally==0){
5375                 player[i].aiupdatedelay=.2;
5376
5377                 //find closest ally
5378                 //TODO: factor out closest search somehow
5379                 if(!player[i].ally){
5380                     int closest=-1;
5381                     float closestdist=-1;
5382                     for(int k=0;k<numplayers;k++){
5383                         if(k!=i&&k!=0&&!player[k].dead&&
5384                                 player[k].howactive<typedead1&&
5385                                 !player[k].skeleton.free&&
5386                                 player[k].aitype==passivetype){
5387                             float distance=findDistancefast(&player[i].coords,&player[k].coords);
5388                             if(closestdist==-1||distance<closestdist){
5389                                 closestdist=distance;
5390                                 closest=k;
5391                             }
5392                             closest=k;
5393                         }
5394                     }
5395                     if(closest!=-1)
5396                         player[i].ally=closest;
5397                     else
5398                         player[i].ally=0;
5399                     player[i].lastseen=player[0].coords;
5400                     player[i].lastseentime=12;
5401                 }
5402
5403
5404                 player[i].lastchecktime=12;
5405
5406                 XYZ facing=player[i].coords;
5407                 XYZ flatfacing=player[player[i].ally].coords;
5408                 facing.y+=playerJoint(i,head).position.y*player[i].scale;
5409                 flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale;
5410                 if(-1!=checkcollide(facing,flatfacing))
5411                     player[i].lastseentime-=.1;
5412
5413                 //no available ally, run back to player
5414                 if(player[i].ally<=0||
5415                         player[player[i].ally].skeleton.free||
5416                         player[player[i].ally].aitype!=passivetype||
5417                         player[i].lastseentime<=0){
5418                     player[i].aitype=searchtype;
5419                     player[i].lastseentime=12;
5420                 }
5421
5422                 //seek out ally
5423                 if(player[i].ally>0){
5424                     player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
5425                     player[i].lookrotation=player[i].targetrotation;
5426                     player[i].aiupdatedelay=.05;
5427                     player[i].forwardkeydown=1;
5428
5429                     if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
5430                         player[i].aitype=searchtype;
5431                         player[i].lastseentime=12;
5432                         player[player[i].ally].aitype=searchtype;
5433                         if(player[player[i].ally].lastseentime<player[i].lastseentime){
5434                             player[player[i].ally].lastseen=player[i].lastseen;
5435                             player[player[i].ally].lastseentime=player[i].lastseentime;
5436                             player[player[i].ally].lastchecktime=player[i].lastchecktime;
5437                         }
5438                     }
5439
5440                     if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5441                         if(!player[i].avoidsomething)
5442                             player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5443                         else{
5444                             XYZ leftpos,rightpos;
5445                             float leftdist,rightdist;
5446                             leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5447                             rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5448                             leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5449                             rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5450                             if(leftdist<rightdist)
5451                                 player[i].targetrotation+=90;
5452                             else
5453                                 player[i].targetrotation-=90;
5454                         }
5455                     }
5456                 }
5457
5458                 player[i].leftkeydown=0;
5459                 player[i].backkeydown=0;
5460                 player[i].rightkeydown=0;
5461                 player[i].crouchkeydown=0;
5462                 player[i].attackkeydown=0;
5463             }
5464             if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5465                 player[i].jumpkeydown=0;
5466             if(player[i].collided>.8&&player[i].jumppower>=5)
5467                 player[i].jumpkeydown=1;
5468         }
5469
5470         //retreiving a weapon on the ground
5471         if(player[i].aitype==getweapontype){
5472             player[i].aiupdatedelay-=multiplier;
5473             player[i].lastchecktime-=multiplier;
5474
5475             if(player[i].aiupdatedelay<0){
5476                 player[i].aiupdatedelay=.2;
5477
5478                 //ALLY IS WEPON
5479                 if(player[i].ally<0){
5480                     int closest=-1;
5481                     float closestdist=-1;
5482                     for(int k=0;k<weapons.numweapons;k++)
5483                         if(weapons.owner[k]==-1){
5484                             float distance=findDistancefast(&player[i].coords,&weapons.position[k]);
5485                             if(closestdist==-1||distance<closestdist){
5486                                 closestdist=distance;
5487                                 closest=k;
5488                             }
5489                             closest=k;
5490                         }
5491                     if(closest!=-1)
5492                         player[i].ally=closest;
5493                     else
5494                         player[i].ally=-1;
5495                 }
5496
5497                 player[i].lastseentime=12;
5498
5499                 if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
5500                     if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
5501                         player[i].aitype=attacktypecutoff;
5502                         player[i].lastseentime=1;
5503                     }
5504                 if(!player[0].dead)
5505                     if(player[i].ally>=0){
5506                         if(weapons.owner[player[i].ally]!=-1||
5507                                 findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
5508                             player[i].aitype=attacktypecutoff;
5509                             player[i].lastseentime=1;
5510                         }
5511                         //TODO: factor these out as moveToward()
5512                         player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]);
5513                         player[i].lookrotation=player[i].targetrotation;
5514                         player[i].aiupdatedelay=.05;
5515                         player[i].forwardkeydown=1;
5516
5517
5518                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5519                             if(!player[i].avoidsomething)
5520                                 player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5521                             else{
5522                                 XYZ leftpos,rightpos;
5523                                 float leftdist,rightdist;
5524                                 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5525                                 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5526                                 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5527                                 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5528                                 if(leftdist<rightdist)
5529                                     player[i].targetrotation+=90;
5530                                 else
5531                                     player[i].targetrotation-=90;
5532                             }
5533                         }
5534                     }
5535
5536                 player[i].leftkeydown=0;
5537                 player[i].backkeydown=0;
5538                 player[i].rightkeydown=0;
5539                 player[i].attackkeydown=0;
5540                 player[i].throwkeydown=1;
5541                 player[i].crouchkeydown=0;
5542                 if(player[i].targetanimation!=crouchremoveknifeanim&&
5543                         player[i].targetanimation!=removeknifeanim)
5544                     player[i].throwtogglekeydown=0;
5545                 player[i].drawkeydown=0;
5546             }
5547             if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
5548                 player[i].jumpkeydown=0;
5549             if((player[i].collided>.8&&player[i].jumppower>=5))
5550                 player[i].jumpkeydown=1;
5551         }
5552
5553         if(player[i].aitype==attacktypecutoff){
5554             player[i].aiupdatedelay-=multiplier;
5555             //dodge or reverse rabbit kicks, knife throws, flips
5556             if(player[i].damage<player[i].damagetolerance*2/3)
5557                 if((player[0].targetanimation==rabbitkickanim||
5558                             player[0].targetanimation==knifethrowanim||
5559                             (player[0].isFlip()&&
5560                              normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&
5561                         !player[0].skeleton.free&&
5562                         (player[i].aiupdatedelay<.1)){
5563                     player[i].attackkeydown=0;
5564                     if(player[i].isIdle())
5565                         player[i].crouchkeydown=1;
5566                     if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
5567                         if(weapons.type[player[0].weaponids[0]]==knife){
5568                             if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
5569                                 if(abs(Random()%2==0))
5570                                     setAnimation(i,backhandspringanim);
5571                                 else
5572                                     setAnimation(i,rollanim);
5573                                 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
5574                                 player[i].wentforweapon=0;
5575                             }
5576                             if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
5577                                 setAnimation(i,flipanim);
5578                         }
5579                     }
5580                     player[i].forwardkeydown=0;
5581                     player[i].aiupdatedelay=.02;
5582                 }
5583             //get confused by flips
5584             if(player[0].isFlip()&&
5585                     !player[0].skeleton.free&&
5586                     player[0].targetanimation!=walljumprightkickanim&&
5587                     player[0].targetanimation!=walljumpleftkickanim){
5588                 if(findDistancefast(&player[0].coords,&player[i].coords)<25)
5589                     if((1-player[i].damage/player[i].damagetolerance)>.5)
5590                         player[i].stunned=1;
5591             }
5592             //go for weapon on the ground
5593             if(player[i].wentforweapon<3)
5594                 for(int k=0;k<weapons.numweapons;k++)
5595                     if(player[i].creature!=wolftype)
5596                         if(player[i].num_weapons==0&&
5597                                 weapons.owner[k]==-1&&
5598                                 weapons.velocity[i].x==0&&
5599                                 weapons.velocity[i].z==0&&
5600                                 weapons.velocity[i].y==0){
5601                             if(findDistancefast(&player[i].coords,&weapons.position[k])<16){
5602                                 player[i].wentforweapon++;
5603                                 player[i].lastchecktime=6;
5604                                 player[i].aitype=getweapontype;
5605                                 player[i].ally=-1;
5606                             }
5607                         }
5608             //dodge/reverse walljump kicks
5609             if(player[i].damage<player[i].damagetolerance/2)
5610                 if(animation[player[i].targetanimation].height!=highheight)
5611                     if(player[i].damage<player[i].damagetolerance*.5&&
5612                             ((player[0].targetanimation==walljumprightkickanim||
5613                               player[0].targetanimation==walljumpleftkickanim)&&
5614                              ((player[i].aiupdatedelay<.15&&
5615                                difficulty==2)||
5616                               (player[i].aiupdatedelay<.08&&
5617                                difficulty!=2)))){
5618                         player[i].crouchkeydown=1;
5619                     }
5620             //walked off a ledge (?)
5621             if(player[i].isRun()&&!player[i].onground)
5622                 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
5623                     XYZ test2=player[i].coords+player[i].facing;
5624                     test2.y+=5;
5625                     XYZ test=player[i].coords+player[i].facing;
5626                     test.y-=10;
5627                     j=checkcollide(test2,test,player[i].laststanding);
5628                     if(j==-1)
5629                         j=checkcollide(test2,test);
5630                     if(j==-1){
5631                         player[i].velocity=0;
5632                         setAnimation(i,player[i].getStop());
5633                         player[i].targetrotation+=180;
5634                         player[i].stunned=.5;
5635                         player[i].aitype=pathfindtype;
5636                         player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5637                         player[i].finalpathfindpoint=-1;
5638                         player[i].targetpathfindpoint=-1;
5639                         player[i].lastpathfindpoint=-1;
5640                         player[i].lastpathfindpoint2=-1;
5641                         player[i].lastpathfindpoint3=-1;
5642                         player[i].lastpathfindpoint4=-1;
5643                     }else
5644                         player[i].laststanding=j;
5645                 }
5646             //lose sight of player in the air (?)
5647             if(player[0].coords.y>player[i].coords.y+5&&
5648                     animation[player[0].targetanimation].height!=highheight&&
5649                     !player[0].onterrain){
5650                 player[i].aitype=pathfindtype;
5651                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5652                 player[i].finalpathfindpoint=-1;
5653                 player[i].targetpathfindpoint=-1;
5654                 player[i].lastpathfindpoint=-1;
5655                 player[i].lastpathfindpoint2=-1;
5656                 player[i].lastpathfindpoint3=-1;
5657                 player[i].lastpathfindpoint4=-1;
5658             }
5659             //it's time to think (?)
5660             if(player[i].aiupdatedelay<0&&
5661                     !animation[player[i].targetanimation].attack&&
5662                     player[i].targetanimation!=staggerbackhighanim&&
5663                     player[i].targetanimation!=staggerbackhardanim&&
5664                     player[i].targetanimation!=backhandspringanim&&
5665                     player[i].targetanimation!=dodgebackanim){
5666                 //draw weapon
5667                 if(player[i].weaponactive==-1&&player[i].num_weapons>0)
5668                     player[i].drawkeydown=Random()%2;
5669                 else
5670                     player[i].drawkeydown=0;
5671                 player[i].rabbitkickenabled=Random()%2;
5672                 //chase player
5673                 XYZ rotatetarget=player[0].coords+player[0].velocity;
5674                 XYZ targetpoint=player[0].coords;
5675                 if(findDistancefast(&player[0].coords,&player[i].coords)<
5676                         findDistancefast(&rotatetarget,&player[i].coords))
5677                     targetpoint+=player[0].velocity*
5678                         findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
5679                 player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint);
5680                 player[i].lookrotation=player[i].targetrotation;
5681                 player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
5682
5683                 if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
5684                     player[i].forwardkeydown=1;
5685                 else if((findDistancefast(&player[i].coords,&player[0].coords)>16||
5686                             findDistancefast(&player[i].coords,&player[0].coords)<9)&&
5687                         player[0].weaponactive!=-1)
5688                     player[i].forwardkeydown=1;
5689                 else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))
5690                     player[i].forwardkeydown=1;
5691                 else
5692                     player[i].forwardkeydown=0;
5693                 //chill out around the corpse
5694                 if(player[0].dead){
5695                     player[i].forwardkeydown=0;
5696                     if(Random()%10==0)
5697                         player[i].forwardkeydown=1;
5698                     if(Random()%100==0){
5699                         player[i].aitype=pathfindtype;
5700                         player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
5701                         player[i].finalpathfindpoint=-1;
5702                         player[i].targetpathfindpoint=-1;
5703                         player[i].lastpathfindpoint=-1;
5704                         player[i].lastpathfindpoint2=-1;
5705                         player[i].lastpathfindpoint3=-1;
5706                         player[i].lastpathfindpoint4=-1;
5707                     }
5708                 }
5709                 player[i].leftkeydown=0;
5710                 player[i].backkeydown=0;
5711                 player[i].rightkeydown=0;
5712                 player[i].crouchkeydown=0;
5713                 player[i].throwkeydown=0;
5714
5715                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
5716                     player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5717                 //attack!!!
5718                 if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype)
5719                     player[i].attackkeydown=1;
5720                 else
5721                     player[i].attackkeydown=0;
5722                 if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)
5723                     player[i].attackkeydown=0;
5724
5725                 //TODO: wat
5726                 if(player[i].aitype!=playercontrolled&&
5727                         (player[i].isIdle()||
5728                          player[i].isCrouch()||
5729                          player[i].isRun())){
5730                     int target=-2;
5731                     for(int j=0;j<numplayers;j++)
5732                         if(j!=i&&!player[j].skeleton.free&&
5733                                 player[j].hasvictim&&
5734                                 (tutoriallevel==1&&reversaltrain||
5735                                  Random()%2==0&&difficulty==2||
5736                                  Random()%4==0&&difficulty==1||
5737                                  Random()%8==0&&difficulty==0||
5738                                  player[j].lastattack2==player[j].targetanimation&&
5739                                  player[j].lastattack3==player[j].targetanimation&&
5740                                  (Random()%2==0||difficulty==2)||
5741                                  (player[i].isIdle()||player[i].isRun())&&
5742                                  player[j].weaponactive!=-1||
5743                                  player[j].targetanimation==swordslashanim&&
5744                                  player[i].weaponactive!=-1||
5745                                  player[j].targetanimation==staffhitanim||
5746                                  player[j].targetanimation==staffspinhitanim))
5747                             if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&
5748                                     player[j].victim==&player[i]&&
5749                                     (player[j].targetanimation==sweepanim||
5750                                      player[j].targetanimation==spinkickanim||
5751                                      player[j].targetanimation==staffhitanim||
5752                                      player[j].targetanimation==staffspinhitanim||
5753                                      player[j].targetanimation==winduppunchanim||
5754                                      player[j].targetanimation==upunchanim||
5755                                      player[j].targetanimation==wolfslapanim||
5756                                      player[j].targetanimation==knifeslashstartanim||
5757                                      player[j].targetanimation==swordslashanim&&
5758                                       (findDistancefast(&player[j].coords,&player[i].coords)<2||
5759                                        player[i].weaponactive!=-1))){
5760                                 if(target>=0)
5761                                     target=-1;
5762                                 else
5763                                     target=j;
5764                             }
5765                     if(target>=0)
5766                         player[target].Reverse();
5767                 }
5768
5769                 if(player[i].collided<1)
5770                     player[i].jumpkeydown=0;
5771                 if(player[i].collided>.8&&player[i].jumppower>=5||
5772                         findDistancefast(&player[i].coords,&player[0].coords)>400&&
5773                         player[i].onterrain&&
5774                         player[i].creature==rabbittype)
5775                     player[i].jumpkeydown=1;
5776                 //TODO: why are we controlling the human?
5777                 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
5778                     player[0].jumpkeydown=0;
5779                 if(player[0].targetanimation==jumpdownanim&&
5780                         findDistancefast(&player[0].coords,&player[i].coords)<40)
5781                     player[i].crouchkeydown=1;
5782                 if(player[i].jumpkeydown)
5783                     player[i].attackkeydown=0;
5784
5785                 if(tutoriallevel==1)
5786                     if(!canattack)
5787                         player[i].attackkeydown=0;
5788
5789
5790                 XYZ facing=player[i].coords;
5791                 XYZ flatfacing=player[0].coords;
5792                 facing.y+=playerJoint(i,head).position.y*player[i].scale;
5793                 flatfacing.y+=playerJoint(0,head).position.y*player[0].scale;
5794                 if(player[i].occluded>=2)
5795                     if(-1!=checkcollide(facing,flatfacing)){
5796                         if(!player[i].pause)
5797                             player[i].lastseentime-=.2;
5798                         if(player[i].lastseentime<=0&&
5799                                 (player[i].creature!=wolftype||
5800                                  player[i].weaponstuck==-1)){
5801                             player[i].aitype=searchtype;
5802                             player[i].lastchecktime=12;
5803                             player[i].lastseen=player[0].coords;
5804                             player[i].lastseentime=12;
5805                         }
5806                     }else
5807                         player[i].lastseentime=1;
5808             }
5809         }
5810         if(animation[player[0].targetanimation].height==highheight&&
5811                 (player[i].aitype==attacktypecutoff||
5812                  player[i].aitype==searchtype))
5813             if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
5814                 XYZ test=player[0].coords;
5815                 test.y-=40;
5816                 if(-1==checkcollide(player[0].coords,test))
5817                     player[i].stunned=1;
5818             }
5819         //stunned
5820         if(player[i].aitype==passivetype&&!(player[i].numwaypoints>1)||
5821                 player[i].stunned>0||
5822                 player[i].pause&&player[i].damage>player[i].superpermanentdamage){
5823             if(player[i].pause)
5824                 player[i].lastseentime=1;
5825             player[i].targetrotation=player[i].rotation;
5826             player[i].forwardkeydown=0;
5827             player[i].leftkeydown=0;
5828             player[i].backkeydown=0;
5829             player[i].rightkeydown=0;
5830             player[i].jumpkeydown=0;
5831             player[i].attackkeydown=0;
5832             player[i].crouchkeydown=0;
5833             player[i].throwkeydown=0;
5834         }
5835
5836
5837         XYZ facing;
5838         facing=0;
5839         facing.z=-1;
5840
5841         XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5842         facing=flatfacing;
5843
5844         if(player[i].aitype==attacktypecutoff){
5845             player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords);
5846             player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords);
5847         }else if(player[i].howactive>=typesleeping){
5848             player[i].targetheadrotation=player[i].targetrotation;
5849             player[i].targetheadrotation2=0;
5850         }else{
5851             if(player[i].interestdelay<=0){
5852                 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
5853                 player[i].headtarget=player[i].coords;
5854                 player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
5855                 player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
5856                 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
5857                 player[i].headtarget+=player[i].facing*1.5;
5858             }
5859             player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget);
5860             player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget);
5861         }
5862     }
5863 }
5864
5865 void Game::Tick(){
5866         static XYZ facing,flatfacing;
5867         static int target;
5868
5869         for(int i=0;i<15;i++){
5870                 displaytime[i]+=multiplier;
5871         }
5872
5873         keyboardfrozen=0;
5874     Input::Tick();
5875
5876         if(Input::isKeyPressed(SDLK_F6)){
5877                 if(Input::isKeyDown(SDLK_LSHIFT))
5878                         stereoreverse=true;
5879                 else
5880                         stereoreverse=false;
5881
5882                 if(stereoreverse)
5883                         printf("Stereo reversed\n");
5884                 else
5885                         printf("Stereo unreversed\n");
5886         }
5887
5888         if(Input::isKeyDown(SDLK_F7)){
5889                 if(Input::isKeyDown(SDLK_LSHIFT))
5890                         stereoseparation -= 0.001;
5891                 else
5892                         stereoseparation -= 0.010;
5893                 printf("Stereo decreased increased to %f\n", stereoseparation);
5894         }
5895
5896         if(Input::isKeyDown(SDLK_F8)){
5897                 if(Input::isKeyDown(SDLK_LSHIFT))
5898                         stereoseparation += 0.001;
5899                 else
5900                         stereoseparation += 0.010;
5901                 printf("Stereo separation increased to %f\n", stereoseparation);
5902         }
5903
5904
5905         if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){
5906                 if(tutorialstage!=51)
5907                         tutorialstagetime=tutorialmaxtime;
5908                 emit_sound_np(consolefailsound, 128.);
5909         }
5910
5911     /*
5912     Values of mainmenu :
5913     1 Main menu
5914     2 Menu pause (resume/end game)
5915     3 Option menu
5916     4 Controls configuration menu
5917     5 Main game menu (choose level or challenge)
5918     6 Deleting user menu
5919     7 User managment menu (select/add)
5920     8 Choose difficulty menu
5921     9 Challenge level selection menu
5922     10 End of the campaign congratulation (is that really a menu?)
5923     11 Same that 9 ??? => unused
5924     18 stereo configuration
5925     */
5926         
5927         if(!console){
5928         //campaign over?
5929                 if(mainmenu&&endgame==1)
5930             mainmenu=10;
5931         //go to level select after completing a campaign level
5932         if(campaign&&winfreeze&&mainmenu==0&&campaignchoosenext[campaignchoicewhich[whichchoice]]==1){
5933             mainmenu=5;
5934             gameon=0;
5935             winfreeze=0;
5936             fireSound();
5937             flash();
5938             if(musictoggle){
5939                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5940                 emit_stream_np(stream_menutheme);
5941                 pause_sound(leveltheme);
5942             }
5943         }
5944         //escape key pressed
5945         //TODO: there must be code somewhere else that handles clicking the Back button, merge it with this
5946                 if(Input::isKeyPressed(SDLK_ESCAPE)&&
5947                 (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))){
5948                         selected=-1;
5949             if(mainmenu==0&&!winfreeze)
5950                 mainmenu=2; //pause
5951             else if(mainmenu==1||mainmenu==2){
5952                 mainmenu=0; //unpause
5953             }
5954             //play menu theme
5955             if(musictoggle&&(mainmenu==1||mainmenu==2)){
5956                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5957                 emit_stream_np(stream_menutheme);
5958                 pause_sound(leveltheme);
5959             }
5960             //on resume, play level music
5961             if(!mainmenu){
5962                 pause_sound(stream_menutheme);
5963                 resume_stream(leveltheme);
5964             }
5965             //finished with settings menu
5966                         if(mainmenu==3){
5967                                 SaveSettings(*this);
5968                         }
5969             //effects
5970                         if(mainmenu>=3&&mainmenu!=8){
5971                                 fireSound();
5972                                 flash();
5973                         }
5974             //go back
5975             switch(mainmenu){
5976                 case 3: case 5:
5977                     mainmenu=gameon?2:1; break;
5978                 case 4: case 18:
5979                     mainmenu=3; break;
5980                 case 6: case 7: case 9: case 10:
5981                     mainmenu=5; break;
5982             }
5983                 }
5984         }
5985
5986         if(mainmenu){
5987         MenuTick();
5988         }
5989
5990         if(!mainmenu){
5991                 if(hostile==1)hostiletime+=multiplier;
5992                 else hostiletime=0;
5993                 if(!winfreeze)leveltime+=multiplier;
5994
5995         //keys
5996                 if(Input::isKeyPressed(SDLK_v)&&debugmode){
5997                         freeze=1-freeze;
5998                         if(freeze){
5999                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6000                         }
6001                 }
6002
6003                 if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode)
6004                         chatting=1;
6005
6006                 if(chatting){
6007                         inputText(displaytext[0],&displayselected,&displaychars[0]);
6008                         if(!waiting) {
6009                                 if(displaychars[0]){
6010                                         for(int j=0;j<255;j++)
6011                                                 displaytext[0][j]=0;
6012                                         displaychars[0]=0;
6013                                         displayselected=0;
6014                                 }       
6015                                 chatting=0;             
6016                         }
6017
6018                         displayblinkdelay-=multiplier;
6019                         if(displayblinkdelay<=0){
6020                                 displayblinkdelay=.3;
6021                                 displayblink=1-displayblink;
6022                         }
6023                 }
6024                 if(chatting)
6025             keyboardfrozen=1;
6026
6027                 if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
6028                         console=1-console;
6029                         if(console){
6030                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6031                         } else {
6032                                 freeze=0;
6033                                 waiting=false;
6034                         }
6035                 }
6036
6037                 if(console)
6038             freeze=1;
6039                 if(console&&!Input::isKeyDown(SDLK_LMETA)){
6040                         inputText(consoletext[0],&consoleselected,&consolechars[0]);
6041                         if(!waiting) {
6042                                 archiveselected=0;
6043                                 if(consolechars[0]>0){
6044                     consoletext[0][consolechars[0]]=' ';
6045                     cmd_dispatch(this, consoletext[0]);
6046                                         for(int k=14;k>=1;k--){
6047                                                 for(int j=0;j<255;j++)
6048                                                         consoletext[k][j]=consoletext[k-1][j];
6049                                                 consolechars[k]=consolechars[k-1];
6050                                         }
6051                                         for(int j=0;j<255;j++)
6052                                                 consoletext[0][j]=0;
6053                                         consolechars[0]=0;
6054                                         consoleselected=0;
6055                                 }
6056                         }
6057
6058                         consoleblinkdelay-=multiplier;
6059                         if(consoleblinkdelay<=0){
6060                                 consoleblinkdelay=.3;
6061                                 consoleblink=1-consoleblink;
6062                         }
6063                 }
6064
6065
6066
6067                 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
6068                         tryquit=1;
6069                         if(mainmenu==3) {
6070                                 SaveSettings(*this);
6071                         }
6072                 }
6073
6074                 static int oldwinfreeze;
6075                 if(winfreeze&&!oldwinfreeze){
6076                         OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6077                         emit_sound_np(consolesuccesssound);
6078                 }
6079                 if(winfreeze==0)
6080             oldwinfreeze=winfreeze;
6081                 else
6082             oldwinfreeze++;
6083
6084                 if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign)
6085                         if(winfreeze)
6086                 winfreeze=0;
6087                 if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
6088             if(console){
6089                 console=0;
6090                 freeze=0;
6091             }else if(winfreeze){
6092                                 mainmenu=9;
6093                                 gameon=0;
6094                         }
6095         }
6096
6097
6098
6099         //TODO: what is this test?
6100                 if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
6101
6102             //dialogues
6103                         if(indialogue!=-1)
6104                 talkdelay=1;
6105                         talkdelay-=multiplier;
6106
6107                         if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight)
6108                 for(int i=0;i<numdialogues;i++){
6109                     int realdialoguetype;
6110                     bool special;
6111                     if(dialoguetype[i]>49){
6112                         realdialoguetype=dialoguetype[i]-50;
6113                         special=1;
6114                     }
6115                     else if(dialoguetype[i]>39){
6116                         realdialoguetype=dialoguetype[i]-40;
6117                         special=1;
6118                     }
6119                     else if(dialoguetype[i]>29){
6120                         realdialoguetype=dialoguetype[i]-30;
6121                         special=1;
6122                     }
6123                     else if(dialoguetype[i]>19){
6124                         realdialoguetype=dialoguetype[i]-20;
6125                         special=1;
6126                     }
6127                     else if(dialoguetype[i]>9){
6128                         realdialoguetype=dialoguetype[i]-10;
6129                         special=1;
6130                     }
6131                     else {
6132                         realdialoguetype=dialoguetype[i];
6133                         special=0;
6134                     }
6135                     if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&&
6136                             realdialoguetype<numplayers&&
6137                             realdialoguetype>0&&
6138                             (dialoguegonethrough[i]==0||!special)&&
6139                             (special||Input::isKeyPressed(attackkey))){
6140                         if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||
6141                                 player[realdialoguetype].howactive>=typedead1||
6142                                 dialoguetype[i]>40&&dialoguetype[i]<50){
6143                             whichdialogue=i;
6144                             for(int j=0;j<numdialogueboxes[whichdialogue];j++){
6145                                 player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6146                                 player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6147                                 player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
6148                                 player[participantfocus[whichdialogue][j]].velocity=0;
6149                                 player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
6150                                 player[participantfocus[whichdialogue][j]].targetframe=0;
6151                             }
6152                             directing=0;
6153                             indialogue=0;
6154                             dialoguetime=0;
6155                             dialoguegonethrough[i]++;
6156                             if(dialogueboxsound[whichdialogue][indialogue]!=0){
6157                                 playdialogueboxsound();
6158                             }
6159                         }
6160                     }
6161                 }
6162
6163             windvar+=multiplier;
6164             smoketex+=multiplier;
6165             tutorialstagetime+=multiplier;
6166
6167             //hotspots
6168             static float hotspotvisual[40];
6169             if(numhotspots){
6170                 XYZ hotspotsprite;
6171                 if(editorenabled)
6172                     for(int i=0;i<numhotspots;i++)
6173                         hotspotvisual[i]-=multiplier/320;
6174
6175                 for(int i=0;i<numhotspots;i++){
6176                     //if(hotspottype[i]<=10)
6177                     while(hotspotvisual[i]<0){
6178                         hotspotsprite=0;
6179                         hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
6180                         hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
6181                         hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
6182                         hotspotsprite+=hotspot[i];
6183                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
6184                         hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
6185                     }
6186                 }
6187
6188                 for(int i=0;i<numhotspots;i++){
6189                     if(hotspottype[i]<=10&&hotspottype[i]>0){
6190                         hotspot[i]=player[hotspottype[i]].coords;
6191                     }
6192                 }
6193             }
6194
6195             //Tutorial
6196             if(tutoriallevel){
6197                 doTutorial();
6198             }
6199
6200             //bonuses
6201             if(tutoriallevel!=1){
6202                 if(bonustime==0&&
6203                         bonus!=solidhit&&
6204                         bonus!=spinecrusher&&
6205                         bonus!=tracheotomy&&
6206                         bonus!=backstab&&
6207                         bonusvalue>10){
6208                     emit_sound_np(consolesuccesssound);
6209                 }
6210             } else if(bonustime==0){
6211                 emit_sound_np(fireendsound);
6212             }
6213             if(bonustime==0){
6214                 if(bonus!=solidhit&&
6215                         bonus!=twoxcombo&&
6216                         bonus!=threexcombo&&
6217                         bonus!=fourxcombo&&
6218                         bonus!=megacombo)
6219                     bonusnum[bonus]++;
6220                 else
6221                     bonusnum[bonus]+=0.15;
6222                 if(tutoriallevel)
6223                     bonusvalue=0;
6224                 bonusvalue/=bonusnum[bonus];
6225                 bonustotal+=bonusvalue;
6226             }
6227             bonustime+=multiplier;
6228
6229             //snow effects
6230             if(environment==snowyenvironment){
6231                 precipdelay-=multiplier;
6232                 while(precipdelay<0){
6233                     precipdelay+=.04;
6234                     if(!detail)
6235                         precipdelay+=.04;
6236                     XYZ footvel,footpoint;
6237
6238                     footvel=0;
6239                     footpoint=viewer+viewerfacing*6;
6240                     footpoint.y+=((float)abs(Random()%1200))/100-6;
6241                     footpoint.x+=((float)abs(Random()%1200))/100-6;
6242                     footpoint.z+=((float)abs(Random()%1200))/100-6;
6243                     Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
6244                 }
6245             }
6246
6247
6248             doAerialAcrobatics();
6249
6250
6251             static XYZ oldviewer;
6252
6253             //control keys
6254             if(indialogue==-1){
6255                 player[0].forwardkeydown=Input::isKeyDown(forwardkey);
6256                 player[0].leftkeydown=Input::isKeyDown(leftkey);
6257                 player[0].backkeydown=Input::isKeyDown(backkey);
6258                 player[0].rightkeydown=Input::isKeyDown(rightkey);
6259                 player[0].jumpkeydown=Input::isKeyDown(jumpkey);
6260                 player[0].crouchkeydown=Input::isKeyDown(crouchkey);
6261                 player[0].drawkeydown=Input::isKeyDown(drawkey);
6262                 player[0].throwkeydown=Input::isKeyDown(throwkey);
6263             }
6264             else
6265             {
6266                 player[0].forwardkeydown=0;
6267                 player[0].leftkeydown=0;
6268                 player[0].backkeydown=0;
6269                 player[0].rightkeydown=0;
6270                 player[0].jumpkeydown=0;
6271                 player[0].crouchkeydown=0;
6272                 player[0].drawkeydown=0;
6273                 player[0].throwkeydown=0;
6274             }
6275
6276             if(!player[0].jumpkeydown)
6277                 player[0].jumpclimb=0;
6278
6279
6280             if(indialogue!=-1){
6281                 cameramode=1;
6282                 if(directing){
6283                     facing=0;
6284                     facing.z=-1;
6285
6286                     facing=DoRotation(facing,-rotation2,0,0);
6287                     facing=DoRotation(facing,0,0-rotation,0);
6288
6289                     flatfacing=0;
6290                     flatfacing.z=-1;
6291
6292                     flatfacing=DoRotation(flatfacing,0,-rotation,0);
6293
6294                     if(Input::isKeyDown(forwardkey))
6295                         viewer+=facing*multiplier*4;
6296                     if(Input::isKeyDown(backkey))
6297                         viewer-=facing*multiplier*4;
6298                     if(Input::isKeyDown(leftkey))
6299                         viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
6300                     if(Input::isKeyDown(rightkey))
6301                         viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
6302                     if(Input::isKeyDown(jumpkey))
6303                         viewer.y+=multiplier*4;
6304                     if(Input::isKeyDown(crouchkey))
6305                         viewer.y-=multiplier*4;
6306                     if(     Input::isKeyPressed(SDLK_1)||
6307                             Input::isKeyPressed(SDLK_2)||
6308                             Input::isKeyPressed(SDLK_3)||
6309                             Input::isKeyPressed(SDLK_4)||
6310                             Input::isKeyPressed(SDLK_5)||
6311                             Input::isKeyPressed(SDLK_6)||
6312                             Input::isKeyPressed(SDLK_7)||
6313                             Input::isKeyPressed(SDLK_8)||
6314                             Input::isKeyPressed(SDLK_9)||
6315                             Input::isKeyPressed(SDLK_0)||
6316                             Input::isKeyPressed(SDLK_MINUS)){
6317                         int whichend;
6318                         if(Input::isKeyPressed(SDLK_1))whichend=1;
6319                         if(Input::isKeyPressed(SDLK_2))whichend=2;
6320                         if(Input::isKeyPressed(SDLK_3))whichend=3;
6321                         if(Input::isKeyPressed(SDLK_4))whichend=4;
6322                         if(Input::isKeyPressed(SDLK_5))whichend=5;
6323                         if(Input::isKeyPressed(SDLK_6))whichend=6;
6324                         if(Input::isKeyPressed(SDLK_7))whichend=7;
6325                         if(Input::isKeyPressed(SDLK_8))whichend=8;
6326                         if(Input::isKeyPressed(SDLK_9))whichend=9;
6327                         if(Input::isKeyPressed(SDLK_0))whichend=0;
6328                         if(Input::isKeyPressed(SDLK_MINUS))
6329                             whichend=-1;
6330                         if(whichend!=-1){
6331                             participantfocus[whichdialogue][indialogue]=whichend;
6332                             participantlocation[whichdialogue][whichend]=player[whichend].coords;
6333                             participantrotation[whichdialogue][whichend]=player[whichend].rotation;
6334                         }
6335                         if(whichend==-1){
6336                             participantfocus[whichdialogue][indialogue]=-1;
6337                         }
6338                         if(player[participantfocus[whichdialogue][indialogue]].dead){
6339                             indialogue=-1;
6340                             directing=0;
6341                             cameramode=0;
6342                         }
6343                         dialoguecamera[whichdialogue][indialogue]=viewer;
6344                         dialoguecamerarotation[whichdialogue][indialogue]=rotation;
6345                         dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
6346                         indialogue++;
6347                         if(indialogue<numdialogueboxes[whichdialogue]){
6348                             if(dialogueboxsound[whichdialogue][indialogue]!=0){
6349                                 playdialogueboxsound();
6350                             }
6351                         }
6352
6353                         for(int j=0;j<numplayers;j++){
6354                             participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
6355                         }
6356                     }
6357                     //TODO: should these be KeyDown or KeyPressed?
6358                     if(     Input::isKeyDown(SDLK_KP1)||
6359                             Input::isKeyDown(SDLK_KP2)||
6360                             Input::isKeyDown(SDLK_KP3)||
6361                             Input::isKeyDown(SDLK_KP4)||
6362                             Input::isKeyDown(SDLK_KP5)||
6363                             Input::isKeyDown(SDLK_KP6)||
6364                             Input::isKeyDown(SDLK_KP7)||
6365                             Input::isKeyDown(SDLK_KP8)||
6366                             Input::isKeyDown(SDLK_KP9)||
6367                             Input::isKeyDown(SDLK_KP0)){
6368                         int whichend;
6369                         if(Input::isKeyDown(SDLK_KP1))whichend=1;
6370                         if(Input::isKeyDown(SDLK_KP2))whichend=2;
6371                         if(Input::isKeyDown(SDLK_KP3))whichend=3;
6372                         if(Input::isKeyDown(SDLK_KP4))whichend=4;
6373                         if(Input::isKeyDown(SDLK_KP5))whichend=5;
6374                         if(Input::isKeyDown(SDLK_KP6))whichend=6;
6375                         if(Input::isKeyDown(SDLK_KP7))whichend=7;
6376                         if(Input::isKeyDown(SDLK_KP8))whichend=8;
6377                         if(Input::isKeyDown(SDLK_KP9))whichend=9;
6378                         if(Input::isKeyDown(SDLK_KP0))whichend=0;
6379                         participantfacing[whichdialogue][indialogue][whichend]=facing;
6380                     }
6381                     if(indialogue>=numdialogueboxes[whichdialogue]){
6382                         indialogue=-1;
6383                         directing=0;
6384                         cameramode=0;
6385                     }
6386                 }
6387                 if(!directing){
6388                     pause_sound(whooshsound);
6389                     viewer=dialoguecamera[whichdialogue][indialogue];
6390                     viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1);
6391                     rotation=dialoguecamerarotation[whichdialogue][indialogue];
6392                     rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
6393                     if(dialoguetime>0.5)
6394                         if(     Input::isKeyPressed(SDLK_1)||
6395                                 Input::isKeyPressed(SDLK_2)||
6396                                 Input::isKeyPressed(SDLK_3)||
6397                                 Input::isKeyPressed(SDLK_4)||
6398                                 Input::isKeyPressed(SDLK_5)||
6399                                 Input::isKeyPressed(SDLK_6)||
6400                                 Input::isKeyPressed(SDLK_7)||
6401                                 Input::isKeyPressed(SDLK_8)||
6402                                 Input::isKeyPressed(SDLK_9)||
6403                                 Input::isKeyPressed(SDLK_0)||
6404                                 Input::isKeyPressed(SDLK_MINUS)||
6405                                 Input::isKeyPressed(attackkey)){
6406                             indialogue++;
6407                             if(indialogue<numdialogueboxes[whichdialogue]){
6408                                 if(dialogueboxsound[whichdialogue][indialogue]!=0){
6409                                     playdialogueboxsound();
6410                                     if(dialogueboxsound[whichdialogue][indialogue]==-5){
6411                                         hotspot[numhotspots]=player[0].coords;
6412                                         hotspotsize[numhotspots]=10;
6413                                         hotspottype[numhotspots]=-1;
6414
6415                                         numhotspots++;
6416                                     }
6417                                     if(dialogueboxsound[whichdialogue][indialogue]==-6){
6418                                         hostile=1;
6419                                     }
6420
6421                                     if(player[participantfocus[whichdialogue][indialogue]].dead){
6422                                         indialogue=-1;
6423                                         directing=0;
6424                                         cameramode=0;
6425                                     }
6426                                 }
6427                             }
6428                         }
6429                     if(indialogue>=numdialogueboxes[whichdialogue]){
6430                         indialogue=-1;
6431                         directing=0;
6432                         cameramode=0;
6433                         if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
6434                             hostile=1;
6435                         }
6436                         if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
6437                             windialogue=1;
6438                         }
6439                         if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
6440                             hostile=1;
6441                             for(int i=1;i<numplayers;i++){
6442                                 player[i].aitype = attacktypecutoff;
6443                             }
6444                         }
6445                     }
6446                 }
6447             }
6448
6449             if(!player[0].jumpkeydown){
6450                 player[0].jumptogglekeydown=0;
6451             }
6452             if(player[0].jumpkeydown&&
6453                     player[0].targetanimation!=jumpupanim&&
6454                     player[0].targetanimation!=jumpdownanim&&
6455                     !player[0].isFlip())
6456                 player[0].jumptogglekeydown=1;
6457
6458
6459             dialoguetime+=multiplier;
6460             hawkrotation+=multiplier*25;
6461             realhawkcoords=0;
6462             realhawkcoords.x=25;
6463             realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
6464             hawkcalldelay-=multiplier/2;
6465
6466             if(hawkcalldelay<=0){
6467                 emit_sound_at(hawksound, realhawkcoords);
6468
6469                 hawkcalldelay=16+abs(Random()%8);
6470             }
6471
6472             doDebugKeys();
6473
6474             doAttacks();
6475
6476             doPlayerCollisions();
6477
6478             doJumpReversals();
6479
6480             for(int k=0;k<numplayers;k++)
6481                 if(k!=0&&player[k].immobile)
6482                     player[k].coords=player[k].realoldcoords;
6483
6484             for(int k=0;k<numplayers;k++){
6485                 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6486                     if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
6487                         player[k].DoDamage(1000);
6488                     }
6489                 }
6490             }
6491
6492             //respawn
6493             static bool respawnkeydown;
6494             if(!editorenabled&&
6495                     (whichlevel!=-2&&
6496                      (Input::isKeyDown(SDLK_z)&&
6497                       Input::isKeyDown(SDLK_LMETA)&&
6498                       debugmode)||
6499                      (Input::isKeyDown(jumpkey)&&
6500                       !respawnkeydown&&
6501                       !oldattackkey&&
6502                       player[0].dead))){
6503                 targetlevel=whichlevel;
6504                 loading=1;
6505                 leveltime=5;
6506             }
6507             if(!Input::isKeyDown(jumpkey))
6508                 respawnkeydown=0;
6509             if(Input::isKeyDown(jumpkey))
6510                 respawnkeydown=1;
6511
6512
6513
6514
6515             static bool movekey;
6516
6517             //?
6518             for(int i=0;i<numplayers;i++){
6519                 static float oldtargetrotation;
6520                 if(!player[i].skeleton.free){
6521                     oldtargetrotation=player[i].targetrotation;
6522                     if(i==0&&indialogue==-1){
6523                         //TODO: refactor repetitive code
6524                         if(!animation[player[0].targetanimation].attack&&
6525                                 player[0].targetanimation!=staggerbackhighanim&&
6526                                 player[0].targetanimation!=staggerbackhardanim&&
6527                                 player[0].targetanimation!=crouchremoveknifeanim&&
6528                                 player[0].targetanimation!=removeknifeanim&&
6529                                 player[0].targetanimation!=backhandspringanim&&
6530                                 player[0].targetanimation!=dodgebackanim&&
6531                                 player[0].targetanimation!=walljumprightkickanim&&
6532                                 player[0].targetanimation!=walljumpleftkickanim){
6533                             if(cameramode)
6534                                 player[0].targetrotation=0;
6535                             else
6536                                 player[0].targetrotation=-rotation+180;
6537                         }
6538
6539                         facing=0;
6540                         facing.z=-1;
6541
6542                         flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6543                         if(cameramode){
6544                             facing=flatfacing;
6545                         }else{
6546                             facing=DoRotation(facing,-rotation2,0,0);
6547                             facing=DoRotation(facing,0,0-rotation,0);
6548                         }
6549
6550                         player[0].lookrotation=-rotation;
6551
6552                         player[i].targetheadrotation=rotation;
6553                         player[i].targetheadrotation2=rotation2;
6554                     }
6555                     if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
6556                         if(!animation[player[i].targetanimation].attack&&
6557                                 player[i].targetanimation!=staggerbackhighanim&&
6558                                 player[i].targetanimation!=staggerbackhardanim&&
6559                                 player[i].targetanimation!=crouchremoveknifeanim&&
6560                                 player[i].targetanimation!=removeknifeanim&&
6561                                 player[i].targetanimation!=backhandspringanim&&
6562                                 player[i].targetanimation!=dodgebackanim&&
6563                                 player[i].targetanimation!=walljumprightkickanim&&
6564                                 player[i].targetanimation!=walljumpleftkickanim){
6565                             player[i].targetrotation=-player[i].lookrotation+180;
6566                         }
6567
6568                         facing=0;
6569                         facing.z=-1;
6570
6571                         flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6572
6573                         facing=DoRotation(facing,-player[i].lookrotation2,0,0);
6574                         facing=DoRotation(facing,0,0-player[i].lookrotation,0);
6575
6576                         player[i].targetheadrotation=player[i].lookrotation;
6577                         player[i].targetheadrotation2=player[i].lookrotation2;
6578                     }
6579                     if(indialogue!=-1){
6580                         player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
6581                         player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
6582                     }
6583
6584                     if(leveltime<.5)
6585                         numenvsounds=0;
6586
6587                     player[i].avoidsomething=0;
6588
6589                     //avoid flaming things
6590                     for(int j=0;j<objects.numobjects;j++)
6591                         if(objects.onfire[j])
6592                             if(findDistancefast(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
6593                                 if(     findDistancefast(&player[i].coords,&objects.position[j])<
6594                                         findDistancefast(&player[i].coords,&player[0].coords)){
6595                                     player[i].collided=0;
6596                                     player[i].avoidcollided=1;
6597                                     if(player[i].avoidsomething==0||
6598                                             findDistancefast(&player[i].coords,&objects.position[j])<
6599                                             findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6600                                         player[i].avoidwhere=objects.position[j];
6601                                         player[i].avoidsomething=1;
6602                                     }
6603                                 }
6604
6605                     //avoid flaming players
6606                     for(int j=0;j<numplayers;j++)
6607                         if(player[j].onfire)
6608                             if(findDistancefast(&player[j].coords,&player[i].coords)<sq(0.3)*200)
6609                                 if(     findDistancefast(&player[i].coords,&player[j].coords)<
6610                                         findDistancefast(&player[i].coords,&player[0].coords)){
6611                                     player[i].collided=0;
6612                                     player[i].avoidcollided=1;
6613                                     if(player[i].avoidsomething==0||
6614                                             findDistancefast(&player[i].coords,&player[j].coords)<
6615                                             findDistancefast(&player[i].coords,&player[i].avoidwhere)){
6616                                         player[i].avoidwhere=player[j].coords;
6617                                         player[i].avoidsomething=1;
6618                                     }
6619                                 }
6620
6621                     if(player[i].collided>.8)
6622                         player[i].avoidcollided=0;
6623
6624                     doAI(i);
6625
6626                     if(animation[player[i].targetanimation].attack==reversed){
6627                         //player[i].targetrotation=player[i].rotation;
6628                         player[i].forwardkeydown=0;
6629                         player[i].leftkeydown=0;
6630                         player[i].backkeydown=0;
6631                         player[i].rightkeydown=0;
6632                         player[i].jumpkeydown=0;
6633                         player[i].attackkeydown=0;
6634                         //player[i].crouchkeydown=0;
6635                         player[i].throwkeydown=0;
6636                     }
6637
6638                     if(indialogue!=-1){
6639                         player[i].forwardkeydown=0;
6640                         player[i].leftkeydown=0;
6641                         player[i].backkeydown=0;
6642                         player[i].rightkeydown=0;
6643                         player[i].jumpkeydown=0;
6644                         player[i].crouchkeydown=0;
6645                         player[i].drawkeydown=0;
6646                         player[i].throwkeydown=0;
6647                     }
6648
6649                     if(player[i].collided<-.3)
6650                         player[i].collided=-.3;
6651                     if(player[i].collided>1)
6652                         player[i].collided=1;
6653                     player[i].collided-=multiplier*4;
6654                     player[i].whichdirectiondelay-=multiplier;
6655                     if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
6656                         player[i].avoidcollided=-.3;
6657                         player[i].whichdirection=abs(Random()%2);
6658                         player[i].whichdirectiondelay=.4;
6659                     }
6660                     if(player[i].avoidcollided>1)
6661                         player[i].avoidcollided=1;
6662                     player[i].avoidcollided-=multiplier/4;
6663                     if(!player[i].skeleton.free){
6664                         player[i].stunned-=multiplier;
6665                         player[i].surprised-=multiplier;
6666                     }
6667                     if(i!=0&&player[i].surprised<=0&&
6668                             player[i].aitype==attacktypecutoff&&
6669                             !player[i].dead&&
6670                             !player[i].skeleton.free&&
6671                             animation[player[i].targetanimation].attack==neutral)
6672                         numresponded=1;
6673
6674                     if(!player[i].throwkeydown)
6675                         player[i].throwtogglekeydown=0;
6676
6677                     //pick up weapon
6678                     if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
6679                         if(player[i].weaponactive==-1&&
6680                                 player[i].num_weapons<2&&
6681                                 (player[i].isIdle()||
6682                                  player[i].isCrouch()||
6683                                  player[i].targetanimation==sneakanim||
6684                                  player[i].targetanimation==rollanim||
6685                                  player[i].targetanimation==backhandspringanim||
6686                                  player[i].isFlip()||
6687                                  player[i].isFlip()||
6688                                  player[i].aitype!=playercontrolled)){
6689                             for(int j=0;j<weapons.numweapons;j++){
6690                                 if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
6691                                             player[i].aitype==playercontrolled)&&
6692                                         weapons.owner[j]==-1&&
6693                                         player[i].weaponactive==-1)
6694                                     if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
6695                                         if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
6696                                             if(player[i].isCrouch()||
6697                                                     player[i].targetanimation==sneakanim||
6698                                                     player[i].isRun()||
6699                                                     player[i].isIdle()||
6700                                                     player[i].aitype!=playercontrolled){
6701                                                 player[i].throwtogglekeydown=1;
6702                                                 setAnimation(i,crouchremoveknifeanim);
6703                                                 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
6704                                                 player[i].hasvictim=0;
6705                                             }
6706                                             if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6707                                                 player[i].throwtogglekeydown=1;
6708                                                 player[i].hasvictim=0;
6709
6710                                                 if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
6711                                                                 player[i].aitype==playercontrolled)&&
6712                                                             weapons.owner[j]==-1||
6713                                                         player[i].victim&&
6714                                                         weapons.owner[j]==player[i].victim->id)
6715                                                     if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1)
6716                                                         if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
6717                                                             if(weapons.type[j]!=staff)
6718                                                                 emit_sound_at(knifedrawsound, player[i].coords, 128.);
6719
6720                                                             player[i].weaponactive=0;
6721                                                             weapons.owner[j]=player[i].id;
6722                                                             if(player[i].num_weapons>0)
6723                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6724                                                             player[i].num_weapons++;
6725                                                             player[i].weaponids[0]=j;
6726                                                         }
6727                                             }
6728                                         }else if((player[i].isIdle()||
6729                                                     player[i].isFlip()||
6730                                                     player[i].aitype!=playercontrolled)&&
6731                                                 findDistancefast(&player[i].coords,&weapons.position[j])<5&&
6732                                                 player[i].coords.y<weapons.position[j].y){
6733                                             if(!player[i].isFlip()){
6734                                                 player[i].throwtogglekeydown=1;
6735                                                 setAnimation(i,removeknifeanim);
6736                                                 player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
6737                                             }
6738                                             if(player[i].isFlip()){
6739                                                 player[i].throwtogglekeydown=1;
6740                                                 player[i].hasvictim=0;
6741
6742                                                 for(int k=0;k<weapons.numweapons;k++){
6743                                                     if(player[i].weaponactive==-1)
6744                                                         if((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0||
6745                                                                         player[i].aitype==playercontrolled)&&
6746                                                                     weapons.owner[k]==-1||
6747                                                                 player[i].victim&&
6748                                                                  weapons.owner[k]==player[i].victim->id)
6749                                                             if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&
6750                                                                     player[i].weaponactive==-1){
6751                                                                 if(weapons.type[k]!=staff)
6752                                                                     emit_sound_at(knifedrawsound, player[i].coords, 128.);
6753
6754                                                                 player[i].weaponactive=0;
6755                                                                 weapons.owner[k]=player[i].id;
6756                                                                 if(player[i].num_weapons>0)
6757                                                                     player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6758                                                                 player[i].num_weapons++;
6759                                                                 player[i].weaponids[0]=k;
6760                                                             }
6761                                                 }
6762                                             }
6763                                         }
6764                                     }
6765                             }
6766                             if(player[i].isCrouch()||
6767                                     player[i].targetanimation==sneakanim||
6768                                     player[i].isRun()||
6769                                     player[i].isIdle()||player[i].targetanimation==rollanim||
6770                                     player[i].targetanimation==backhandspringanim){
6771                                 if(numplayers>1)
6772                                     for(int j=0;j<numplayers;j++){
6773                                         if(player[i].weaponactive==-1)
6774                                             if(j!=i)
6775                                                 if(player[j].num_weapons&&
6776                                                         player[j].skeleton.free&&
6777                                                         findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
6778                                                         (((player[j].skeleton.forward.y<0&&
6779                                                            player[j].weaponstuckwhere==0)||
6780                                                           (player[j].skeleton.forward.y>0&&
6781                                                            player[j].weaponstuckwhere==1))||
6782                                                          player[j].weaponstuck==-1||
6783                                                          player[j].num_weapons>1)){
6784                                                     if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
6785                                                         player[i].throwtogglekeydown=1;
6786                                                         player[i].victim=&player[j];
6787                                                         player[i].hasvictim=1;
6788                                                         setAnimation(i,crouchremoveknifeanim);
6789                                                         player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6790                                                     }
6791                                                     if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6792                                                         player[i].throwtogglekeydown=1;
6793                                                         player[i].victim=&player[j];
6794                                                         player[i].hasvictim=1;
6795                                                         int k = player[j].weaponids[0];
6796                                                         if(player[i].hasvictim){
6797                                                             bool fleshstuck;
6798                                                             fleshstuck=0;
6799                                                             if(player[i].victim->weaponstuck!=-1){
6800                                                                 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6801                                                                     fleshstuck=1;
6802                                                                 }
6803                                                             }
6804                                                             if(!fleshstuck){
6805                                                                 if(weapons.type[k]!=staff)
6806                                                                   emit_sound_at(knifedrawsound, player[i].coords, 128.);
6807                                                             }
6808                                                             if(fleshstuck)
6809                                                               emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
6810
6811                                                             player[i].weaponactive=0;
6812                                                             if(weapons.owner[k]!=-1){
6813                                                                 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
6814                                                                 else player[i].victim->num_weapons=1;
6815
6816                                                                 player[i].victim->skeleton.longdead=0;
6817                                                                 player[i].victim->skeleton.free=1;
6818                                                                 player[i].victim->skeleton.broken=0;
6819
6820                                                                 for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
6821                                                                     player[i].victim->skeleton.joints[l].velchange=0;
6822                                                                     player[i].victim->skeleton.joints[l].locked=0;
6823                                                                 }
6824
6825                                                                 XYZ relative;
6826                                                                 relative=0;
6827                                                                 relative.y=10;
6828                                                                 Normalise(&relative);
6829                                                                 XYZ footvel,footpoint;
6830                                                                 footvel=0;
6831                                                                 footpoint=weapons.position[k];
6832                                                                 if(player[i].victim->weaponstuck!=-1){
6833                                                                     if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6834                                                                         if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
6835                                                                         weapons.bloody[k]=2;
6836                                                                         weapons.blooddrip[k]=5;
6837                                                                         player[i].victim->weaponstuck=-1;
6838                                                                         player[i].victim->bloodloss+=2000;
6839                                                                         player[i].victim->DoDamage(2000);
6840                                                                     }
6841                                                                 }
6842                                                                 if(player[i].victim->num_weapons>0){
6843                                                                     if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
6844                                                                     if(player[i].victim->weaponids[0]==k)
6845                                                                         player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
6846                                                                 }
6847
6848                                                                 player[i].victim->weaponactive=-1;
6849
6850                                                                 playerJoint(player[i].victim,abdomen).velocity+=relative*6;
6851                                                                 playerJoint(player[i].victim,neck).velocity+=relative*6;
6852                                                                 playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
6853                                                                 playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
6854                                                             }
6855                                                             weapons.owner[k]=i;
6856                                                             if(player[i].num_weapons>0){
6857                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6858                                                             }
6859                                                             player[i].num_weapons++;
6860                                                             player[i].weaponids[0]=k;
6861                                                         }
6862                                                     }
6863                                                 }
6864                                     }
6865                             }
6866                         }
6867                         if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6868                             if(weapons.type[player[i].weaponids[0]]==knife){
6869                                 if(player[i].isIdle()||
6870                                         player[i].isRun()||
6871                                         player[i].isCrouch()||
6872                                         player[i].targetanimation==sneakanim||
6873                                         player[i].isFlip())
6874                                     if(numplayers>1)
6875                                         for(int j=0;j<numplayers;j++){
6876                                             if(i!=j)
6877                                                 if(tutoriallevel!=1||tutorialstage==49)
6878                                                     if(hostile)
6879                                                         if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&
6880                                                                 findDistancefast(&player[i].coords,&player[j].coords)<100&&
6881                                                                 findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
6882                                                                 !player[j].skeleton.free&&
6883                                                                 -1==checkcollide(DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
6884                                                             if(!player[i].isFlip()){
6885                                                                 player[i].throwtogglekeydown=1;
6886                                                                 player[i].victim=&player[j];
6887                                                                 setAnimation(i,knifethrowanim);
6888                                                                 player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
6889                                                                 player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
6890                                                             }
6891                                                             if(player[i].isFlip()){
6892                                                                 if(player[i].weaponactive!=-1){
6893                                                                     player[i].throwtogglekeydown=1;
6894                                                                     player[i].victim=&player[j];
6895                                                                     XYZ aim;
6896                                                                     weapons.owner[player[i].weaponids[0]]=-1;
6897                                                                     aim=player[i].victim->coords+DoRotation(playerJoint(player[i].victim,abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(playerJoint(i,righthand).position,0,player[i].rotation,0)*player[i].scale);
6898                                                                     Normalise(&aim);
6899
6900                                                                     aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
6901
6902                                                                     weapons.velocity[player[i].weaponids[0]]=aim*50;
6903                                                                     weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
6904                                                                     weapons.missed[player[i].weaponids[0]]=0;
6905                                                                     weapons.freetime[player[i].weaponids[0]]=0;
6906                                                                     weapons.firstfree[player[i].weaponids[0]]=1;
6907                                                                     weapons.physics[player[i].weaponids[0]]=0;
6908                                                                     player[i].num_weapons--;
6909                                                                     if(player[i].num_weapons){
6910                                                                         player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6911                                                                     }
6912                                                                     player[i].weaponactive=-1;
6913                                                                 }
6914                                                             }
6915                                                         }
6916                                         }
6917                             }
6918                         }
6919                         if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6920                             if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
6921                                 player[i].throwtogglekeydown=1;
6922                                 weapons.owner[player[i].weaponids[0]]=-1;
6923                                 weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
6924                                 if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
6925                                 weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
6926                                 weapons.missed[player[i].weaponids[0]]=1;
6927                                 weapons.freetime[player[i].weaponids[0]]=0;
6928                                 weapons.firstfree[player[i].weaponids[0]]=1;
6929                                 weapons.physics[player[i].weaponids[0]]=1;
6930                                 player[i].num_weapons--;
6931                                 if(player[i].num_weapons){
6932                                     player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6933                                     if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
6934                                 }
6935
6936                                 player[i].weaponactive=-1;
6937                                 for(int j=0;j<numplayers;j++){
6938                                     player[j].wentforweapon=0;
6939                                 }
6940                             }
6941                         }
6942
6943                     }
6944
6945                     //draw weapon
6946                     if(i==0||!player[0].dead||player[i].weaponactive!=-1)
6947                         if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
6948                                 player[i].num_weapons==2&&
6949                                 player[i].weaponactive==-1&&
6950                                 player[i].isIdle()||
6951                                 player[0].dead&&
6952                                 player[i].weaponactive!=-1&&
6953                                 i!=0){
6954                             bool isgood=1;
6955                             if(player[i].weaponactive!=-1)
6956                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)
6957                                     isgood=0;
6958                             if(isgood&&player[i].creature!=wolftype){
6959                                 if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
6960                                     setAnimation(i,drawrightanim);
6961                                     player[i].drawtogglekeydown=1;
6962                                 }
6963                                 if((player[i].isIdle()||
6964                                             (player[i].aitype!=playercontrolled&&
6965                                              player[0].weaponactive!=-1&&
6966                                              player[i].isRun()))&&
6967                                         player[i].num_weapons&&
6968                                         weapons.type[player[i].weaponids[0]]==sword){
6969                                     setAnimation(i,drawleftanim);
6970                                     player[i].drawtogglekeydown=1;
6971                                 }
6972                                 if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
6973                                     setAnimation(i,crouchdrawrightanim);
6974                                     player[i].drawtogglekeydown=1;
6975                                 }
6976                             }
6977                         }
6978                     //clean weapon
6979                     if(player[i].isCrouch()&&
6980                             weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
6981                             bloodtoggle&&
6982                             player[i].onterrain&&
6983                             player[i].num_weapons&&
6984                             player[i].weaponactive!=-1&&
6985                             player[i].attackkeydown){
6986                         if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
6987                                 player[i].onterrain&&
6988                                 bloodtoggle&&musictype!=stream_fighttheme){
6989                             if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)
6990                                 setAnimation(i,crouchstabanim);
6991                             if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)
6992                                 setAnimation(i,swordgroundstabanim);
6993                             player[i].hasvictim=0;
6994                             //player[i].attacktogglekeydown=1;
6995                         }
6996                     }
6997
6998                     if(!player[i].drawkeydown)
6999                         player[i].drawtogglekeydown=0;
7000
7001                     XYZ absflatfacing;
7002                     if(i==0){
7003                         absflatfacing=0;
7004                         absflatfacing.z=-1;
7005
7006                         absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
7007                     }
7008                     else absflatfacing=flatfacing;
7009
7010                     if(indialogue!=-1){
7011                         player[i].forwardkeydown=0;
7012                         player[i].leftkeydown=0;
7013                         player[i].backkeydown=0;
7014                         player[i].rightkeydown=0;
7015                         player[i].jumpkeydown=0;
7016                         player[i].crouchkeydown=0;
7017                         player[i].drawkeydown=0;
7018                         player[i].throwkeydown=0;
7019                     }
7020                     movekey=0;
7021                     //Do controls
7022                     if(!animation[player[i].targetanimation].attack&&
7023                             player[i].targetanimation!=staggerbackhighanim&&
7024                             player[i].targetanimation!=staggerbackhardanim&&
7025                             player[i].targetanimation!=backhandspringanim&&
7026                             player[i].targetanimation!=dodgebackanim){
7027                         if(!player[i].forwardkeydown)
7028                             player[i].forwardstogglekeydown=0;
7029                         if(player[i].crouchkeydown){
7030                             //Crouch
7031                             target=-2;
7032                             if(i==0){
7033                                 player[i].superruntoggle=1;
7034                                 if(numplayers>1)
7035                                     for(int j=0;j<numplayers;j++)
7036                                         if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype)
7037                                             if(findDistancefast(&player[j].coords,&player[i].coords)<16)
7038                                                 player[i].superruntoggle=0;
7039                             }
7040
7041                             if(numplayers>1)
7042                                 for(int j=0;j<numplayers;j++){
7043                                     if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
7044                                         if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7045                                                 player[j].victim==&player[i]&&
7046                                                 (player[j].targetanimation==sweepanim||
7047                                                  player[j].targetanimation==upunchanim||
7048                                                  player[j].targetanimation==wolfslapanim||
7049                                                  ((player[j].targetanimation==swordslashanim||
7050                                                    player[j].targetanimation==knifeslashstartanim||
7051                                                    player[j].targetanimation==staffhitanim||
7052                                                    player[j].targetanimation==staffspinhitanim)&&
7053                                                   findDistancefast(&player[j].coords,&player[i].coords)<2))){
7054                                             if(target>=0)
7055                                                 target=-1;
7056                                             else
7057                                                 target=j;
7058                                         }
7059                                     }
7060                                 }
7061                             if(target>=0)
7062                                 player[target].Reverse();
7063                             player[i].lowreversaldelay=.5;
7064
7065                             if(player[i].isIdle()){
7066                                 setAnimation(i,player[i].getCrouch());
7067                                 player[i].transspeed=10;
7068                             }
7069                             if(player[i].isRun()||
7070                                     (player[i].isStop()&&
7071                                      (player[i].leftkeydown||
7072                                       player[i].rightkeydown||
7073                                       player[i].forwardkeydown||
7074                                       player[i].backkeydown))){
7075                                 setAnimation(i,rollanim);
7076                                 player[i].transspeed=20;
7077                             }
7078                         }
7079                         if(!player[i].crouchkeydown){
7080                             //Uncrouch
7081                             if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
7082                             target=-2;
7083                             if(player[i].isCrouch()){
7084                                 if(numplayers>1)
7085                                     for(int j=0;j<numplayers;j++){
7086                                         if(j!=i&&
7087                                                 !player[j].skeleton.free&&
7088                                                 player[j].victim&&
7089                                                 player[i].highreversaldelay<=0){
7090                                             if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7091                                                     player[j].victim==&player[i]&&
7092                                                     (player[j].targetanimation==spinkickanim)&&
7093                                                     player[i].isCrouch()){
7094                                                 if(target>=0)
7095                                                     target=-1;
7096                                                 else
7097                                                     target=j;
7098                                             }
7099                                         }
7100                                     }
7101                                 if(target>=0)
7102                                     player[target].Reverse();
7103                                 player[i].highreversaldelay=.5;
7104
7105                                 if(player[i].isCrouch()){
7106                                     if(!player[i].wasCrouch()){
7107                                         player[i].currentanimation=player[i].getCrouch();
7108                                         player[i].currentframe=0;
7109                                     }
7110                                     setAnimation(i,player[i].getIdle());
7111                                     player[i].transspeed=10;
7112                                 }
7113                             }
7114                             if(player[i].targetanimation==sneakanim){
7115                                 setAnimation(i,player[i].getIdle());
7116                                 player[i].transspeed=10;
7117                             }
7118                         }
7119                         if(player[i].forwardkeydown){
7120                             if(player[i].isIdle()||
7121                                     (player[i].isStop()&&
7122                                      player[i].targetrotation==player[i].rotation)||
7123                                     (player[i].isLanding()&&
7124                                      player[i].targetframe>0&&
7125                                      !player[i].jumpkeydown)||
7126                                     (player[i].isLandhard()&&
7127                                      player[i].targetframe>0&&
7128                                      !player[i].jumpkeydown&&
7129                                      player[i].crouchkeydown)){
7130                                 if(player[i].aitype==passivetype)
7131                                     setAnimation(i,walkanim);
7132                                 else
7133                                     setAnimation(i,player[i].getRun());
7134                             }
7135                             if(player[i].isCrouch()){
7136                                 player[i].targetanimation=sneakanim;
7137                                 if(player[i].wasCrouch())
7138                                     player[i].target=0;
7139                                 player[i].targetframe=0;
7140                             }
7141                             if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
7142                                 setAnimation(i,climbanim);
7143                                 player[i].targetframe=1;
7144                                 player[i].jumpclimb=1;
7145                             }
7146                             if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7147                                 player[i].velocity+=absflatfacing*5*multiplier;
7148                             }
7149                             player[i].forwardstogglekeydown=1;
7150                             movekey=1;
7151                         }
7152                         if (player[i].rightkeydown){
7153                             if(player[i].isIdle()||
7154                                     (player[i].isStop()&&
7155                                      player[i].targetrotation==player[i].rotation)||
7156                                     (player[i].isLanding()&&
7157                                      player[i].targetframe>0&&
7158                                      !player[i].jumpkeydown)||
7159                                     (player[i].isLandhard()&&
7160                                      player[i].targetframe>0&&
7161                                      !player[i].jumpkeydown&&
7162                                      player[i].crouchkeydown)){
7163                                 setAnimation(i,player[i].getRun());
7164                             }
7165                             if(player[i].isCrouch()){
7166                                 player[i].targetanimation=sneakanim;
7167                                 if(player[i].wasCrouch())
7168                                     player[i].target=0;
7169                                 player[i].targetframe=0;
7170                             }
7171                             if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7172                                 player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7173                             }
7174                             player[i].targetrotation-=90;
7175                             if(player[i].forwardkeydown)player[i].targetrotation+=45;
7176                             if(player[i].backkeydown)player[i].targetrotation-=45;
7177                             movekey=1;
7178                         }
7179                         if ( player[i].leftkeydown){
7180                             if(player[i].isIdle()||
7181                                     (player[i].isStop()&&
7182                                      player[i].targetrotation==player[i].rotation)||
7183                                     (player[i].isLanding()&&
7184                                      player[i].targetframe>0&&
7185                                      !player[i].jumpkeydown)||
7186                                     (player[i].isLandhard()&&
7187                                      player[i].targetframe>0&&
7188                                      !player[i].jumpkeydown&&
7189                                      player[i].crouchkeydown)){
7190                                 setAnimation(i,player[i].getRun());
7191                             }
7192                             if(player[i].isCrouch()){
7193                                 player[i].targetanimation=sneakanim;
7194                                 if(player[i].wasCrouch())
7195                                     player[i].target=0;
7196                                 player[i].targetframe=0;
7197                             }
7198                             if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7199                                 player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7200                             }
7201                             player[i].targetrotation+=90;
7202                             if(player[i].forwardkeydown)player[i].targetrotation-=45;
7203                             if(player[i].backkeydown)player[i].targetrotation+=45;
7204                             movekey=1;
7205                         }
7206                         if(player[i].backkeydown){
7207                             if(player[i].isIdle()||
7208                                     (player[i].isStop()&&
7209                                      player[i].targetrotation==player[i].rotation)||
7210                                     (player[i].isLanding()&&
7211                                      player[i].targetframe>0&&
7212                                      !player[i].jumpkeydown)||
7213                                     (player[i].isLandhard()&&
7214                                      player[i].targetframe>0&&
7215                                      !player[i].jumpkeydown&&
7216                                      player[i].crouchkeydown)){
7217                                 setAnimation(i,player[i].getRun());
7218                             }
7219                             if(player[i].isCrouch()){
7220                                 player[i].targetanimation=sneakanim;
7221                                 if(player[i].wasCrouch())
7222                                     player[i].target=0;
7223                                 player[i].targetframe=0;
7224                             }
7225                             if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7226                                 player[i].velocity-=absflatfacing*5*multiplier;
7227                             }
7228                             if(player[i].targetanimation==hanganim){
7229                                 player[i].currentanimation=jumpdownanim;
7230                                 player[i].targetanimation=jumpdownanim;
7231                                 player[i].target=0;
7232                                 player[i].currentframe=0;
7233                                 player[i].targetframe=1;
7234                                 player[i].velocity=0;
7235                                 player[i].velocity.y+=gravity;
7236                                 player[i].coords.y-=1.4;
7237                                 player[i].grabdelay=1;
7238                             }
7239                             if ( !player[i].leftkeydown&&!player[i].rightkeydown)
7240                                 player[i].targetrotation+=180;
7241                             movekey=1;
7242                         }
7243                         if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
7244                             if((((player[i].isLanding()&&player[i].targetframe>=3)||
7245                                             player[i].isRun()||
7246                                             player[i].targetanimation==walkanim||
7247                                             player[i].isCrouch()||
7248                                             player[i].targetanimation==sneakanim)&&
7249                                         player[i].jumppower>1)&&
7250                                     ((player[i].targetanimation!=rabbitrunninganim&&
7251                                       player[i].targetanimation!=wolfrunninganim)||i!=0)){
7252                                 player[i].jumpstart=0;
7253                                 setAnimation(i,jumpupanim);
7254                                 player[i].rotation=player[i].targetrotation;
7255                                 player[i].transspeed=20;
7256                                 player[i].FootLand(0,1);
7257                                 player[i].FootLand(1,1);
7258
7259                                 facing=0;
7260                                 facing.z=-1;
7261                                 flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
7262
7263                                 if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
7264                                 if(!movekey)player[i].velocity=0;
7265
7266                                 //Dodge sweep?
7267                                 target=-2;
7268                                 if(numplayers>1)
7269                                     for(int j=0;j<numplayers;j++){
7270                                         if(j!=i&&!player[j].skeleton.free&&player[j].victim){
7271                                             if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
7272                                                     player[j].victim==&player[i]&&
7273                                                     (player[j].targetanimation==sweepanim)){
7274                                                 if(target>=0)target=-1;
7275                                                 else target=j;
7276                                             }
7277                                         }
7278                                     }
7279                                     if(target>=0)player[i].velocity.y=1;
7280                                     else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
7281                                         player[i].velocity.y=7;
7282                                         player[i].crouchtogglekeydown=1;
7283                                     }
7284                                     else player[i].velocity.y=5;
7285
7286                                     if(mousejump&&i==0&&debugmode){
7287                                         if(!player[i].isLanding())player[i].tempdeltav=deltav;
7288                                         if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
7289                                     }
7290
7291                                     player[i].coords.y+=.2;
7292                                     player[i].jumppower-=1;
7293
7294                                     if (!i)
7295                                       emit_sound_at(whooshsound, player[i].coords, 128.);
7296
7297                                     emit_sound_at(jumpsound, player[i].coords, 128.);
7298                             }
7299                             if((player[i].isIdle())&&player[i].jumppower>1){
7300                                 setAnimation(i,player[i].getLanding());
7301                                 player[i].targetframe=2;
7302                                 player[i].landhard=0;
7303                                 player[i].jumpstart=1;
7304                                 player[i].tempdeltav=deltav;
7305                             }
7306                             if(player[i].targetanimation==jumpupanim&&
7307                                     (((!floatjump&&
7308                                        !editorenabled)||
7309                                       !debugmode)||
7310                                      player[i].aitype!=playercontrolled)){
7311                                 if(player[i].jumppower>multiplier*6){
7312                                     player[i].velocity.y+=multiplier*6;
7313                                     player[i].jumppower-=multiplier*6;
7314                                 }
7315                                 if(player[i].jumppower<=multiplier*6){
7316                                     player[i].velocity.y+=player[i].jumppower;
7317                                     player[i].jumppower=0;
7318                                 }
7319                             }
7320                             if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
7321                         }
7322
7323                         if(!movekey){
7324                             if(player[i].isRun()||player[i].targetanimation==walkanim)
7325                                 setAnimation(i,player[i].getStop());
7326                             if(player[i].targetanimation==sneakanim){
7327                                 player[i].targetanimation=player[i].getCrouch();
7328                                 if(player[i].currentanimation==sneakanim)
7329                                     player[i].target=0;
7330                                 player[i].targetframe=0;
7331                             }
7332                         }
7333                         if(player[i].targetanimation==walkanim&&
7334                                 (player[i].aitype==attacktypecutoff||
7335                                  player[i].aitype==searchtype||
7336                                  (player[i].aitype==passivetype&&
7337                                   player[i].numwaypoints<=1)))
7338                             setAnimation(i,player[i].getStop());
7339                         if(player[i].isRun()&&(player[i].aitype==passivetype))
7340                             setAnimation(i,player[i].getStop());
7341                     }
7342                 }
7343                 if(player[i].targetanimation==rollanim)
7344                     player[i].targetrotation=oldtargetrotation;
7345             }
7346
7347             //Rotation
7348             for(int k=0;k<numplayers;k++){
7349                 if(fabs(player[k].rotation-player[k].targetrotation)>180){
7350                     if(player[k].rotation>player[k].targetrotation)
7351                         player[k].rotation-=360;
7352                     else
7353                         player[k].rotation+=360;
7354                 }
7355
7356                 //stop to turn in right direction
7357                 if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
7358                     setAnimation(k,player[k].getStop());
7359
7360                 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
7361                     player[k].targettilt=0;
7362
7363                 if(player[k].targetanimation!=jumpupanim&&
7364                         player[k].targetanimation!=backhandspringanim&&
7365                         player[k].targetanimation!=jumpdownanim&&
7366                         !player[k].isFlip()){
7367                     player[k].targettilt=0;
7368                     if(player[k].jumppower<0&&!player[k].jumpkeydown)
7369                         player[k].jumppower=0;
7370                     player[k].jumppower+=multiplier*7;
7371                     if(player[k].isCrouch())
7372                         player[k].jumppower+=multiplier*7;
7373                     if(player[k].jumppower>5)
7374                         player[k].jumppower=5;
7375                 }
7376
7377                 if(player[k].isRun())
7378                     player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
7379
7380                 player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150);
7381                 player[k].grabdelay-=multiplier;
7382             }
7383
7384             //do animations
7385             for(int k=0;k<numplayers;k++){
7386                 player[k].DoAnimations();
7387                 player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale);
7388                 player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale);
7389             }
7390
7391             //do stuff
7392             objects.DoStuff();
7393             
7394             for(int j=numenvsounds-1;j>=0;j--){
7395                 envsoundlife[j]-=multiplier;
7396                 if(envsoundlife[j]<0){
7397                     numenvsounds--;
7398                     envsoundlife[j]=envsoundlife[numenvsounds];
7399                     envsound[j]=envsound[numenvsounds];
7400                 }
7401             }
7402             if(slomo)
7403                 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7404             else
7405                 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7406
7407             if(tutoriallevel==1){
7408                 XYZ temp;
7409                 XYZ temp2;
7410                 XYZ temp3;
7411                 XYZ oldtemp;
7412                 XYZ oldtemp2;
7413                 temp.x=1011;
7414                 temp.y=84;
7415                 temp.z=491;
7416                 temp2.x=1025;
7417                 temp2.y=75;
7418                 temp2.z=447;
7419                 temp3.x=1038;
7420                 temp3.y=76;
7421                 temp3.z=453;
7422                 oldtemp=temp;
7423                 oldtemp2=temp2;
7424                 if(tutorialstage>=51)
7425                     if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7426                         OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7427                         OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7428
7429                         emit_stream_np(stream_menutheme);
7430
7431                         gameon=0;
7432                         mainmenu=5;
7433
7434                         fireSound();
7435
7436                         flash();
7437                     }
7438                 if(tutorialstage<51)
7439                     if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7440                         emit_sound_at(fireendsound, player[0].coords);
7441
7442                         player[0].coords=(oldtemp+oldtemp2)/2;
7443
7444                         flash();
7445                     }
7446                 if(tutorialstage>=14&&tutorialstage<50)
7447                     if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
7448                         emit_sound_at(fireendsound, player[1].coords);
7449
7450                         for(int i=0;i<player[1].skeleton.num_joints;i++){
7451                             if(Random()%2==0){
7452                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7453                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7454                                 if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
7455                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7456                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7457                             }
7458                         }
7459
7460                         player[1].coords=(oldtemp+oldtemp2)/2;
7461                         for(int i=0;i<player[1].skeleton.num_joints;i++){
7462                             player[1].skeleton.joints[i].velocity=0;
7463                             if(Random()%2==0){
7464                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7465                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7466                                 if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
7467                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7468                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7469                             }
7470                         }
7471                     }
7472             }
7473
7474
7475             //3d sound
7476             static float gLoc[3];
7477             gLoc[0]=viewer.x;
7478             gLoc[1]=viewer.y;
7479             gLoc[2]=viewer.z;
7480             static float vel[3];
7481             vel[0]=(viewer.x-oldviewer.x)/multiplier;
7482             vel[1]=(viewer.y-oldviewer.y)/multiplier;
7483             vel[2]=(viewer.z-oldviewer.z)/multiplier;
7484
7485             //Set orientation with forward and up vectors
7486             static XYZ upvector;
7487             upvector=0;
7488             upvector.z=-1;
7489
7490             upvector=DoRotation(upvector,-rotation2+90,0,0);
7491             upvector=DoRotation(upvector,0,0-rotation,0);
7492
7493             facing=0;
7494             facing.z=-1;
7495
7496             facing=DoRotation(facing,-rotation2,0,0);
7497             facing=DoRotation(facing,0,0-rotation,0);
7498
7499
7500             static float ori[6];
7501             ori[0] = -facing.x;
7502             ori[1] = facing.y;
7503             ori[2] = -facing.z;
7504             ori[3] = -upvector.x;
7505             ori[4] = upvector.y;
7506             ori[5] = -upvector.z;
7507
7508             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7509             OPENAL_Update();
7510
7511             oldviewer=viewer;
7512                 }
7513         }
7514
7515         if(Input::isKeyPressed(SDLK_F1))
7516                 Screenshot();
7517 }
7518
7519 void Game::TickOnce(){
7520         if(mainmenu)
7521                 rotation+=multiplier*5;
7522         else
7523                 if(directing||indialogue==-1) {
7524                         rotation+=deltah*.7;
7525                         if(!invertmouse)
7526                 rotation2+=deltav*.7;
7527                         if(invertmouse)
7528                 rotation2-=deltav*.7;
7529                         if(rotation2>90)
7530                 rotation2=90;
7531                         if(rotation2<-70)
7532                 rotation2=-70;
7533                 }
7534 }
7535
7536 void Game::TickOnceAfter(){
7537         static XYZ colviewer;
7538         static XYZ coltarget;
7539         static XYZ target;
7540         static XYZ col;
7541         static XYZ facing;
7542         static float changedelay;
7543         static bool alldead;
7544         static float unseendelay;
7545         static float cameraspeed;
7546
7547         if(!mainmenu){
7548
7549                 if(environment==snowyenvironment)
7550             leveltheme=stream_snowtheme;
7551                 if(environment==grassyenvironment)
7552             leveltheme=stream_grasstheme;
7553                 if(environment==desertenvironment)
7554             leveltheme=stream_deserttheme;
7555
7556                 realthreat=0;
7557
7558                 musictype=leveltheme;
7559                 for(int i=0;i<numplayers;i++){
7560                         if((player[i].aitype==attacktypecutoff||
7561                         player[i].aitype==getweapontype||
7562                         player[i].aitype==gethelptype||
7563                         player[i].aitype==searchtype)&&
7564                     !player[i].dead/*&&player[i].surprised<=0*/&&
7565                     (player[i].targetanimation!=sneakattackedanim&&
7566                      player[i].targetanimation!=knifesneakattackedanim&&
7567                      player[i].targetanimation!=swordsneakattackedanim)){
7568                                 musictype=stream_fighttheme;
7569                                 realthreat=1;
7570                         }
7571                 }
7572                 if(player[0].dead)
7573             musictype=stream_menutheme;
7574
7575
7576                 if(musictype==stream_fighttheme)
7577                         unseendelay=1;
7578
7579                 if(oldmusictype==stream_fighttheme&&musictype!=stream_fighttheme){
7580                         unseendelay-=multiplier;
7581                         if(unseendelay>0)
7582                                 musictype=stream_fighttheme;
7583                 }
7584
7585
7586                 if(loading==2){
7587                         musictype=stream_menutheme;
7588                         musicvolume[2]=512;
7589                         musicvolume[0]=0;
7590                         musicvolume[1]=0;
7591                         musicvolume[3]=0;
7592                 }
7593
7594                 if(musictoggle)
7595                         if(musictype!=oldmusictype&&musictype==stream_fighttheme)
7596                                 emit_sound_np(alarmsound);
7597                 musicselected=musictype;
7598
7599                 if(musicselected==leveltheme)
7600             musicvolume[0]+=multiplier*450;
7601                 else
7602             musicvolume[0]-=multiplier*450;
7603                 if(musicselected==stream_fighttheme)
7604             musicvolume[1]+=multiplier*450;
7605                 else
7606             musicvolume[1]-=multiplier*450;
7607                 if(musicselected==stream_menutheme)
7608             musicvolume[2]+=multiplier*450;
7609                 else
7610             musicvolume[2]-=multiplier*450;
7611
7612                 for(int i=0;i<3;i++){
7613                         if(musicvolume[i]<0)
7614                 musicvolume[i]=0;
7615                         if(musicvolume[i]>512)
7616                 musicvolume[i]=512;
7617                 }
7618
7619                 if(musicvolume[2]>128&&!loading&&!mainmenu)
7620             musicvolume[2]=128;
7621
7622                 if(musictoggle){
7623                         if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
7624                           emit_stream_np(leveltheme, musicvolume[0]);
7625                         if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
7626                           emit_stream_np(stream_fighttheme, musicvolume[1]);
7627                         if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
7628                           emit_stream_np(stream_menutheme, musicvolume[2]);
7629                         if(musicvolume[0]<=0&&oldmusicvolume[0]>0)
7630                                 pause_sound(leveltheme);
7631                         if(musicvolume[1]<=0&&oldmusicvolume[1]>0)
7632                                 pause_sound(stream_fighttheme);
7633                         if(musicvolume[2]<=0&&oldmusicvolume[2]>0)
7634                                 pause_sound(stream_menutheme);
7635
7636                         if(musicvolume[0]!=oldmusicvolume[0])
7637                                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7638                         if(musicvolume[1]!=oldmusicvolume[1])
7639                                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7640                         if(musicvolume[2]!=oldmusicvolume[2])
7641                                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7642
7643                         for(int i=0;i<3;i++)
7644                                 oldmusicvolume[i]=musicvolume[i];
7645                 } else {
7646                         pause_sound(leveltheme);
7647                         pause_sound(stream_fighttheme);
7648                         pause_sound(stream_menutheme);
7649
7650                         for(int i=0;i<4;i++){
7651                                 oldmusicvolume[i]=0;
7652                                 musicvolume[i]=0;
7653                         }
7654                 }
7655
7656                 killhotspot=2;
7657                 for(int i=0;i<numhotspots;i++){
7658                         if(hotspottype[i]>10&&hotspottype[i]<20){
7659                                 if(player[hotspottype[i]-10].dead==0)
7660                                         killhotspot=0;
7661                                 else if(killhotspot==2)
7662                                         killhotspot=1;
7663                         }
7664                 }
7665                 if(killhotspot==2)
7666             killhotspot=0;
7667
7668
7669                 winhotspot=0;
7670                 for(int i=0;i<numhotspots;i++)
7671                         if(hotspottype[i]==-1)
7672                                 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
7673                                         winhotspot=1;
7674
7675                 int numalarmed=0;
7676                 for(int i=1;i<numplayers;i++)
7677                         if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)
7678                 numalarmed++;
7679                 if(numalarmed>maxalarmed)
7680             maxalarmed=numalarmed;
7681
7682                 if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
7683                         if(player[0].dead&&changedelay<=0){
7684                                 changedelay=1;
7685                                 targetlevel=whichlevel;
7686                         }
7687                         alldead=1;
7688                         for(int i=1;i<numplayers;i++)
7689                                 if(!player[i].dead&&player[i].howactive<typedead1)
7690                     alldead=0;
7691
7692
7693                         if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
7694                                 changedelay=1;
7695                                 targetlevel=whichlevel+1;
7696                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7697                         }
7698                         if(winhotspot||windialogue){
7699                                 changedelay=0.1;
7700                                 targetlevel=whichlevel+1;
7701                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7702                         }
7703
7704
7705                         if(killhotspot){
7706                                 changedelay=1;
7707                                 targetlevel=whichlevel+1;
7708                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7709                         }
7710
7711                         if(changedelay>0&&!player[0].dead&&!won) {
7712                                 //high scores, awards, win
7713                                 if(campaign) {
7714                                         accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7715                                         scoreadded=1;
7716                                 } else {
7717                                         accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
7718                                 }
7719                                 won=1;
7720                         }
7721                 }
7722
7723                 if(!winfreeze){
7724
7725                         if(leveltime<1){
7726                                 loading=0;
7727                                 changedelay=.1;
7728                                 alldead=0;
7729                                 winhotspot=0;
7730                                 killhotspot=0;
7731                         }
7732
7733                         if(!editorenabled&&gameon&&!mainmenu){
7734                                 if(changedelay!=-999)
7735                     changedelay-=multiplier/7;
7736                                 if(player[0].dead)
7737                     targetlevel=whichlevel;
7738                                 if(loading==2&&!campaign){
7739                                         flash();
7740
7741                                         fireSound(firestartsound);
7742
7743                                         if(!player[0].dead&&targetlevel!=whichlevel)
7744                                                 startbonustotal=bonustotal;
7745                                         if(player[0].dead)
7746                         Loadlevel(whichlevel);
7747                                         else
7748                         Loadlevel(targetlevel);
7749
7750                                         fireSound();
7751
7752                                         loading=3;
7753                                 }
7754                                 if(loading==2&&targetlevel==whichlevel){
7755                                         flash();
7756                                         loadtime=0;
7757
7758                                         fireSound(firestartsound);
7759
7760                                         Loadlevel(campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);
7761
7762                                         fireSound();
7763
7764                                         loading=3;
7765                                 }
7766                                 if(changedelay<=-999&&
7767                         whichlevel!=-2&&
7768                         !loading&&
7769                         (player[0].dead||
7770                          (alldead&&maptype==mapkilleveryone)||
7771                          (winhotspot)||
7772                          (killhotspot))&&
7773                         !winfreeze)
7774                     loading=1;
7775                                 if((player[0].dead||
7776                             (alldead&&maptype==mapkilleveryone)||
7777                             (winhotspot)||
7778                             (windialogue)||
7779                             (killhotspot))&&
7780                         changedelay<=0){
7781                     if(whichlevel!=-2&&!loading&&!player[0].dead){
7782                         winfreeze=1;
7783                         changedelay=-999;
7784                     }
7785                     if(player[0].dead)
7786                         loading=1;
7787                                 }
7788                         }
7789
7790                         if(campaign){
7791                 // campaignchoosenext determines what to do when the level is complete:
7792                 // 0 = load next level
7793                 // 1 = go back to level select screen
7794                 // 2 = stealthload next level
7795                                 if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1){
7796                                         if(campaignnumnext[campaignchoicewhich[whichchoice]]==0)
7797                                                 endgame=1;
7798                 }else if(mainmenu==0&&winfreeze){
7799                                         if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
7800                                                 stealthloading=1;
7801                                         else
7802                         stealthloading=0;
7803
7804                                         if(!stealthloading){
7805                                                 fireSound(firestartsound);
7806
7807                                                 flash();
7808                                         }
7809
7810                                         startbonustotal=0;
7811
7812                                         LoadCampaign();
7813
7814                                         loading=2;
7815                                         loadtime=0;
7816                                         targetlevel=7;
7817                                         if(!firstload)
7818                                                 LoadStuff();
7819                                         whichchoice=0;
7820                                         visibleloading=1;
7821                                         stillloading=1;
7822                                         Loadlevel(campaignmapname[campaignchoicewhich[0]]);
7823                                         campaign=1;
7824                                         mainmenu=0;
7825                                         gameon=1;
7826                                         pause_sound(stream_menutheme);
7827
7828                                         stealthloading=0;
7829                                 }
7830             }
7831
7832             if(loading==3)
7833                 loading=0;
7834
7835         }
7836
7837         oldmusictype=musictype;
7838         }
7839
7840         facing=0;
7841         facing.z=-1;
7842
7843         facing=DoRotation(facing,-rotation2,0,0);
7844         facing=DoRotation(facing,0,0-rotation,0);
7845         viewerfacing=facing;
7846
7847         if(!cameramode){
7848                 if((animation[player[0].targetanimation].attack!=3&&animation[player[0].currentanimation].attack!=3)||player[0].skeleton.free)target=player[0].coords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
7849                 else target=player[0].oldcoords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
7850                 target.y+=.1;
7851                 if(player[0].skeleton.free){
7852                         for(int i=0;i<player[0].skeleton.num_joints;i++){
7853                                 if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
7854                                         target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
7855                         }
7856                         target.y+=.1;
7857                 }
7858                 if(player[0].skeleton.free!=2&&!autocam){
7859                         cameraspeed=20;
7860                         if(findLengthfast(&player[0].velocity)>400){
7861                                 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7862                         }
7863                         if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7864                         coltarget=target-cameraloc;
7865                         if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7866                         else {
7867                                 Normalise(&coltarget);
7868                                 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7869                                 else cameraloc=cameraloc+coltarget*multiplier*8;
7870                         }
7871                         if(editorenabled)cameraloc=target;
7872                         cameradist+=multiplier*5;
7873                         if(cameradist>2.3)cameradist=2.3;
7874                         viewer=cameraloc-facing*cameradist;
7875                         colviewer=viewer;
7876                         coltarget=cameraloc;
7877                         objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7878                         if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7879                                 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7880                                         int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7881                                         colviewer=viewer;
7882                                         coltarget=cameraloc;
7883                                         if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7884                                 }
7885             if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7886                 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7887                     int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7888                     colviewer=viewer;
7889                     if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7890                         viewer=colviewer;
7891                     }
7892                 }
7893             cameradist=findDistance(&viewer,&target);
7894             viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
7895             if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7896                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7897             }
7898                 }
7899                 if(player[0].skeleton.free!=2&&autocam){
7900                         cameraspeed=20;
7901                         if(findLengthfast(&player[0].velocity)>400){
7902                                 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7903                         }
7904                         if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7905                         cameradist+=multiplier*5;
7906                         if(cameradist>3.3)cameradist=3.3;
7907                         coltarget=target-cameraloc;
7908                         if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7909                         else if(findLengthfast(&coltarget)>1)
7910                         {
7911                                 Normalise(&coltarget);
7912                                 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7913                                 else cameraloc=cameraloc+coltarget*multiplier*8;
7914                         }
7915                         if(editorenabled)cameraloc=target;
7916                         viewer=cameraloc;
7917                         colviewer=viewer;
7918                         coltarget=cameraloc;
7919                         objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7920                         if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7921                                 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7922                                         int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7923                                         colviewer=viewer;
7924                                         coltarget=cameraloc;
7925                                         if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7926                                 }
7927             if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7928                 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7929                     int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7930                     colviewer=viewer;
7931                     if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7932                         viewer=colviewer;
7933                     }
7934                 }
7935             cameradist=findDistance(&viewer,&target);
7936             viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
7937             if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7938                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7939             }
7940                 }
7941                 if(camerashake>.8)camerashake=.8;
7942                 //if(woozy>10)woozy=10;
7943                 //woozy+=multiplier;
7944                 woozy+=multiplier;
7945                 if(player[0].dead)camerashake=0;
7946                 if(player[0].dead)woozy=0;
7947                 camerashake-=multiplier*2;
7948                 blackout-=multiplier*2;
7949                 //if(player[0].isCrouch())woozy-=multiplier*8;
7950                 if(camerashake<0)camerashake=0;
7951                 if(blackout<0)blackout=0;
7952                 //if(woozy<0)woozy=0;
7953                 if(camerashake){
7954                         viewer.x+=(float)(Random()%100)*.0005*camerashake;
7955                         viewer.y+=(float)(Random()%100)*.0005*camerashake;
7956                         viewer.z+=(float)(Random()%100)*.0005*camerashake;
7957                 }
7958         }
7959 }
7960