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Removed unused globals
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1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
4
5 This file is part of Lugaru.
6
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
19 */
20
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
23
24 #if PLATFORM_UNIX
25 #include <sys/stat.h>
26 #include <sys/types.h>
27 #include <unistd.h>
28 #else
29 #include <direct.h>
30 #endif
31
32
33 #include <limits>
34 #include <ctime>
35 #include <cmath>
36 #include <dirent.h>
37 #include "Game.h"
38 #include "openal_wrapper.h"
39 #include "Settings.h"
40 #include "Input.h"
41 #include "Animation.h"
42 #include "Awards.h"
43 #include "Menu.h"
44 #include "ConsoleCmds.h"
45
46 #include <algorithm>
47 #include <set>
48
49 using namespace std;
50 using namespace Game;
51
52 // Added more evilness needed for MSVC
53 #ifdef _MSC_VER
54 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
55 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
56 #endif
57
58
59 extern float multiplier;
60 extern XYZ viewer;
61 extern int environment;
62 extern Terrain terrain;
63 extern float screenwidth, screenheight;
64 extern float gravity;
65 extern int detail;
66 extern float texdetail;
67 extern Objects objects;
68 extern int slomo;
69 extern float slomodelay;
70 extern bool floatjump;
71 extern float volume;
72 extern Light light;
73 extern float camerashake;
74 extern float woozy;
75 extern float blackout;
76 extern bool cellophane;
77 extern bool musictoggle;
78 extern int difficulty;
79 extern int bloodtoggle;
80 extern bool invertmouse;
81 extern float windvar;
82 extern float precipdelay;
83 extern XYZ viewerfacing;
84 extern bool ambientsound;
85 extern bool mousejump;
86 extern float viewdistance;
87 extern bool freeze;
88 extern XYZ windvector;
89 extern bool debugmode;
90 static int leveltheme;
91 extern int mainmenu;
92 extern int oldmainmenu;
93 extern bool visibleloading;
94 extern XYZ envsound[30];
95 extern float envsoundvol[30];
96 extern int numenvsounds;
97 extern float envsoundlife[30];
98 extern float usermousesensitivity;
99 extern bool ismotionblur;
100 extern bool showdamagebar; // (des)activate the damage bar
101 extern bool decals;
102 extern bool skyboxtexture;
103 extern float skyboxr;
104 extern float skyboxg;
105 extern float skyboxb;
106 extern float skyboxlightr;
107 extern float skyboxlightg;
108 extern float skyboxlightb;
109 extern float fadestart;
110 extern float slomospeed;
111 extern float slomofreq;
112 extern int tutoriallevel;
113 extern float smoketex;
114 extern float tutorialstagetime;
115 extern int tutorialstage;
116 extern float tutorialmaxtime;
117 extern float tutorialsuccess;
118 extern bool againbonus;
119 extern bool reversaltrain;
120 extern bool canattack;
121 extern bool cananger;
122 extern float damagedealt;
123 extern int maptype;
124 extern int editoractive;
125 extern int editorpathtype;
126
127 extern float hostiletime;
128
129 extern bool gamestarted;
130
131 extern int numhotspots;
132 extern int killhotspot;
133 extern XYZ hotspot[40];
134 extern int hotspottype[40];
135 extern float hotspotsize[40];
136 extern char hotspottext[40][256];
137 extern int currenthotspot;
138
139 extern int hostile;
140
141 extern bool stillloading;
142 extern bool winfreeze;
143
144 extern bool campaign;
145
146 extern void toggleFullscreen();
147
148 class CampaignLevel
149 {
150 private:
151     int width;
152     struct Position {
153         int x, y;
154     };
155 public:
156     std::string mapname;
157     std::string description;
158     int choosenext;
159     /*
160     0 = Immediately load next level at the end of this one.
161     1 = Go back to the world map.
162     2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
163     */
164     //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
165     std::vector<int> nextlevel;
166     Position location;
167     CampaignLevel() : width(10) {
168         choosenext = 1;
169         location.x = 0;
170         location.y = 0;
171     }
172     int getStartX() {
173         return 30 + 120 + location.x * 400 / 512;
174     }
175     int getStartY() {
176         return 30 + 30 + (512 - location.y) * 400 / 512;
177     }
178     int getEndX() {
179         return getStartX() + width;
180     }
181     int getEndY() {
182         return getStartY() + width;
183     }
184     XYZ getCenter() {
185         XYZ center;
186         center.x = getStartX() + width / 2;
187         center.y = getStartY() + width / 2;
188         return center;
189     }
190     int getWidth() {
191         return width;
192     }
193     istream& operator<< (istream& is) {
194         is.ignore(256, ':');
195         is.ignore(256, ':');
196         is.ignore(256, ' ');
197         is >> mapname;
198         is.ignore(256, ':');
199         is >> description;
200         for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
201             description.replace(pos, 1, 1, ' ');
202         }
203         is.ignore(256, ':');
204         is >> choosenext;
205         is.ignore(256, ':');
206         int numnext, next;
207         is >> numnext;
208         for (int j = 0; j < numnext; j++) {
209             is.ignore(256, ':');
210             is >> next;
211             nextlevel.push_back(next - 1);
212         }
213         is.ignore(256, ':');
214         is >> location.x;
215         is.ignore(256, ':');
216         is >> location.y;
217         return is;
218     }
219     friend istream& operator>> (istream& is, CampaignLevel& cl) {
220         return cl << is;
221     }
222 };
223
224 bool won = false;
225 int entername = 0;
226 vector<CampaignLevel> campaignlevels;
227 int whichchoice = 0;
228 int actuallevel = 0;
229 bool winhotspot = false;
230 bool windialogue = false;
231 bool realthreat = 0;
232 XYZ cameraloc;
233 float cameradist = 0;
234 bool oldattackkey = 0;
235 int whichlevel = 0;
236 float musicvolume[4] = {};
237 float oldmusicvolume[4] = {};
238 int musicselected = 0;
239
240 const char *rabbitskin[] = {
241     ":Data:Textures:Fur3.jpg",
242     ":Data:Textures:Fur.jpg",
243     ":Data:Textures:Fur2.jpg",
244     ":Data:Textures:Lynx.jpg",
245     ":Data:Textures:Otter.jpg",
246     ":Data:Textures:Opal.jpg",
247     ":Data:Textures:Sable.jpg",
248     ":Data:Textures:Chocolate.jpg",
249     ":Data:Textures:BW2.jpg",
250     ":Data:Textures:WB2.jpg"
251 };
252
253 const char *wolfskin[] = {
254     ":Data:Textures:Wolf.jpg",
255     ":Data:Textures:Darkwolf.jpg",
256     ":Data:Textures:Snowwolf.jpg"
257 };
258
259 const char **creatureskin[] = {rabbitskin, wolfskin};
260
261 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
262 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
263
264 // utility functions
265
266 // TODO: this is slightly incorrect
267 inline float roughDirection(XYZ vec)
268 {
269     Normalise(&vec);
270     float angle = -asin(-vec.x) * 180 / M_PI;
271     if (vec.z < 0)
272         angle = 180 - angle;
273     return angle;
274 }
275 inline float roughDirectionTo(XYZ start, XYZ end)
276 {
277     return roughDirection(end - start);
278 }
279 inline float pitchOf(XYZ vec)
280 {
281     Normalise(&vec);
282     return -asin(vec.y) * 180 / M_PI;
283 }
284 inline float pitchTo(XYZ start, XYZ end)
285 {
286     return pitchOf(end - start);
287 }
288 inline float sq(float n)
289 {
290     return n * n;
291 }
292 inline float stepTowardf(float from, float to, float by)
293 {
294     if (fabs(from - to) < by)
295         return to;
296     else if (from > to)
297         return from - by;
298     else
299         return from + by;
300 }
301
302 void Game::playdialogueboxsound()
303 {
304     XYZ temppos;
305     temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
306     temppos = temppos - viewer;
307     Normalise(&temppos);
308     temppos += viewer;
309
310     int sound = -1;
311     switch (dialogueboxsound[whichdialogue][indialogue]) {
312     case -6:
313         sound = alarmsound;
314         break;
315     case -4:
316         sound = consolefailsound;
317         break;
318     case -3:
319         sound = consolesuccesssound;
320         break;
321     case -2:
322         sound = firestartsound;
323         break;
324     case -1:
325         sound = fireendsound;
326         break;
327     case 1:
328         sound = rabbitchitter;
329         break;
330     case 2:
331         sound = rabbitchitter2;
332         break;
333     case 3:
334         sound = rabbitpainsound;
335         break;
336     case 4:
337         sound = rabbitpain1sound;
338         break;
339     case 5:
340         sound = rabbitattacksound;
341         break;
342     case 6:
343         sound = rabbitattack2sound;
344         break;
345     case 7:
346         sound = rabbitattack3sound;
347         break;
348     case 8:
349         sound = rabbitattack4sound;
350         break;
351     case 9:
352         sound = growlsound;
353         break;
354     case 10:
355         sound = growl2sound;
356         break;
357     case 11:
358         sound = snarlsound;
359         break;
360     case 12:
361         sound = snarl2sound;
362         break;
363     case 13:
364         sound = barksound;
365         break;
366     case 14:
367         sound = bark2sound;
368         break;
369     case 15:
370         sound = bark3sound;
371         break;
372     case 16:
373         sound = barkgrowlsound;
374         break;
375     default:
376         break;
377     }
378     if (sound != -1)
379         emit_sound_at(sound, temppos);
380 }
381
382 // ================================================================
383
384 int Game::findClosestPlayer()
385 {
386     int closest = -1;
387     float closestdist = std::numeric_limits<float>::max();
388
389     for (unsigned i = 1; i < Person::players.size(); i++) {
390         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
391         if (distance < closestdist) {
392             closestdist = distance;
393             closest = i;
394         }
395     }
396     return closest;
397 }
398
399 static int findClosestObject()
400 {
401     int closest = -1;
402     float closestdist = std::numeric_limits<float>::max();
403
404     for (int i = 0; i < objects.numobjects; i++) {
405         float distance = distsq(&objects.position[i], &Person::players[0]->coords);
406         if (distance < closestdist) {
407             closestdist = distance;
408             closest = i;
409         }
410     }
411     return closest;
412 }
413
414 static void cmd_dispatch(const string cmd)
415 {
416     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
417
418     for (i = 0; i < n_cmds; i++)
419         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
420             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
421             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
422             break;
423         }
424     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
425 }
426
427 /********************> Tick() <*****/
428 extern bool save_screenshot(const char * fname);
429 void Screenshot (void)
430 {
431     char filename[1024];
432     time_t t = time(NULL);
433     struct tm *tme = localtime(&t);
434     sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
435             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
436
437 #if defined(_WIN32)
438     mkdir("Screenshots");
439 #endif
440
441     save_screenshot(filename);
442 }
443
444 void Game::SetUpLighting()
445 {
446     if (environment == snowyenvironment)
447         light.setColors(.65, .65, .7, .4, .4, .44);
448     if (environment == desertenvironment)
449         light.setColors(.95, .95, .95, .4, .35, .3);
450     if (environment == grassyenvironment)
451         light.setColors(.95, .95, 1, .4, .4, .44);
452     if (!skyboxtexture)
453         light.setColors(1, 1, 1, .4, .4, .4);
454     float average;
455     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
456     light.color[0] *= (skyboxlightr + average) / 2;
457     light.color[1] *= (skyboxlightg + average) / 2;
458     light.color[2] *= (skyboxlightb + average) / 2;
459     light.ambient[0] *= (skyboxlightr + average) / 2;
460     light.ambient[1] *= (skyboxlightg + average) / 2;
461     light.ambient[2] *= (skyboxlightb + average) / 2;
462 }
463
464 int findPathDist(int start, int end)
465 {
466     int smallestcount, count, connected;
467     int last, last2, last3, last4;
468     int closest;
469
470     smallestcount = 1000;
471     for (int i = 0; i < 50; i++) {
472         count = 0;
473         last = start;
474         last2 = -1;
475         last3 = -1;
476         last4 = -1;
477         while (last != end && count < 30) {
478             closest = -1;
479             for (int j = 0; j < numpathpoints; j++) {
480                 if (j != last && j != last2 && j != last3 && j != last4) {
481                     connected = 0;
482                     if (numpathpointconnect[j])
483                         for (int k = 0; k < numpathpointconnect[j]; k++) {
484                             if (pathpointconnect[j][k] == last)connected = 1;
485                         }
486                     if (!connected)
487                         if (numpathpointconnect[last])
488                             for (int k = 0; k < numpathpointconnect[last]; k++) {
489                                 if (pathpointconnect[last][k] == j)connected = 1;
490                             }
491                     if (connected)
492                         if (closest == -1 || Random() % 2 == 0) {
493                             closest = j;
494                         }
495                 }
496             }
497             last4 = last3;
498             last3 = last2;
499             last2 = last;
500             last = closest;
501             count++;
502         }
503         if (count < smallestcount)
504             smallestcount = count;
505     }
506     return smallestcount;
507 }
508
509 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
510 {
511     static XYZ colpoint, colviewer, coltarget;
512     static float minx, minz, maxx, maxz, miny, maxy;
513
514     minx = min(startpoint.x, endpoint.x) - 1;
515     miny = min(startpoint.y, endpoint.y) - 1;
516     minz = min(startpoint.z, endpoint.z) - 1;
517     maxx = max(startpoint.x, endpoint.x) + 1;
518     maxy = max(startpoint.y, endpoint.y) + 1;
519     maxz = max(startpoint.z, endpoint.z) + 1;
520
521     for (int i = 0; i < objects.numobjects; i++) {
522         if (     objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
523                  objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
524                  objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
525                  objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
526                  objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
527                  objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
528             if (     objects.type[i] != treeleavestype &&
529                      objects.type[i] != bushtype &&
530                      objects.type[i] != firetype) {
531                 colviewer = startpoint;
532                 coltarget = endpoint;
533                 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
534                     return i;
535             }
536         }
537     }
538
539     return -1;
540 }
541
542 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
543 {
544     static XYZ colpoint, colviewer, coltarget;
545     static float minx, minz, maxx, maxz, miny, maxy;
546     static int i; //FIXME: see below
547
548     minx = min(startpoint.x, endpoint.x) - 1;
549     miny = min(startpoint.y, endpoint.y) - 1;
550     minz = min(startpoint.z, endpoint.z) - 1;
551     maxx = max(startpoint.x, endpoint.x) + 1;
552     maxy = max(startpoint.y, endpoint.y) + 1;
553     maxz = max(startpoint.z, endpoint.z) + 1;
554
555     if (what != 1000) {
556         if (     objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
557                  objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
558                  objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
559                  objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
560                  objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
561                  objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
562             if (     objects.type[what] != treeleavestype &&
563                      objects.type[what] != bushtype &&
564                      objects.type[what] != firetype) {
565                 colviewer = startpoint;
566                 coltarget = endpoint;
567                 //FIXME: i/what
568                 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
569                     return i;
570             }
571         }
572     }
573
574     if (what == 1000)
575         if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
576             return 1000;
577
578     return -1;
579 }
580
581 void Setenvironment(int which)
582 {
583     LOGFUNC;
584
585     LOG(" Setting environment...");
586
587     float temptexdetail;
588     environment = which;
589
590     pause_sound(stream_snowtheme);
591     pause_sound(stream_grasstheme);
592     pause_sound(stream_deserttheme);
593     pause_sound(stream_wind);
594     pause_sound(stream_desertambient);
595
596
597     if (environment == snowyenvironment) {
598         windvector = 0;
599         windvector.z = 3;
600         if (ambientsound)
601             emit_stream_np(stream_wind);
602
603         objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
604         objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
605         objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
606         objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
607
608         footstepsound = footstepsn1;
609         footstepsound2 = footstepsn2;
610         footstepsound3 = footstepst1;
611         footstepsound4 = footstepst2;
612
613         terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
614         terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
615
616
617         temptexdetail = texdetail;
618         if (texdetail > 1)
619             texdetail = 4;
620         skybox->load(   ":Data:Textures:Skybox(snow):Front.jpg",
621                         ":Data:Textures:Skybox(snow):Left.jpg",
622                         ":Data:Textures:Skybox(snow):Back.jpg",
623                         ":Data:Textures:Skybox(snow):Right.jpg",
624                         ":Data:Textures:Skybox(snow):Up.jpg",
625                         ":Data:Textures:Skybox(snow):Down.jpg");
626
627
628
629
630         texdetail = temptexdetail;
631     } else if (environment == desertenvironment) {
632         windvector = 0;
633         windvector.z = 2;
634         objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
635         objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
636         objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
637         objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
638
639
640         if (ambientsound)
641             emit_stream_np(stream_desertambient);
642
643         footstepsound = footstepsn1;
644         footstepsound2 = footstepsn2;
645         footstepsound3 = footstepsn1;
646         footstepsound4 = footstepsn2;
647
648         terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
649         terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
650
651
652         temptexdetail = texdetail;
653         if (texdetail > 1)
654             texdetail = 4;
655         skybox->load(   ":Data:Textures:Skybox(sand):Front.jpg",
656                         ":Data:Textures:Skybox(sand):Left.jpg",
657                         ":Data:Textures:Skybox(sand):Back.jpg",
658                         ":Data:Textures:Skybox(sand):Right.jpg",
659                         ":Data:Textures:Skybox(sand):Up.jpg",
660                         ":Data:Textures:Skybox(sand):Down.jpg");
661
662
663
664
665         texdetail = temptexdetail;
666     } else if (environment == grassyenvironment) {
667         windvector = 0;
668         windvector.z = 2;
669         objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
670         objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
671         objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
672         objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
673
674         if (ambientsound)
675             emit_stream_np(stream_wind, 100.);
676
677         footstepsound = footstepgr1;
678         footstepsound2 = footstepgr2;
679         footstepsound3 = footstepst1;
680         footstepsound4 = footstepst2;
681
682         terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
683         terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
684
685
686         temptexdetail = texdetail;
687         if (texdetail > 1)
688             texdetail = 4;
689         skybox->load(   ":Data:Textures:Skybox(grass):Front.jpg",
690                         ":Data:Textures:Skybox(grass):Left.jpg",
691                         ":Data:Textures:Skybox(grass):Back.jpg",
692                         ":Data:Textures:Skybox(grass):Right.jpg",
693                         ":Data:Textures:Skybox(grass):Up.jpg",
694                         ":Data:Textures:Skybox(grass):Down.jpg");
695
696
697
698         texdetail = temptexdetail;
699     }
700     temptexdetail = texdetail;
701     texdetail = 1;
702     terrain.load(":Data:Textures:heightmap.png");
703
704     texdetail = temptexdetail;
705 }
706
707 void LoadCampaign()
708 {
709     if (!accountactive)
710         return;
711     ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
712     if (!ipstream.good()) {
713         if (accountactive->getCurrentCampaign() == "main") {
714             cerr << "Could not found main campaign!" << endl;
715             return;
716         }
717         cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
718         accountactive->setCurrentCampaign("main");
719         return LoadCampaign();
720     }
721     ipstream.ignore(256, ':');
722     int numlevels;
723     ipstream >> numlevels;
724     campaignlevels.clear();
725     for (int i = 0; i < numlevels; i++) {
726         CampaignLevel cl;
727         ipstream >> cl;
728         campaignlevels.push_back(cl);
729     }
730     ipstream.close();
731
732     ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
733     if (test.good()) {
734         Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
735     } else {
736         Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
737     }
738
739     if (accountactive->getCampaignChoicesMade() == 0) {
740         accountactive->setCampaignScore(0);
741         accountactive->resetFasttime();
742     }
743 }
744
745 vector<string> ListCampaigns()
746 {
747     DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
748     struct dirent *campaign = NULL;
749     if (!campaigns) {
750         perror("Problem while loading campaigns");
751         cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
752         exit(EXIT_FAILURE);
753     }
754     vector<string> campaignNames;
755     while ((campaign = readdir(campaigns)) != NULL) {
756         string name(campaign->d_name);
757         if (name.length() < 5)
758             continue;
759         if (!name.compare(name.length() - 4, 4, ".txt")) {
760             campaignNames.push_back(name.substr(0, name.length() - 4));
761         }
762     }
763     closedir(campaigns);
764     return campaignNames;
765 }
766
767 void Game::Loadlevel(int which)
768 {
769     stealthloading = 0;
770     whichlevel = which;
771
772     if (which == -1) {
773         tutoriallevel = -1;
774         Loadlevel("tutorial");
775     } else if (which >= 0 && which <= 15) {
776         char buf[32];
777         snprintf(buf, 32, "map%d", which + 1); // challenges
778         Loadlevel(buf);
779     } else
780         Loadlevel("mapsave");
781 }
782
783 void Game::Loadlevel(const char *name)
784 {
785     int indemo; // FIXME this should be removed
786     int templength;
787     float lamefloat;
788     static const char *pfx = ":Data:Maps:";
789     char *buf;
790
791     float headprop, legprop, armprop, bodyprop;
792
793     LOGFUNC;
794
795     LOG(std::string("Loading level...") + name);
796
797     if (!gameon)
798         visibleloading = 1;
799     if (stealthloading)
800         visibleloading = 0;
801     if (!stillloading)
802         loadtime = 0;
803     gamestarted = 1;
804
805     numenvsounds = 0;
806
807     if (tutoriallevel != -1)
808         tutoriallevel = 0;
809     else
810         tutoriallevel = 1;
811
812     if (tutoriallevel == 1)
813         tutorialstage = 0;
814     if (tutorialstage == 0) {
815         tutorialstagetime = 0;
816         tutorialmaxtime = 1;
817     }
818     pause_sound(whooshsound);
819     pause_sound(stream_firesound);
820
821     // Change the map filename into something that is os specific
822     buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
823     sprintf(buf, "%s%s", pfx, name);
824     const char *FixedFN = ConvertFileName(buf);
825
826     int mapvers;
827     FILE *tfile;
828     tfile = fopen( FixedFN, "rb" );
829     if (tfile) {
830         pause_sound(stream_firesound);
831         scoreadded = 0;
832         windialogue = false;
833         hostiletime = 0;
834         won = 0;
835
836         animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
837
838         numdialogues = 0;
839
840         for (int i = 0; i < 20; i++)
841             dialoguegonethrough[i] = 0;
842
843         indialogue = -1;
844         cameramode = 0;
845
846         damagedealt = 0;
847         damagetaken = 0;
848
849         if (accountactive)
850             difficulty = accountactive->getDifficulty();
851
852         numhotspots = 0;
853         currenthotspot = -1;
854         bonustime = 1;
855
856         skyboxtexture = 1;
857         skyboxr = 1;
858         skyboxg = 1;
859         skyboxb = 1;
860
861         freeze = 0;
862         winfreeze = 0;
863
864         for (int i = 0; i < 100; i++)
865             bonusnum[i] = 0;
866
867         numfalls = 0;
868         numflipfail = 0;
869         numseen = 0;
870         numstaffattack = 0;
871         numswordattack = 0;
872         numknifeattack = 0;
873         numunarmedattack = 0;
874         numescaped = 0;
875         numflipped = 0;
876         numwallflipped = 0;
877         numthrowkill = 0;
878         numafterkill = 0;
879         numreversals = 0;
880         numattacks = 0;
881         maxalarmed = 0;
882         numresponded = 0;
883
884         bonustotal = startbonustotal;
885         bonus = 0;
886         gameon = 1;
887         changedelay = 0;
888         if (console) {
889             emit_sound_np(consolesuccesssound);
890             freeze = 0;
891             console = false;
892         }
893
894         if (!stealthloading) {
895             terrain.numdecals = 0;
896             Sprite::deleteSprites();
897             for (int i = 0; i < objects.numobjects; i++)
898                 objects.model[i].numdecals = 0;
899
900             int j = objects.numobjects;
901             for (int i = 0; i < j; i++) {
902                 objects.DeleteObject(0);
903                 if (visibleloading)
904                     LoadingScreen();
905             }
906
907             for (int i = 0; i < subdivision; i++)
908                 for (int j = 0; j < subdivision; j++)
909                     terrain.patchobjectnum[i][j] = 0;
910             if (visibleloading)
911                 LoadingScreen();
912         }
913
914         weapons.clear();
915
916         funpackf(tfile, "Bi", &mapvers);
917         if (mapvers >= 15)
918             funpackf(tfile, "Bi", &indemo);
919         else
920             indemo = 0;
921         if (mapvers >= 5)
922             funpackf(tfile, "Bi", &maptype);
923         else
924             maptype = mapkilleveryone;
925         if (mapvers >= 6)
926             funpackf(tfile, "Bi", &hostile);
927         else
928             hostile = 1;
929         if (mapvers >= 4)
930             funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
931         else {
932             viewdistance = 100;
933             fadestart = .6;
934         }
935         if (mapvers >= 2)
936             funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
937         else {
938             skyboxtexture = 1;
939             skyboxr = 1;
940             skyboxg = 1;
941             skyboxb = 1;
942         }
943         if (mapvers >= 10)
944             funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
945         else {
946             skyboxlightr = skyboxr;
947             skyboxlightg = skyboxg;
948             skyboxlightb = skyboxb;
949         }
950         if (!stealthloading)
951             funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
952         if (stealthloading)
953             funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
954         if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
955             for (int j = 0; j < Person::players[0]->num_weapons; j++) {
956                 Person::players[0]->weaponids[j] = weapons.size();
957                 int type;
958                 funpackf(tfile, "Bi", &type);
959                 weapons.push_back(Weapon(type, 0));
960             }
961
962         if (visibleloading)
963             LoadingScreen();
964
965         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
966         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
967         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
968         funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
969
970         funpackf(tfile, "Bi", &Person::players[0]->numclothes);
971
972         if (mapvers >= 9)
973             funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
974         else {
975             Person::players[0]->whichskin = 0;
976             Person::players[0]->creature = rabbittype;
977         }
978
979         Person::players[0]->lastattack = -1;
980         Person::players[0]->lastattack2 = -1;
981         Person::players[0]->lastattack3 = -1;
982
983         //dialogues
984         if (mapvers >= 8) {
985             funpackf(tfile, "Bi", &numdialogues);
986             for (int k = 0; k < numdialogues; k++) {
987                 funpackf(tfile, "Bi", &numdialogueboxes[k]);
988                 funpackf(tfile, "Bi", &dialoguetype[k]);
989                 for (int l = 0; l < 10; l++) {
990                     funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
991                     funpackf(tfile, "Bf", &participantyaw[k][l]);
992                 }
993                 for (int l = 0; l < numdialogueboxes[k]; l++) {
994                     funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
995                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
996                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
997                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
998                     funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
999
1000                     funpackf(tfile, "Bi", &templength);
1001                     if (templength > 128 || templength <= 0)
1002                         templength = 128;
1003                     int m;
1004                     for (m = 0; m < templength; m++) {
1005                         funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1006                         if (dialoguetext[k][l][m] == '\0')
1007                             break;
1008                     }
1009                     dialoguetext[k][l][m] = 0;
1010
1011                     funpackf(tfile, "Bi", &templength);
1012                     if (templength > 64 || templength <= 0)
1013                         templength = 64;
1014                     for (m = 0; m < templength; m++) {
1015                         funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1016                         if (dialoguename[k][l][m] == '\0')
1017                             break;
1018                     }
1019                     dialoguename[k][l][m] = 0;
1020                     funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1021                     funpackf(tfile, "Bi", &participantfocus[k][l]);
1022                     funpackf(tfile, "Bi", &participantaction[k][l]);
1023
1024                     for (m = 0; m < 10; m++)
1025                         funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1026
1027                     funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1028                 }
1029             }
1030         } else
1031             numdialogues = 0;
1032
1033         for (int k = 0; k < Person::players[0]->numclothes; k++) {
1034             funpackf(tfile, "Bi", &templength);
1035             for (int l = 0; l < templength; l++)
1036                 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1037             Person::players[0]->clothes[k][templength] = '\0';
1038             funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1039         }
1040
1041         funpackf(tfile, "Bi", &environment);
1042
1043         funpackf(tfile, "Bi", &objects.numobjects);
1044         for (int i = 0; i < objects.numobjects; i++) {
1045             funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
1046             if (objects.type[i] == treeleavestype)
1047                 objects.scale[i] = objects.scale[i - 1];
1048         }
1049
1050         if (mapvers >= 7) {
1051             funpackf(tfile, "Bi", &numhotspots);
1052             for (int i = 0; i < numhotspots; i++) {
1053                 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1054                 funpackf(tfile, "Bi", &templength);
1055                 if (templength)
1056                     for (int l = 0; l < templength; l++)
1057                         funpackf(tfile, "Bb", &hotspottext[i][l]);
1058                 hotspottext[i][templength] = '\0';
1059                 if (hotspottype[i] == -111)
1060                     indemo = 1;
1061             }
1062         } else
1063             numhotspots = 0;
1064
1065         if (visibleloading)
1066             LoadingScreen();
1067
1068         if (!stealthloading) {
1069             objects.center = 0;
1070             for (int i = 0; i < objects.numobjects; i++)
1071                 objects.center += objects.position[i];
1072             objects.center /= objects.numobjects;
1073
1074
1075             if (visibleloading)
1076                 LoadingScreen();
1077
1078             float maxdistance = 0;
1079             float tempdist;
1080             for (int i = 0; i < objects.numobjects; i++) {
1081                 tempdist = distsq(&objects.center, &objects.position[i]);
1082                 if (tempdist > maxdistance) {
1083                     maxdistance = tempdist;
1084                 }
1085             }
1086             objects.radius = fast_sqrt(maxdistance);
1087         }
1088
1089         if (visibleloading)
1090             LoadingScreen();
1091
1092         int numplayers;
1093         funpackf(tfile, "Bi", &numplayers);
1094         int howmanyremoved = 0;
1095         bool removeanother = 0;
1096         if (numplayers > maxplayers) {
1097             cout << "Warning: this level contains more players than allowed" << endl;
1098         }
1099         if (numplayers > 1) {
1100             for (int i = 1; i < numplayers; i++) {
1101                 Person::players.push_back(shared_ptr<Person>(new Person()));
1102                 if (visibleloading)
1103                     LoadingScreen();
1104                 removeanother = 0;
1105
1106                 funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &Person::players[i - howmanyremoved]->whichskin, &Person::players[i - howmanyremoved]->creature, &Person::players[i - howmanyremoved]->coords.x, &Person::players[i - howmanyremoved]->coords.y, &Person::players[i - howmanyremoved]->coords.z, &Person::players[i - howmanyremoved]->num_weapons);
1107                 if (mapvers >= 5)
1108                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
1109                 else
1110                     Person::players[i - howmanyremoved]->howactive = typeactive;
1111                 if (mapvers >= 3)
1112                     funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
1113                 else
1114                     Person::players[i - howmanyremoved]->scale = -1;
1115                 if (mapvers >= 11)
1116                     funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
1117                 else
1118                     Person::players[i - howmanyremoved]->immobile = 0;
1119                 if (mapvers >= 12)
1120                     funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
1121                 else
1122                     Person::players[i - howmanyremoved]->yaw = 0;
1123                 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
1124                 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
1125                     removeanother = 1;
1126                     howmanyremoved++;
1127                 }
1128                 if (!removeanother) {
1129                     if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
1130                         for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
1131                             Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
1132                             int type;
1133                             funpackf(tfile, "Bi", &type);
1134                             weapons.push_back(Weapon(type, i));
1135                         }
1136                     }
1137                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
1138                     for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
1139                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
1140                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
1141                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
1142                         if (mapvers >= 5)
1143                             funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
1144                         else
1145                             Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
1146                     }
1147
1148                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
1149                     if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
1150                         Person::players[i - howmanyremoved]->waypoint = 0;
1151
1152                     funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
1153                     funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
1154                     funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
1155                     funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
1156
1157                     if (mapvers >= 4)
1158                         funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1159                     else {
1160                         headprop = 1;
1161                         bodyprop = 1;
1162                         armprop = 1;
1163                         legprop = 1;
1164                     }
1165                     if (Person::players[i - howmanyremoved]->creature == wolftype) {
1166                         Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
1167                         Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
1168                         Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
1169                         Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1170                     }
1171
1172                     if (Person::players[i - howmanyremoved]->creature == rabbittype) {
1173                         Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
1174                         Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
1175                         Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
1176                         Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1177                         Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
1178                     }
1179
1180                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
1181                     if (Person::players[i - howmanyremoved]->numclothes) {
1182                         for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
1183                             int templength;
1184                             funpackf(tfile, "Bi", &templength);
1185                             for (int l = 0; l < templength; l++)
1186                                 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
1187                             Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
1188                             funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
1189                         }
1190                     }
1191                 }
1192             }
1193         }
1194         if (visibleloading)
1195             LoadingScreen();
1196
1197         numplayers -= howmanyremoved;
1198         Person::players.resize(numplayers);
1199
1200         funpackf(tfile, "Bi", &numpathpoints);
1201         if (numpathpoints > 30 || numpathpoints < 0)
1202             numpathpoints = 0;
1203         for (int j = 0; j < numpathpoints; j++) {
1204             funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1205             for (int k = 0; k < numpathpointconnect[j]; k++) {
1206                 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1207             }
1208         }
1209         if (visibleloading)
1210             LoadingScreen();
1211
1212         funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1213
1214         SetUpLighting();
1215         if (environment != oldenvironment)
1216             Setenvironment(environment);
1217         oldenvironment = environment;
1218
1219         if (!stealthloading) {
1220             int j = objects.numobjects;
1221             objects.numobjects = 0;
1222             for (int i = 0; i < j; i++) {
1223                 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1224                 if (visibleloading)
1225                     LoadingScreen();
1226             }
1227
1228             terrain.DoShadows();
1229             if (visibleloading)
1230                 LoadingScreen();
1231             objects.DoShadows();
1232             if (visibleloading)
1233                 LoadingScreen();
1234         }
1235
1236         fclose(tfile);
1237
1238         for (unsigned i = 0; i < Person::players.size(); i++) {
1239             if (visibleloading)
1240                 LoadingScreen();
1241             Person::players[i]->burnt = 0;
1242             Person::players[i]->bled = 0;
1243             Person::players[i]->onfire = 0;
1244             if (i == 0 || Person::players[i]->scale < 0)
1245                 Person::players[i]->scale = .2;
1246             Person::players[i]->skeleton.free = 0;
1247             Person::players[i]->skeleton.id = i;
1248             if (i == 0 && mapvers < 9)
1249                 Person::players[i]->creature = rabbittype;
1250             if (Person::players[i]->creature != wolftype) {
1251                 Person::players[i]->skeleton.Load(
1252                     (char *)":Data:Skeleton:Basic Figure",
1253                     (char *)":Data:Skeleton:Basic Figurelow",
1254                     (char *)":Data:Skeleton:Rabbitbelt",
1255                     (char *)":Data:Models:Body.solid",
1256                     (char *)":Data:Models:Body2.solid",
1257                     (char *)":Data:Models:Body3.solid",
1258                     (char *)":Data:Models:Body4.solid",
1259                     (char *)":Data:Models:Body5.solid",
1260                     (char *)":Data:Models:Body6.solid",
1261                     (char *)":Data:Models:Body7.solid",
1262                     (char *)":Data:Models:Bodylow.solid",
1263                     (char *)":Data:Models:Belt.solid", 0);
1264             } else {
1265                 if (Person::players[i]->creature != wolftype) {
1266                     Person::players[i]->skeleton.Load(
1267                         (char *)":Data:Skeleton:Basic Figure",
1268                         (char *)":Data:Skeleton:Basic Figurelow",
1269                         (char *)":Data:Skeleton:Rabbitbelt",
1270                         (char *)":Data:Models:Body.solid",
1271                         (char *)":Data:Models:Body2.solid",
1272                         (char *)":Data:Models:Body3.solid",
1273                         (char *)":Data:Models:Body4.solid",
1274                         (char *)":Data:Models:Body5.solid",
1275                         (char *)":Data:Models:Body6.solid",
1276                         (char *)":Data:Models:Body7.solid",
1277                         (char *)":Data:Models:Bodylow.solid",
1278                         (char *)":Data:Models:Belt.solid", 1);
1279                     Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
1280                 }
1281                 if (Person::players[i]->creature == wolftype) {
1282                     Person::players[i]->skeleton.Load(
1283                         (char *)":Data:Skeleton:Basic Figure Wolf",
1284                         (char *)":Data:Skeleton:Basic Figure Wolf Low",
1285                         (char *)":Data:Skeleton:Rabbitbelt",
1286                         (char *)":Data:Models:Wolf.solid",
1287                         (char *)":Data:Models:Wolf2.solid",
1288                         (char *)":Data:Models:Wolf3.solid",
1289                         (char *)":Data:Models:Wolf4.solid",
1290                         (char *)":Data:Models:Wolf5.solid",
1291                         (char *)":Data:Models:Wolf6.solid",
1292                         (char *)":Data:Models:Wolf7.solid",
1293                         (char *)":Data:Models:Wolflow.solid",
1294                         (char *)":Data:Models:Belt.solid", 0);
1295                 }
1296             }
1297
1298             Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
1299
1300             Person::players[i]->addClothes();
1301
1302             Person::players[i]->animCurrent = bounceidleanim;
1303             Person::players[i]->animTarget = bounceidleanim;
1304             Person::players[i]->frameCurrent = 0;
1305             Person::players[i]->frameTarget = 1;
1306             Person::players[i]->target = 0;
1307             Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1308             if (difficulty == 0)
1309                 Person::players[i]->speed -= .2;
1310             if (difficulty == 1)
1311                 Person::players[i]->speed -= .1;
1312
1313             Person::players[i]->velocity = 0;
1314             Person::players[i]->oldcoords = Person::players[i]->coords;
1315             Person::players[i]->realoldcoords = Person::players[i]->coords;
1316
1317             Person::players[i]->id = i;
1318             Person::players[i]->skeleton.id = i;
1319             Person::players[i]->updatedelay = 0;
1320             Person::players[i]->normalsupdatedelay = 0;
1321
1322             Person::players[i]->aitype = passivetype;
1323
1324             if (i == 0) {
1325                 Person::players[i]->proportionhead = 1.2;
1326                 Person::players[i]->proportionbody = 1.05;
1327                 Person::players[i]->proportionarms = 1.00;
1328                 Person::players[i]->proportionlegs = 1.1;
1329                 Person::players[i]->proportionlegs.y = 1.05;
1330             }
1331             Person::players[i]->headless = 0;
1332             Person::players[i]->currentoffset = 0;
1333             Person::players[i]->targetoffset = 0;
1334
1335             Person::players[i]->damagetolerance = 200;
1336
1337             if (Person::players[i]->creature == wolftype) {
1338                 if (i == 0 || Person::players[i]->scale < 0)
1339                     Person::players[i]->scale = .23;
1340                 Person::players[i]->damagetolerance = 300;
1341             }
1342
1343             if (visibleloading)
1344                 LoadingScreen();
1345             if (cellophane) {
1346                 Person::players[i]->proportionhead.z = 0;
1347                 Person::players[i]->proportionbody.z = 0;
1348                 Person::players[i]->proportionarms.z = 0;
1349                 Person::players[i]->proportionlegs.z = 0;
1350             }
1351
1352             Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1353
1354             Person::players[i]->headmorphness = 0;
1355             Person::players[i]->targetheadmorphness = 1;
1356             Person::players[i]->headmorphstart = 0;
1357             Person::players[i]->headmorphend = 0;
1358
1359             Person::players[i]->pausetime = 0;
1360
1361             Person::players[i]->dead = 0;
1362             Person::players[i]->jumppower = 5;
1363             Person::players[i]->damage = 0;
1364             Person::players[i]->permanentdamage = 0;
1365             Person::players[i]->superpermanentdamage = 0;
1366
1367             Person::players[i]->forwardkeydown = 0;
1368             Person::players[i]->leftkeydown = 0;
1369             Person::players[i]->backkeydown = 0;
1370             Person::players[i]->rightkeydown = 0;
1371             Person::players[i]->jumpkeydown = 0;
1372             Person::players[i]->crouchkeydown = 0;
1373             Person::players[i]->throwkeydown = 0;
1374
1375             Person::players[i]->collided = -10;
1376             Person::players[i]->loaded = 1;
1377             Person::players[i]->bloodloss = 0;
1378             Person::players[i]->weaponactive = -1;
1379             Person::players[i]->weaponstuck = -1;
1380             Person::players[i]->bleeding = 0;
1381             Person::players[i]->deathbleeding = 0;
1382             Person::players[i]->stunned = 0;
1383             Person::players[i]->hasvictim = 0;
1384             Person::players[i]->wentforweapon = 0;
1385         }
1386
1387         Person::players[0]->aitype = playercontrolled;
1388         Person::players[0]->weaponactive = -1;
1389
1390         if (difficulty == 1) {
1391             Person::players[0]->power = 1 / .9;
1392             Person::players[0]->damagetolerance = 250;
1393         } else if (difficulty == 0) {
1394             Person::players[0]->power = 1 / .8;
1395             Person::players[0]->damagetolerance = 300;
1396             Person::players[0]->armorhead *= 1.5;
1397             Person::players[0]->armorhigh *= 1.5;
1398             Person::players[0]->armorlow *= 1.5;
1399         }
1400
1401         cameraloc = Person::players[0]->coords;
1402         cameraloc.y += 5;
1403         yaw = Person::players[0]->yaw;
1404
1405         hawkcoords = Person::players[0]->coords;
1406         hawkcoords.y += 30;
1407
1408         if (visibleloading)
1409             LoadingScreen();
1410
1411         LOG("Starting background music...");
1412
1413         OPENAL_StopSound(OPENAL_ALL);
1414         if (ambientsound) {
1415             if (environment == snowyenvironment) {
1416                 emit_stream_np(stream_wind);
1417             } else if (environment == desertenvironment) {
1418                 emit_stream_np(stream_desertambient);
1419             } else if (environment == grassyenvironment) {
1420                 emit_stream_np(stream_wind, 100.);
1421             }
1422         }
1423         oldmusicvolume[0] = 0;
1424         oldmusicvolume[1] = 0;
1425         oldmusicvolume[2] = 0;
1426         oldmusicvolume[3] = 0;
1427
1428         if (!firstload)
1429             firstload = 1;
1430     } else {
1431         perror("Problem");
1432     }
1433     leveltime = 0;
1434     visibleloading = 0;
1435 }
1436
1437 void doTutorial()
1438 {
1439     if (tutorialstagetime > tutorialmaxtime) {
1440         tutorialstage++;
1441         tutorialsuccess = 0;
1442         if (tutorialstage <= 1) {
1443             canattack = 0;
1444             cananger = 0;
1445             reversaltrain = 0;
1446         }
1447         switch (tutorialstage) {
1448         case 1:
1449             tutorialmaxtime = 5;
1450             break;
1451         case 2:
1452             tutorialmaxtime = 2;
1453             break;
1454         case 3:
1455             tutorialmaxtime = 600;
1456             break;
1457         case 4:
1458             tutorialmaxtime = 1000;
1459             break;
1460         case 5:
1461             tutorialmaxtime = 600;
1462             break;
1463         case 6:
1464             tutorialmaxtime = 600;
1465             break;
1466         case 7:
1467             tutorialmaxtime = 600;
1468             break;
1469         case 8:
1470             tutorialmaxtime = 600;
1471             break;
1472         case 9:
1473             tutorialmaxtime = 600;
1474             break;
1475         case 10:
1476             tutorialmaxtime = 2;
1477             break;
1478         case 11:
1479             tutorialmaxtime = 1000;
1480             break;
1481         case 12:
1482             tutorialmaxtime = 1000;
1483             break;
1484         case 13:
1485             tutorialmaxtime = 2;
1486             break;
1487         case 14: {
1488             tutorialmaxtime = 3;
1489
1490             XYZ temp, temp2;
1491
1492             temp.x = 1011;
1493             temp.y = 84;
1494             temp.z = 491;
1495             temp2.x = 1025;
1496             temp2.y = 75;
1497             temp2.z = 447;
1498
1499             Person::players[1]->coords = (temp + temp2) / 2;
1500
1501             emit_sound_at(fireendsound, Person::players[1]->coords);
1502
1503             for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1504                 if (Random() % 2 == 0) {
1505                     if (!Person::players[1]->skeleton.free)
1506                         temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1507                     if (Person::players[1]->skeleton.free)
1508                         temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1509                     if (!Person::players[1]->skeleton.free)
1510                         temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
1511                     if (Person::players[1]->skeleton.free)
1512                         temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1513                     Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1514                 }
1515             }
1516         }
1517         break;
1518         case 15:
1519             tutorialmaxtime = 500;
1520             break;
1521         case 16:
1522             tutorialmaxtime = 500;
1523             break;
1524         case 17:
1525             tutorialmaxtime = 500;
1526             break;
1527         case 18:
1528             tutorialmaxtime = 500;
1529             break;
1530         case 19:
1531             tutorialstage = 20;
1532             break;
1533         case 20:
1534             tutorialmaxtime = 500;
1535             break;
1536         case 21:
1537             tutorialmaxtime = 500;
1538             if (bonus == cannon) {
1539                 bonus = Slicebonus;
1540                 againbonus = 1;
1541             } else
1542                 againbonus = 0;
1543             break;
1544         case 22:
1545             tutorialmaxtime = 500;
1546             break;
1547         case 23:
1548             tutorialmaxtime = 500;
1549             break;
1550         case 24:
1551             tutorialmaxtime = 500;
1552             break;
1553         case 25:
1554             tutorialmaxtime = 500;
1555             break;
1556         case 26:
1557             tutorialmaxtime = 2;
1558             break;
1559         case 27:
1560             tutorialmaxtime = 4;
1561             reversaltrain = 1;
1562             cananger = 1;
1563             Person::players[1]->aitype = attacktypecutoff;
1564             break;
1565         case 28:
1566             tutorialmaxtime = 400;
1567             break;
1568         case 29:
1569             tutorialmaxtime = 400;
1570             Person::players[0]->escapednum = 0;
1571             break;
1572         case 30:
1573             tutorialmaxtime = 4;
1574             reversaltrain = 0;
1575             cananger = 0;
1576             Person::players[1]->aitype = passivetype;
1577             break;
1578         case 31:
1579             tutorialmaxtime = 13;
1580             break;
1581         case 32:
1582             tutorialmaxtime = 8;
1583             break;
1584         case 33:
1585             tutorialmaxtime = 400;
1586             cananger = 1;
1587             canattack = 1;
1588             Person::players[1]->aitype = attacktypecutoff;
1589             break;
1590         case 34:
1591             tutorialmaxtime = 400;
1592             break;
1593         case 35:
1594             tutorialmaxtime = 400;
1595             break;
1596         case 36:
1597             tutorialmaxtime = 2;
1598             reversaltrain = 0;
1599             cananger = 0;
1600             Person::players[1]->aitype = passivetype;
1601             break;
1602         case 37:
1603             damagedealt = 0;
1604             damagetaken = 0;
1605             tutorialmaxtime = 50;
1606             cananger = 1;
1607             canattack = 1;
1608             Person::players[1]->aitype = attacktypecutoff;
1609             break;
1610         case 38:
1611             tutorialmaxtime = 4;
1612             canattack = 0;
1613             cananger = 0;
1614             Person::players[1]->aitype = passivetype;
1615             break;
1616         case 39: {
1617             XYZ temp, temp2;
1618
1619             temp.x = 1011;
1620             temp.y = 84;
1621             temp.z = 491;
1622             temp2.x = 1025;
1623             temp2.y = 75;
1624             temp2.z = 447;
1625
1626             Weapon w(knife, -1);
1627             w.position = (temp + temp2) / 2;
1628             w.tippoint = (temp + temp2) / 2;
1629
1630             w.velocity = 0.1;
1631             w.tipvelocity = 0.1;
1632             w.missed = 1;
1633             w.hitsomething = 0;
1634             w.freetime = 0;
1635             w.firstfree = 1;
1636             w.physics = 1;
1637
1638             weapons.push_back(w);
1639         }
1640         break;
1641         case 40:
1642             tutorialmaxtime = 300;
1643             break;
1644         case 41:
1645             tutorialmaxtime = 300;
1646             break;
1647         case 42:
1648             tutorialmaxtime = 8;
1649             break;
1650         case 43:
1651             tutorialmaxtime = 300;
1652             break;
1653         case 44:
1654             weapons[0].owner = 1;
1655             Person::players[0]->weaponactive = -1;
1656             Person::players[0]->num_weapons = 0;
1657             Person::players[1]->weaponactive = 0;
1658             Person::players[1]->num_weapons = 1;
1659             Person::players[1]->weaponids[0] = 0;
1660
1661             cananger = 1;
1662             canattack = 1;
1663             Person::players[1]->aitype = attacktypecutoff;
1664
1665             tutorialmaxtime = 300;
1666             break;
1667         case 45:
1668             weapons[0].owner = 1;
1669             Person::players[0]->weaponactive = -1;
1670             Person::players[0]->num_weapons = 0;
1671             Person::players[1]->weaponactive = 0;
1672             Person::players[1]->num_weapons = 1;
1673             Person::players[1]->weaponids[0] = 0;
1674
1675             tutorialmaxtime = 300;
1676             break;
1677         case 46:
1678             weapons[0].owner = 1;
1679             Person::players[0]->weaponactive = -1;
1680             Person::players[0]->num_weapons = 0;
1681             Person::players[1]->weaponactive = 0;
1682             Person::players[1]->num_weapons = 1;
1683             Person::players[1]->weaponids[0] = 0;
1684
1685             weapons[0].setType(sword);
1686
1687             tutorialmaxtime = 300;
1688             break;
1689         case 47: {
1690             tutorialmaxtime = 10;
1691
1692             XYZ temp, temp2;
1693
1694             temp.x = 1011;
1695             temp.y = 84;
1696             temp.z = 491;
1697             temp2.x = 1025;
1698             temp2.y = 75;
1699             temp2.z = 447;
1700
1701             Weapon w(sword, -1);
1702             w.position = (temp + temp2) / 2;
1703             w.tippoint = (temp + temp2) / 2;
1704
1705             w.velocity = 0.1;
1706             w.tipvelocity = 0.1;
1707             w.missed = 1;
1708             w.hitsomething = 0;
1709             w.freetime = 0;
1710             w.firstfree = 1;
1711             w.physics = 1;
1712
1713             weapons.push_back(w);
1714
1715             weapons[0].owner = 1;
1716             weapons[1].owner = 0;
1717             Person::players[0]->weaponactive = 0;
1718             Person::players[0]->num_weapons = 1;
1719             Person::players[0]->weaponids[0] = 1;
1720             Person::players[1]->weaponactive = 0;
1721             Person::players[1]->num_weapons = 1;
1722             Person::players[1]->weaponids[0] = 0;
1723
1724         }
1725         break;
1726         case 48:
1727             canattack = 0;
1728             cananger = 0;
1729             Person::players[1]->aitype = passivetype;
1730
1731             tutorialmaxtime = 15;
1732
1733             weapons[0].owner = 1;
1734             weapons[1].owner = 0;
1735             Person::players[0]->weaponactive = 0;
1736             Person::players[0]->num_weapons = 1;
1737             Person::players[0]->weaponids[0] = 1;
1738             Person::players[1]->weaponactive = 0;
1739             Person::players[1]->num_weapons = 1;
1740             Person::players[1]->weaponids[0] = 0;
1741
1742             if (Person::players[0]->weaponactive != -1)
1743                 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1744             else
1745                 weapons[0].setType(staff);
1746             break;
1747         case 49:
1748             canattack = 0;
1749             cananger = 0;
1750             Person::players[1]->aitype = passivetype;
1751
1752             tutorialmaxtime = 200;
1753
1754             weapons[1].position = 1000;
1755             weapons[1].tippoint = 1000;
1756
1757             weapons[0].setType(knife);
1758
1759             weapons[0].owner = 0;
1760             Person::players[1]->weaponactive = -1;
1761             Person::players[1]->num_weapons = 0;
1762             Person::players[0]->weaponactive = 0;
1763             Person::players[0]->num_weapons = 1;
1764             Person::players[0]->weaponids[0] = 0;
1765
1766             break;
1767         case 50: {
1768             tutorialmaxtime = 8;
1769
1770             XYZ temp, temp2;
1771             emit_sound_at(fireendsound, Person::players[1]->coords);
1772
1773             for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1774                 if (Random() % 2 == 0) {
1775                     if (!Person::players[1]->skeleton.free)
1776                         temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1777                     if (Person::players[1]->skeleton.free)
1778                         temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1779                     if (!Person::players[1]->skeleton.free)
1780                         temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
1781                     if (Person::players[1]->skeleton.free)
1782                         temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1783                     Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1784                 }
1785             }
1786
1787             Person::players[1]->num_weapons = 0;
1788             Person::players[1]->weaponstuck = -1;
1789             Person::players[1]->weaponactive = -1;
1790
1791             weapons.clear();
1792         }
1793         break;
1794         case 51:
1795             tutorialmaxtime = 80000;
1796             break;
1797         default:
1798             break;
1799         }
1800         if (tutorialstage <= 51)
1801             tutorialstagetime = 0;
1802     }
1803
1804     //Tutorial success
1805     if (tutorialstagetime < tutorialmaxtime - 3) {
1806         switch (tutorialstage) {
1807         case 3:
1808             if (deltah || deltav)
1809                 tutorialsuccess += multiplier;
1810             break;
1811         case 4:
1812             if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1813                 tutorialsuccess += multiplier;
1814             break;
1815         case 5:
1816             if (Person::players[0]->jumpkeydown)
1817                 tutorialsuccess = 1;
1818             break;
1819         case 6:
1820             if (Person::players[0]->isCrouch())
1821                 tutorialsuccess = 1;
1822             break;
1823         case 7:
1824             if (Person::players[0]->animTarget == rollanim)
1825                 tutorialsuccess = 1;
1826             break;
1827         case 8:
1828             if (Person::players[0]->animTarget == sneakanim)
1829                 tutorialsuccess += multiplier;
1830             break;
1831         case 9:
1832             if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1833                 tutorialsuccess += multiplier;
1834             break;
1835         case 11:
1836             if (Person::players[0]->isWallJump())
1837                 tutorialsuccess = 1;
1838             break;
1839         case 12:
1840             if (Person::players[0]->animTarget == flipanim)
1841                 tutorialsuccess = 1;
1842             break;
1843         case 15:
1844             if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1845                 tutorialsuccess = 1;
1846             break;
1847         case 16:
1848             if (Person::players[0]->animTarget == winduppunchanim)
1849                 tutorialsuccess = 1;
1850             break;
1851         case 17:
1852             if (Person::players[0]->animTarget == spinkickanim)
1853                 tutorialsuccess = 1;
1854             break;
1855         case 18:
1856             if (Person::players[0]->animTarget == sweepanim)
1857                 tutorialsuccess = 1;
1858             break;
1859         case 19:
1860             if (Person::players[0]->animTarget == dropkickanim)
1861                 tutorialsuccess = 1;
1862             break;
1863         case 20:
1864             if (Person::players[0]->animTarget == rabbitkickanim)
1865                 tutorialsuccess = 1;
1866             break;
1867         case 21:
1868             if (bonus == cannon)
1869                 tutorialsuccess = 1;
1870             break;
1871         case 22:
1872             if (bonus == spinecrusher)
1873                 tutorialsuccess = 1;
1874             break;
1875         case 23:
1876             if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1877                 tutorialsuccess = 1;
1878             break;
1879         case 24:
1880             if (Person::players[0]->animTarget == rabbittacklinganim)
1881                 tutorialsuccess = 1;
1882             break;
1883         case 25:
1884             if (Person::players[0]->animTarget == backhandspringanim)
1885                 tutorialsuccess = 1;
1886             break;
1887         case 28:
1888             if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1889                 tutorialsuccess = 1;
1890             break;
1891         case 29:
1892             if (Person::players[0]->escapednum == 2) {
1893                 tutorialsuccess = 1;
1894                 reversaltrain = 0;
1895                 cananger = 0;
1896                 Person::players[1]->aitype = passivetype;
1897             }
1898             break;
1899         case 33:
1900             if (animation[Person::players[0]->animTarget].attack == reversal)
1901                 tutorialsuccess = 1;
1902             break;
1903         case 34:
1904             if (animation[Person::players[0]->animTarget].attack == reversal)
1905                 tutorialsuccess = 1;
1906             break;
1907         case 35:
1908             if (animation[Person::players[0]->animTarget].attack == reversal) {
1909                 tutorialsuccess = 1;
1910                 reversaltrain = 0;
1911                 cananger = 0;
1912                 Person::players[1]->aitype = passivetype;
1913             }
1914             break;
1915         case 40:
1916             if (Person::players[0]->num_weapons > 0)
1917                 tutorialsuccess = 1;
1918             break;
1919         case 41:
1920             if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1921                 tutorialsuccess = 1;
1922             break;
1923         case 43:
1924             if (Person::players[0]->animTarget == knifeslashstartanim)
1925                 tutorialsuccess = 1;
1926             break;
1927         case 44:
1928             if (animation[Person::players[0]->animTarget].attack == reversal)
1929                 tutorialsuccess = 1;
1930             break;
1931         case 45:
1932             if (animation[Person::players[0]->animTarget].attack == reversal)
1933                 tutorialsuccess = 1;
1934             break;
1935         case 46:
1936             if (animation[Person::players[0]->animTarget].attack == reversal)
1937                 tutorialsuccess = 1;
1938             break;
1939         case 49:
1940             if (Person::players[1]->weaponstuck != -1)
1941                 tutorialsuccess = 1;
1942             break;
1943         default:
1944             break;
1945         }
1946         if (tutorialsuccess >= 1)
1947             tutorialstagetime = tutorialmaxtime - 3;
1948
1949
1950         if (tutorialstagetime == tutorialmaxtime - 3) {
1951             emit_sound_np(consolesuccesssound);
1952         }
1953
1954         if (tutorialsuccess >= 1) {
1955             if (tutorialstage == 34 || tutorialstage == 35)
1956                 tutorialstagetime = tutorialmaxtime - 1;
1957         }
1958     }
1959
1960     if (tutorialstage < 14 || tutorialstage >= 50) {
1961         Person::players[1]->coords.y = 300;
1962         Person::players[1]->velocity = 0;
1963     }
1964 }
1965
1966 void doDebugKeys()
1967 {
1968     float headprop, bodyprop, armprop, legprop;
1969     if (debugmode) {
1970         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1971             Person::players[0]->damagetolerance = 200000;
1972             Person::players[0]->damage = 0;
1973             Person::players[0]->burnt = 0;
1974             Person::players[0]->permanentdamage = 0;
1975             Person::players[0]->superpermanentdamage = 0;
1976         }
1977
1978         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1979             environment++;
1980             if (environment > 2)
1981                 environment = 0;
1982             Setenvironment(environment);
1983         }
1984
1985         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1986             cameramode = !cameramode;
1987         }
1988
1989         if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1990             if (Person::players[0]->num_weapons > 0) {
1991                 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1992                     weapons[Person::players[0]->weaponids[0]].setType(staff);
1993                 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1994                     weapons[Person::players[0]->weaponids[0]].setType(knife);
1995                 else
1996                     weapons[Person::players[0]->weaponids[0]].setType(sword);
1997             }
1998         }
1999
2000         if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2001             int closest = findClosestPlayer();
2002             if (closest >= 0) {
2003                 if (Person::players[closest]->num_weapons) {
2004                     if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2005                         weapons[Person::players[closest]->weaponids[0]].setType(staff);
2006                     else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2007                         weapons[Person::players[closest]->weaponids[0]].setType(knife);
2008                     else
2009                         weapons[Person::players[closest]->weaponids[0]].setType(sword);
2010                 }
2011                 if (!Person::players[closest]->num_weapons) {
2012                     Person::players[closest]->weaponids[0] = weapons.size();
2013
2014                     weapons.push_back(Weapon(knife, closest));
2015
2016                     Person::players[closest]->num_weapons = 1;
2017                 }
2018             }
2019         }
2020
2021         if (Input::isKeyDown(SDL_SCANCODE_U)) {
2022             int closest = findClosestPlayer();
2023             if (closest >= 0) {
2024                 Person::players[closest]->yaw += multiplier * 50;
2025                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2026             }
2027         }
2028
2029
2030         if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2031             int closest = findClosestPlayer();
2032             if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2033                 closest = 0;
2034
2035             if (closest >= 0) {
2036                 Person::players[closest]->whichskin++;
2037                 if (Person::players[closest]->whichskin > 9)
2038                     Person::players[closest]->whichskin = 0;
2039                 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2040                     Person::players[closest]->whichskin = 0;
2041
2042                 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2043                         &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2044             }
2045
2046             Person::players[closest]->addClothes();
2047         }
2048
2049         if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2050             int closest = findClosestPlayer();
2051             if (closest >= 0) {
2052                 if (Person::players[closest]->creature == wolftype) {
2053                     headprop = Person::players[closest]->proportionhead.x / 1.1;
2054                     bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2055                     armprop = Person::players[closest]->proportionarms.x / 1.1;
2056                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
2057                 }
2058
2059                 if (Person::players[closest]->creature == rabbittype) {
2060                     headprop = Person::players[closest]->proportionhead.x / 1.2;
2061                     bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2062                     armprop = Person::players[closest]->proportionarms.x / 1.00;
2063                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
2064                 }
2065
2066
2067                 if (Person::players[closest]->creature == rabbittype) {
2068                     Person::players[closest]->skeleton.id = closest;
2069                     Person::players[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);
2070                     Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2071                     Person::players[closest]->whichskin = 0;
2072                     Person::players[closest]->creature = wolftype;
2073
2074                     Person::players[closest]->proportionhead = 1.1;
2075                     Person::players[closest]->proportionbody = 1.1;
2076                     Person::players[closest]->proportionarms = 1.1;
2077                     Person::players[closest]->proportionlegs = 1.1;
2078                     Person::players[closest]->proportionlegs.y = 1.1;
2079                     Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
2080
2081                     Person::players[closest]->damagetolerance = 300;
2082                 } else {
2083                     Person::players[closest]->skeleton.id = closest;
2084                     Person::players[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);
2085                     Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2086                     Person::players[closest]->whichskin = 0;
2087                     Person::players[closest]->creature = rabbittype;
2088
2089                     Person::players[closest]->proportionhead = 1.2;
2090                     Person::players[closest]->proportionbody = 1.05;
2091                     Person::players[closest]->proportionarms = 1.00;
2092                     Person::players[closest]->proportionlegs = 1.1;
2093                     Person::players[closest]->proportionlegs.y = 1.05;
2094                     Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
2095
2096                     Person::players[closest]->damagetolerance = 200;
2097                 }
2098
2099                 if (Person::players[closest]->creature == wolftype) {
2100                     Person::players[closest]->proportionhead = 1.1 * headprop;
2101                     Person::players[closest]->proportionbody = 1.1 * bodyprop;
2102                     Person::players[closest]->proportionarms = 1.1 * armprop;
2103                     Person::players[closest]->proportionlegs = 1.1 * legprop;
2104                 }
2105
2106                 if (Person::players[closest]->creature == rabbittype) {
2107                     Person::players[closest]->proportionhead = 1.2 * headprop;
2108                     Person::players[closest]->proportionbody = 1.05 * bodyprop;
2109                     Person::players[closest]->proportionarms = 1.00 * armprop;
2110                     Person::players[closest]->proportionlegs = 1.1 * legprop;
2111                     Person::players[closest]->proportionlegs.y = 1.05 * legprop;
2112                 }
2113
2114             }
2115         }
2116
2117         if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2118             slomo = 1 - slomo;
2119             slomodelay = 1000;
2120         }
2121
2122
2123         if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2124             int closest = -1;
2125             float closestdist = std::numeric_limits<float>::max();
2126
2127             for (unsigned i = 1; i < Person::players.size(); i++) {
2128                 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
2129                 if (!Person::players[i]->headless)
2130                     if (distance < closestdist) {
2131                         closestdist = distance;
2132                         closest = i;
2133                     }
2134             }
2135
2136             XYZ flatfacing2, flatvelocity2;
2137             XYZ blah;
2138             if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2139                 blah = Person::players[closest]->coords;
2140                 XYZ headspurtdirection;
2141                 //int i = Person::players[closest]->skeleton.jointlabels[head];
2142                 Joint& headjoint = Person::players[closest]->joint(head);
2143                 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
2144                     if (!Person::players[closest]->skeleton.free)
2145                         flatvelocity2 = Person::players[closest]->velocity;
2146                     if (Person::players[closest]->skeleton.free)
2147                         flatvelocity2 = headjoint.velocity;
2148                     if (!Person::players[closest]->skeleton.free)
2149                         flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
2150                     if (Person::players[closest]->skeleton.free)
2151                         flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
2152                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2153                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2154                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2155                     headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2156                     Normalise(&headspurtdirection);
2157                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2158                     flatvelocity2 += headspurtdirection * 8;
2159                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2160                 }
2161                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2162
2163                 emit_sound_at(splattersound, blah);
2164                 emit_sound_at(breaksound2, blah, 100.);
2165
2166                 if (Person::players[closest]->skeleton.free == 2)
2167                     Person::players[closest]->skeleton.free = 0;
2168                 Person::players[closest]->RagDoll(0);
2169                 Person::players[closest]->dead = 2;
2170                 Person::players[closest]->headless = 1;
2171                 Person::players[closest]->DoBloodBig(3, 165);
2172
2173                 camerashake += .3;
2174             }
2175         }
2176
2177         if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2178             int closest = findClosestPlayer();
2179             XYZ flatfacing2, flatvelocity2;
2180             XYZ blah;
2181             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2182                 blah = Person::players[closest]->coords;
2183                 emit_sound_at(splattersound, blah);
2184                 emit_sound_at(breaksound2, blah);
2185
2186                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2187                     if (!Person::players[closest]->skeleton.free)
2188                         flatvelocity2 = Person::players[closest]->velocity;
2189                     if (Person::players[closest]->skeleton.free)
2190                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2191                     if (!Person::players[closest]->skeleton.free)
2192                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
2193                     if (Person::players[closest]->skeleton.free)
2194                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2195                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2196                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2197                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2198                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2199                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2200                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2201                 }
2202
2203                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2204                     if (!Person::players[closest]->skeleton.free)
2205                         flatvelocity2 = Person::players[closest]->velocity;
2206                     if (Person::players[closest]->skeleton.free)
2207                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2208                     if (!Person::players[closest]->skeleton.free)
2209                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
2210                     if (Person::players[closest]->skeleton.free)
2211                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2212                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2213                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2214                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2215                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2216                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2217                 }
2218
2219                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2220                     if (!Person::players[closest]->skeleton.free)
2221                         flatvelocity2 = Person::players[closest]->velocity;
2222                     if (Person::players[closest]->skeleton.free)
2223                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2224                     if (!Person::players[closest]->skeleton.free)
2225                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
2226                     if (Person::players[closest]->skeleton.free)
2227                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2228                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2229                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2230                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2231                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2232                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2233                 }
2234
2235                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2236                     if (!Person::players[closest]->skeleton.free)
2237                         flatvelocity2 = Person::players[closest]->velocity;
2238                     if (Person::players[closest]->skeleton.free)
2239                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2240                     if (!Person::players[closest]->skeleton.free)
2241                         flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
2242                     if (Person::players[closest]->skeleton.free)
2243                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2244                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2245                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2246                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2247                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2248                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2249                 }
2250
2251                 XYZ temppos;
2252                 for (unsigned j = 0; j < Person::players.size(); j++) {
2253                     if (int(j) != closest) {
2254                         if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2255                             Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2256                             if (Person::players[j]->skeleton.free == 2)
2257                                 Person::players[j]->skeleton.free = 1;
2258                             Person::players[j]->skeleton.longdead = 0;
2259                             Person::players[j]->RagDoll(0);
2260                             for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2261                                 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2262                                 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2263                                     flatvelocity2 = temppos - Person::players[closest]->coords;
2264                                     Normalise(&flatvelocity2);
2265                                     Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2266                                 }
2267                             }
2268                         }
2269                     }
2270                 }
2271
2272                 Person::players[closest]->DoDamage(10000);
2273                 Person::players[closest]->RagDoll(0);
2274                 Person::players[closest]->dead = 2;
2275                 Person::players[closest]->coords = 20;
2276                 Person::players[closest]->skeleton.free = 2;
2277
2278                 camerashake += .6;
2279
2280             }
2281         }
2282
2283         if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2284             Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2285             if (Person::players[0]->onfire) {
2286                 Person::players[0]->CatchFire();
2287             }
2288             if (!Person::players[0]->onfire) {
2289                 emit_sound_at(fireendsound, Person::players[0]->coords);
2290                 pause_sound(stream_firesound);
2291             }
2292         }
2293
2294         if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2295             Person::players[0]->RagDoll(0);
2296
2297             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2298         }
2299
2300         if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2301             for (int i = 0; i < objects.numobjects; i++) {
2302                 if (objects.type[i] == treeleavestype) {
2303                     objects.scale[i] *= .9;
2304                 }
2305             }
2306         }
2307
2308         if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2309             editorenabled = !editorenabled;
2310             if (editorenabled) {
2311                 Person::players[0]->damagetolerance = 100000;
2312             } else {
2313                 Person::players[0]->damagetolerance = 200;
2314             }
2315             Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2316             Person::players[0]->permanentdamage = 0;
2317             Person::players[0]->superpermanentdamage = 0;
2318             Person::players[0]->bloodloss = 0;
2319             Person::players[0]->deathbleeding = 0;
2320         }
2321
2322         //skip level
2323         if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2324             targetlevel++;
2325             if (targetlevel > numchallengelevels - 1)
2326                 targetlevel = 0;
2327             loading = 1;
2328             leveltime = 5;
2329         }
2330
2331         if (editorenabled) {
2332             if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2333                 int closest = findClosestPlayer();
2334                 if (closest >= 0) {
2335                     Person::players.erase(Person::players.begin()+closest);
2336                 }
2337             }
2338
2339             if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2340                 int closest = findClosestObject();
2341                 if (closest >= 0)
2342                     objects.position[closest].y -= 500;
2343             }
2344
2345             if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2346                 if (objects.numobjects < max_objects - 1) {
2347                     XYZ boxcoords;
2348                     boxcoords.x = Person::players[0]->coords.x;
2349                     boxcoords.z = Person::players[0]->coords.z;
2350                     boxcoords.y = Person::players[0]->coords.y - 3;
2351                     if (editortype == bushtype)
2352                         boxcoords.y = Person::players[0]->coords.y - .5;
2353                     if (editortype == firetype)
2354                         boxcoords.y = Person::players[0]->coords.y - .5;
2355                     //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
2356                     float temprotat, temprotat2;
2357                     temprotat = editoryaw;
2358                     temprotat2 = editorpitch;
2359                     if (temprotat < 0 || editortype == bushtype)
2360                         temprotat = Random() % 360;
2361                     if (temprotat2 < 0)
2362                         temprotat2 = Random() % 360;
2363
2364                     objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2365                     if (editortype == treetrunktype)
2366                         objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2367                 }
2368             }
2369
2370             if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2371                 Person::players.push_back(shared_ptr<Person>(new Person()));
2372
2373                 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2374                 Person::players.back()->creature = rabbittype;
2375                 Person::players.back()->howactive = editoractive;
2376                 Person::players.back()->skeleton.id = Person::players.size()-1;
2377                 Person::players.back()->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);
2378
2379                 int k = abs(Random() % 2) + 1;
2380                 if (k == 0) {
2381                     Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2382                     Person::players.back()->whichskin = 0;
2383                 } else if (k == 1) {
2384                     Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2385                     Person::players.back()->whichskin = 1;
2386                 } else {
2387                     Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2388                     Person::players.back()->whichskin = 2;
2389                 }
2390
2391                 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2392                 Person::players.back()->power = 1;
2393                 Person::players.back()->speedmult = 1;
2394                 Person::players.back()->animCurrent = bounceidleanim;
2395                 Person::players.back()->animTarget = bounceidleanim;
2396                 Person::players.back()->frameCurrent = 0;
2397                 Person::players.back()->frameTarget = 1;
2398                 Person::players.back()->target = 0;
2399                 Person::players.back()->bled = 0;
2400                 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2401
2402                 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2403                 Person::players.back()->yaw = Person::players[0]->yaw;
2404
2405                 Person::players.back()->velocity = 0;
2406                 Person::players.back()->coords = Person::players[0]->coords;
2407                 Person::players.back()->oldcoords = Person::players.back()->coords;
2408                 Person::players.back()->realoldcoords = Person::players.back()->coords;
2409
2410                 Person::players.back()->id = Person::players.size()-1;
2411                 Person::players.back()->updatedelay = 0;
2412                 Person::players.back()->normalsupdatedelay = 0;
2413
2414                 Person::players.back()->aitype = passivetype;
2415
2416                 if (Person::players[0]->creature == wolftype) {
2417                     headprop = Person::players[0]->proportionhead.x / 1.1;
2418                     bodyprop = Person::players[0]->proportionbody.x / 1.1;
2419                     armprop = Person::players[0]->proportionarms.x / 1.1;
2420                     legprop = Person::players[0]->proportionlegs.x / 1.1;
2421                 }
2422
2423                 if (Person::players[0]->creature == rabbittype) {
2424                     headprop = Person::players[0]->proportionhead.x / 1.2;
2425                     bodyprop = Person::players[0]->proportionbody.x / 1.05;
2426                     armprop = Person::players[0]->proportionarms.x / 1.00;
2427                     legprop = Person::players[0]->proportionlegs.x / 1.1;
2428                 }
2429
2430                 if (Person::players.back()->creature == wolftype) {
2431                     Person::players.back()->proportionhead = 1.1 * headprop;
2432                     Person::players.back()->proportionbody = 1.1 * bodyprop;
2433                     Person::players.back()->proportionarms = 1.1 * armprop;
2434                     Person::players.back()->proportionlegs = 1.1 * legprop;
2435                 }
2436
2437                 if (Person::players.back()->creature == rabbittype) {
2438                     Person::players.back()->proportionhead = 1.2 * headprop;
2439                     Person::players.back()->proportionbody = 1.05 * bodyprop;
2440                     Person::players.back()->proportionarms = 1.00 * armprop;
2441                     Person::players.back()->proportionlegs = 1.1 * legprop;
2442                     Person::players.back()->proportionlegs.y = 1.05 * legprop;
2443                 }
2444
2445                 Person::players.back()->headless = 0;
2446                 Person::players.back()->onfire = 0;
2447
2448                 if (cellophane) {
2449                     Person::players.back()->proportionhead.z = 0;
2450                     Person::players.back()->proportionbody.z = 0;
2451                     Person::players.back()->proportionarms.z = 0;
2452                     Person::players.back()->proportionlegs.z = 0;
2453                 }
2454
2455                 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2456
2457                 Person::players.back()->damagetolerance = 200;
2458
2459                 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2460                 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2461                 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2462                 Person::players.back()->armorhead = Person::players[0]->armorhead;
2463                 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2464                 Person::players.back()->armorlow = Person::players[0]->armorlow;
2465                 Person::players.back()->metalhead = Person::players[0]->metalhead;
2466                 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2467                 Person::players.back()->metallow = Person::players[0]->metallow;
2468
2469                 Person::players.back()->immobile = Person::players[0]->immobile;
2470
2471                 Person::players.back()->numclothes = Person::players[0]->numclothes;
2472                 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2473                     strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2474                     Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2475                     Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2476                     Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2477                 }
2478                 Person::players.back()->addClothes();
2479
2480                 Person::players.back()->power = Person::players[0]->power;
2481                 Person::players.back()->speedmult = Person::players[0]->speedmult;
2482
2483                 Person::players.back()->damage = 0;
2484                 Person::players.back()->permanentdamage = 0;
2485                 Person::players.back()->superpermanentdamage = 0;
2486                 Person::players.back()->deathbleeding = 0;
2487                 Person::players.back()->bleeding = 0;
2488                 Person::players.back()->numwaypoints = 0;
2489                 Person::players.back()->waypoint = 0;
2490                 Person::players.back()->weaponstuck = -1;
2491                 Person::players.back()->weaponactive = -1;
2492                 Person::players.back()->num_weapons = 0;
2493                 Person::players.back()->bloodloss = 0;
2494                 Person::players.back()->dead = 0;
2495
2496                 Person::players.back()->loaded = 1;
2497             }
2498
2499             if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2500                 if (Person::players.back()->numwaypoints < 90) {
2501                     Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2502                     Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2503                     Person::players.back()->numwaypoints++;
2504                 }
2505             }
2506
2507             if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2508                 if (numpathpoints < 30) {
2509                     bool connected, alreadyconnected;
2510                     connected = 0;
2511                     if (numpathpoints > 1)
2512                         for (int i = 0; i < numpathpoints; i++) {
2513                             if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2514                                 alreadyconnected = 0;
2515                                 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2516                                     if (pathpointconnect[pathpointselected][j] == i)
2517                                         alreadyconnected = 1;
2518                                 }
2519                                 if (!alreadyconnected) {
2520                                     numpathpointconnect[pathpointselected]++;
2521                                     connected = 1;
2522                                     pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2523                                 }
2524                             }
2525                         }
2526                     if (!connected) {
2527                         numpathpoints++;
2528                         pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2529                         numpathpointconnect[numpathpoints - 1] = 0;
2530                         if (numpathpoints > 1 && pathpointselected != -1) {
2531                             numpathpointconnect[pathpointselected]++;
2532                             pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2533                         }
2534                         pathpointselected = numpathpoints - 1;
2535                     }
2536                 }
2537             }
2538
2539             if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2540                 pathpointselected++;
2541                 if (pathpointselected >= numpathpoints)
2542                     pathpointselected = -1;
2543             }
2544             if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2545                 pathpointselected--;
2546                 if (pathpointselected <= -2)
2547                     pathpointselected = numpathpoints - 1;
2548             }
2549             if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2550                 if (pathpointselected != -1) {
2551                     numpathpoints--;
2552                     pathpoint[pathpointselected] = pathpoint[numpathpoints];
2553                     numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2554                     for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2555                         pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2556                     }
2557                     for (int i = 0; i < numpathpoints; i++) {
2558                         for (int j = 0; j < numpathpointconnect[i]; j++) {
2559                             if (pathpointconnect[i][j] == pathpointselected) {
2560                                 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2561                                 numpathpointconnect[i]--;
2562                             }
2563                             if (pathpointconnect[i][j] == numpathpoints) {
2564                                 pathpointconnect[i][j] = pathpointselected;
2565                             }
2566                         }
2567                     }
2568                     pathpointselected = numpathpoints - 1;
2569                 }
2570             }
2571
2572             if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2573                 editortype--;
2574                 if (editortype == treeleavestype || editortype == 10)
2575                     editortype--;
2576                 if (editortype < 0)
2577                     editortype = firetype;
2578             }
2579
2580             if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2581                 editortype++;
2582                 if (editortype == treeleavestype || editortype == 10)
2583                     editortype++;
2584                 if (editortype > firetype)
2585                     editortype = 0;
2586             }
2587
2588             if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2589                 editoryaw -= multiplier * 100;
2590                 if (editoryaw < -.01)
2591                     editoryaw = -.01;
2592             }
2593
2594             if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2595                 editoryaw += multiplier * 100;
2596             }
2597
2598             if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2599                 editorsize += multiplier;
2600             }
2601
2602             if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2603                 editorsize -= multiplier;
2604                 if (editorsize < .1)
2605                     editorsize = .1;
2606             }
2607
2608
2609             if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2610                 mapradius -= multiplier * 10;
2611             }
2612
2613             if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2614                 mapradius += multiplier * 10;
2615             }
2616             if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2617                 editorpitch += multiplier * 100;
2618             }
2619
2620             if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2621                 editorpitch -= multiplier * 100;
2622                 if (editorpitch < -.01)
2623                     editorpitch = -.01;
2624             }
2625             if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2626                 int closest = findClosestObject();
2627                 if (closest >= 0)
2628                     objects.DeleteObject(closest);
2629             }
2630         }
2631     }
2632 }
2633
2634 void doJumpReversals()
2635 {
2636     for (unsigned k = 0; k < Person::players.size(); k++)
2637         for (unsigned i = k; i < Person::players.size(); i++) {
2638             if (i == k)
2639                 continue;
2640             if (     Person::players[k]->skeleton.free == 0 &&
2641                      Person::players[i]->skeleton.oldfree == 0 &&
2642                      (Person::players[i]->animTarget == jumpupanim ||
2643                       Person::players[k]->animTarget == jumpupanim) &&
2644                      (Person::players[i]->aitype == playercontrolled ||
2645                       Person::players[k]->aitype == playercontrolled) &&
2646                      ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2647                       (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2648                 if (     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2649                          distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2650                     //TODO: refactor two huge similar ifs
2651                     if (Person::players[i]->animTarget == jumpupanim &&
2652                             Person::players[k]->animTarget != getupfrombackanim &&
2653                             Person::players[k]->animTarget != getupfromfrontanim &&
2654                             animation[Person::players[k]->animTarget].height == middleheight &&
2655                             normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2656                             ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2657                              Person::players[k]->aitype != playercontrolled)) {
2658                         Person::players[i]->victim = Person::players[k];
2659                         Person::players[i]->velocity = 0;
2660                         Person::players[i]->animCurrent = jumpreversedanim;
2661                         Person::players[i]->animTarget = jumpreversedanim;
2662                         Person::players[i]->frameCurrent = 0;
2663                         Person::players[i]->frameTarget = 1;
2664                         Person::players[i]->targettilt2 = 0;
2665                         Person::players[k]->victim = Person::players[i];
2666                         Person::players[k]->velocity = 0;
2667                         Person::players[k]->animCurrent = jumpreversalanim;
2668                         Person::players[k]->animTarget = jumpreversalanim;
2669                         Person::players[k]->frameCurrent = 0;
2670                         Person::players[k]->frameTarget = 1;
2671                         Person::players[k]->targettilt2 = 0;
2672                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2673                             Person::players[i]->animCurrent = rabbitkickreversedanim;
2674                             Person::players[i]->animTarget = rabbitkickreversedanim;
2675                             Person::players[i]->frameCurrent = 1;
2676                             Person::players[i]->frameTarget = 2;
2677                             Person::players[k]->animCurrent = rabbitkickreversalanim;
2678                             Person::players[k]->animTarget = rabbitkickreversalanim;
2679                             Person::players[k]->frameCurrent = 1;
2680                             Person::players[k]->frameTarget = 2;
2681                         }
2682                         Person::players[i]->target = 0;
2683                         Person::players[k]->oldcoords = Person::players[k]->coords;
2684                         Person::players[i]->coords = Person::players[k]->coords;
2685                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2686                         Person::players[k]->yaw = Person::players[i]->targetyaw;
2687                         if (Person::players[k]->aitype == attacktypecutoff)
2688                             Person::players[k]->stunned = .5;
2689                     }
2690                     if (Person::players[k]->animTarget == jumpupanim &&
2691                             Person::players[i]->animTarget != getupfrombackanim &&
2692                             Person::players[i]->animTarget != getupfromfrontanim &&
2693                             animation[Person::players[i]->animTarget].height == middleheight &&
2694                             normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2695                             ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2696                              Person::players[i]->aitype != playercontrolled)) {
2697                         Person::players[k]->victim = Person::players[i];
2698                         Person::players[k]->velocity = 0;
2699                         Person::players[k]->animCurrent = jumpreversedanim;
2700                         Person::players[k]->animTarget = jumpreversedanim;
2701                         Person::players[k]->frameCurrent = 0;
2702                         Person::players[k]->frameTarget = 1;
2703                         Person::players[k]->targettilt2 = 0;
2704                         Person::players[i]->victim = Person::players[k];
2705                         Person::players[i]->velocity = 0;
2706                         Person::players[i]->animCurrent = jumpreversalanim;
2707                         Person::players[i]->animTarget = jumpreversalanim;
2708                         Person::players[i]->frameCurrent = 0;
2709                         Person::players[i]->frameTarget = 1;
2710                         Person::players[i]->targettilt2 = 0;
2711                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2712                             Person::players[k]->animTarget = rabbitkickreversedanim;
2713                             Person::players[k]->animCurrent = rabbitkickreversedanim;
2714                             Person::players[i]->animCurrent = rabbitkickreversalanim;
2715                             Person::players[i]->animTarget = rabbitkickreversalanim;
2716                             Person::players[k]->frameCurrent = 1;
2717                             Person::players[k]->frameTarget = 2;
2718                             Person::players[i]->frameCurrent = 1;
2719                             Person::players[i]->frameTarget = 2;
2720                         }
2721                         Person::players[k]->target = 0;
2722                         Person::players[i]->oldcoords = Person::players[i]->coords;
2723                         Person::players[k]->coords = Person::players[i]->coords;
2724                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2725                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2726                         if (Person::players[i]->aitype == attacktypecutoff)
2727                             Person::players[i]->stunned = .5;
2728                     }
2729                 }
2730             }
2731         }
2732 }
2733
2734 void doAerialAcrobatics()
2735 {
2736     static XYZ facing, flatfacing;
2737     for (unsigned k = 0; k < Person::players.size(); k++) {
2738         Person::players[k]->turnspeed = 500;
2739
2740         if ((Person::players[k]->isRun() &&
2741                 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2742                   Person::players[k]->targetyaw != wolfrunninganim) ||
2743                  Person::players[k]->frameTarget == 4)) ||
2744                 Person::players[k]->animTarget == removeknifeanim ||
2745                 Person::players[k]->animTarget == crouchremoveknifeanim ||
2746                 Person::players[k]->animTarget == flipanim ||
2747                 Person::players[k]->animTarget == fightsidestep ||
2748                 Person::players[k]->animTarget == walkanim) {
2749             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2750         }
2751
2752
2753         if (Person::players[k]->isStop() ||
2754                 Person::players[k]->isLanding() ||
2755                 Person::players[k]->animTarget == staggerbackhighanim ||
2756                 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2757                 Person::players[k]->animTarget == staggerbackhardanim ||
2758                 Person::players[k]->animTarget == backhandspringanim ||
2759                 Person::players[k]->animTarget == dodgebackanim ||
2760                 Person::players[k]->animTarget == rollanim ||
2761                 (animation[Person::players[k]->animTarget].attack &&
2762                  Person::players[k]->animTarget != rabbitkickanim &&
2763                  (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2764                  (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2765             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2766         }
2767
2768         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2769             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2770         }
2771
2772         Person::players[k]->DoStuff();
2773         if (Person::players[k]->immobile && k != 0)
2774             Person::players[k]->coords = Person::players[k]->realoldcoords;
2775
2776         //if player's position has changed (?)
2777         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2778                 !Person::players[k]->skeleton.free &&
2779                 Person::players[k]->animTarget != climbanim &&
2780                 Person::players[k]->animTarget != hanganim) {
2781             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2782             int whichhit;
2783             bool tempcollide = 0;
2784
2785             if (Person::players[k]->collide < -.3)
2786                 Person::players[k]->collide = -.3;
2787             if (Person::players[k]->collide > 1)
2788                 Person::players[k]->collide = 1;
2789             Person::players[k]->collide -= multiplier * 30;
2790
2791             //clip to terrain
2792             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2793
2794             for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2795                 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2796                 if (objects.type[i] != rocktype ||
2797                         objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2798                         objects.position[i].y > Person::players[k]->coords.y) {
2799                     lowpoint = Person::players[k]->coords;
2800                     if (Person::players[k]->animTarget != jumpupanim &&
2801                             Person::players[k]->animTarget != jumpdownanim &&
2802                             !Person::players[k]->isFlip())
2803                         lowpoint.y += 1.25;
2804                     else
2805                         lowpoint.y += 1.3;
2806                     if (     Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2807                              Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2808                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2809                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2810                         flatfacing = lowpoint - Person::players[k]->coords;
2811                         Person::players[k]->coords = lowpoint;
2812                         Person::players[k]->coords.y -= 1.3;
2813                         Person::players[k]->collide = 1;
2814                         tempcollide = 1;
2815                         //wall jumps
2816                         //TODO: refactor four similar blocks
2817                         if (Person::players[k]->aitype == playercontrolled &&
2818                                 (Person::players[k]->animTarget == jumpupanim ||
2819                                  Person::players[k]->animTarget == jumpdownanim ||
2820                                  Person::players[k]->isFlip()) &&
2821                                 !Person::players[k]->jumptogglekeydown &&
2822                                 Person::players[k]->jumpkeydown) {
2823                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2824                             XYZ tempcoords1 = lowpoint;
2825                             whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2826                             if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2827                                 Person::players[k]->setAnimation(walljumpleftanim);
2828                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2829                                 if (k == 0)
2830                                     pause_sound(whooshsound);
2831
2832                                 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2833                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2834                                 if (lowpointtarget.z < 0)
2835                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2836                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
2837                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
2838                                 if (k == 0)
2839                                     numwallflipped++;
2840                             } else {
2841                                 lowpoint = tempcoords1;
2842                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2843                                 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2844                                 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2845                                     Person::players[k]->setAnimation(walljumprightanim);
2846                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
2847                                     if (k == 0)
2848                                         pause_sound(whooshsound);
2849
2850                                     lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2851                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2852                                     if (lowpointtarget.z < 0)
2853                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2854                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
2855                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
2856                                     if (k == 0)
2857                                         numwallflipped++;
2858                                 } else {
2859                                     lowpoint = tempcoords1;
2860                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2861                                     whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2862                                     if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2863                                         Person::players[k]->setAnimation(walljumpbackanim);
2864                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
2865                                         if (k == 0)
2866                                             pause_sound(whooshsound);
2867
2868                                         lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2869                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2870                                         if (lowpointtarget.z < 0)
2871                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2872                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2873                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2874                                         if (k == 0)
2875                                             numwallflipped++;
2876                                     } else {
2877                                         lowpoint = tempcoords1;
2878                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2879                                         whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2880                                         if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2881                                             Person::players[k]->setAnimation(walljumpfrontanim);
2882                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
2883                                             if (k == 0)
2884                                                 pause_sound(whooshsound);
2885
2886                                             lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2887                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2888                                             if (lowpointtarget.z < 0)
2889                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2890                                             Person::players[k]->yaw += 180;
2891                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
2892                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
2893                                             if (k == 0)
2894                                                 numwallflipped++;
2895                                         }
2896                                     }
2897                                 }
2898                             }
2899                         }
2900                     }
2901                 } else if (objects.type[i] == rocktype) {
2902                     lowpoint2 = Person::players[k]->coords;
2903                     lowpoint = Person::players[k]->coords;
2904                     lowpoint.y += 2;
2905                     if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2906                         Person::players[k]->coords = colpoint;
2907                         Person::players[k]->collide = 1;
2908                         tempcollide = 1;
2909
2910                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2911                             //flipped into a rock
2912                             if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
2913                                 Person::players[k]->RagDoll(0);
2914
2915                             if (Person::players[k]->animTarget == jumpupanim) {
2916                                 Person::players[k]->jumppower = -4;
2917                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
2918                             }
2919                             Person::players[k]->target = 0;
2920                             Person::players[k]->frameTarget = 0;
2921                             Person::players[k]->onterrain = 1;
2922
2923                             if (Person::players[k]->id == 0) {
2924                                 pause_sound(whooshsound);
2925                                 OPENAL_SetVolume(channels[whooshsound], 0);
2926                             }
2927
2928                             //landing
2929                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2930                                 if (Person::players[k]->isFlip())
2931                                     Person::players[k]->jumppower = -4;
2932                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
2933                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2934                                 if (k == 0) {
2935                                     envsound[numenvsounds] = Person::players[k]->coords;
2936                                     envsoundvol[numenvsounds] = 16;
2937                                     envsoundlife[numenvsounds] = .4;
2938                                     numenvsounds++;
2939                                 }
2940
2941                             }
2942                         }
2943                     }
2944                 }
2945             }
2946
2947             if (tempcollide)
2948                 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2949                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2950                     lowpoint = Person::players[k]->coords;
2951                     lowpoint.y += 1.35;
2952                     if (objects.type[i] != rocktype)
2953                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2954                             if (Person::players[k]->animTarget != jumpupanim &&
2955                                     Person::players[k]->animTarget != jumpdownanim &&
2956                                     Person::players[k]->onterrain)
2957                                 Person::players[k]->avoidcollided = 1;
2958                             Person::players[k]->coords = lowpoint;
2959                             Person::players[k]->coords.y -= 1.35;
2960                             Person::players[k]->collide = 1;
2961
2962                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2963                                     (Person::players[k]->animCurrent != climbanim &&
2964                                      Person::players[k]->animCurrent != hanganim &&
2965                                      !Person::players[k]->isWallJump() ||
2966                                      Person::players[k]->animTarget == jumpupanim ||
2967                                      Person::players[k]->animTarget == jumpdownanim)) {
2968                                 lowpoint = Person::players[k]->coords;
2969                                 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2970                                 lowpoint = Person::players[k]->coords;
2971                                 lowpoint.y += .05;
2972                                 facing = 0;
2973                                 facing.z = -1;
2974                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2975                                 lowpointtarget = lowpoint + facing * 1.4;
2976                                 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2977                                 if (whichhit != -1) {
2978                                     lowpoint = Person::players[k]->coords;
2979                                     lowpoint.y += .1;
2980                                     lowpointtarget = lowpoint + facing * 1.4;
2981                                     lowpoint2 = lowpoint;
2982                                     lowpointtarget2 = lowpointtarget;
2983                                     lowpoint3 = lowpoint;
2984                                     lowpointtarget3 = lowpointtarget;
2985                                     lowpoint4 = lowpoint;
2986                                     lowpointtarget4 = lowpointtarget;
2987                                     lowpoint5 = lowpoint;
2988                                     lowpointtarget5 = lowpointtarget;
2989                                     lowpoint6 = lowpoint;
2990                                     lowpointtarget6 = lowpointtarget;
2991                                     lowpoint7 = lowpoint;
2992                                     lowpointtarget7 = lowpoint;
2993                                     lowpoint2.x += .1;
2994                                     lowpointtarget2.x += .1;
2995                                     lowpoint3.z += .1;
2996                                     lowpointtarget3.z += .1;
2997                                     lowpoint4.x -= .1;
2998                                     lowpointtarget4.x -= .1;
2999                                     lowpoint5.z -= .1;
3000                                     lowpointtarget5.z -= .1;
3001                                     lowpoint6.y += 45 / 13;
3002                                     lowpointtarget6.y += 45 / 13;
3003                                     lowpointtarget6 += facing * .6;
3004                                     lowpointtarget7.y += 90 / 13;
3005                                     whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3006                                     if (objects.friction[i] > .5)
3007                                         if (whichhit != -1) {
3008                                             if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3009                                                 Person::players[k]->collided = 1;
3010                                             if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3011                                                 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3012                                                     if (     objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3013                                                              &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3014                                                              objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3015                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3016                                                              objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3017                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3018                                                              objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3019                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3020                                                         for (int j = 0; j < 45; j++) {
3021                                                             lowpoint = Person::players[k]->coords;
3022                                                             lowpoint.y += (float)j / 13;
3023                                                             lowpointtarget = lowpoint + facing * 1.4;
3024                                                             if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3025                                                                                                    &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3026                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3027                                                                     break;
3028                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3029                                                                     lowpoint = Person::players[k]->coords;
3030                                                                     lowpoint.y += (float)j / 13;
3031                                                                     lowpointtarget = lowpoint + facing * 1.3;
3032                                                                     flatfacing = Person::players[k]->coords;
3033                                                                     Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3034                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
3035                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3036
3037                                                                     if (j > 10 || !Person::players[k]->isRun()) {
3038                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3039                                                                             if (k == 0)
3040                                                                                 pause_sound(whooshsound);
3041                                                                         }
3042                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3043
3044                                                                         lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3045                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3046                                                                         if (lowpointtarget.z < 0)
3047                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3048                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
3049                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
3050
3051                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
3052                                                                         Person::players[k]->velocity = 0;
3053
3054                                                                         //climb ledge (?)
3055                                                                         if (Person::players[k]->animTarget == jumpupanim) {
3056                                                                             Person::players[k]->animTarget = climbanim;
3057                                                                             Person::players[k]->jumppower = 0;
3058                                                                             Person::players[k]->jumpclimb = 1;
3059                                                                         }
3060                                                                         Person::players[k]->transspeed = 6;
3061                                                                         Person::players[k]->target = 0;
3062                                                                         Person::players[k]->frameTarget = 1;
3063                                                                         //hang ledge (?)
3064                                                                         if (j > 25) {
3065                                                                             Person::players[k]->setAnimation(hanganim);
3066                                                                             Person::players[k]->jumppower = 0;
3067                                                                         }
3068                                                                     }
3069                                                                     break;
3070                                                                 }
3071                                                             }
3072                                                         }
3073                                         }
3074                                 }
3075                             }
3076                         }
3077                 }
3078             if (Person::players[k]->collide <= 0) {
3079                 //in the air
3080                 if (!Person::players[k]->onterrain &&
3081                         Person::players[k]->animTarget != jumpupanim &&
3082                         Person::players[k]->animTarget != jumpdownanim &&
3083                         Person::players[k]->animTarget != climbanim &&
3084                         Person::players[k]->animTarget != hanganim &&
3085                         !Person::players[k]->isWallJump() &&
3086                         !Person::players[k]->isFlip()) {
3087                     if (Person::players[k]->animCurrent != climbanim &&
3088                             Person::players[k]->animCurrent != tempanim &&
3089                             Person::players[k]->animTarget != backhandspringanim &&
3090                             (Person::players[k]->animTarget != rollanim ||
3091                              Person::players[k]->frameTarget < 2 ||
3092                              Person::players[k]->frameTarget > 6)) {
3093                         //stagger off ledge (?)
3094                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
3095                             Person::players[k]->RagDoll(0);
3096                         Person::players[k]->setAnimation(jumpdownanim);
3097
3098                         if (!k)
3099                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
3100                     }
3101                     //gravity
3102                     Person::players[k]->velocity.y += gravity;
3103                 }
3104             }
3105         }
3106         Person::players[k]->realoldcoords = Person::players[k]->coords;
3107     }
3108 }
3109
3110 void doAttacks()
3111 {
3112     static int randattack;
3113     static bool playerrealattackkeydown = 0;
3114
3115     if (!Input::isKeyDown(attackkey))
3116         oldattackkey = 0;
3117     if (oldattackkey)
3118         Person::players[0]->attackkeydown = 0;
3119     if (oldattackkey)
3120         playerrealattackkeydown = 0;
3121     if (!oldattackkey)
3122         playerrealattackkeydown = Input::isKeyDown(attackkey);
3123     if ((Person::players[0]->parriedrecently <= 0 ||
3124             Person::players[0]->weaponactive == -1) &&
3125             (!oldattackkey ||
3126              (realthreat &&
3127               Person::players[0]->lastattack != swordslashanim &&
3128               Person::players[0]->lastattack != knifeslashstartanim &&
3129               Person::players[0]->lastattack != staffhitanim &&
3130               Person::players[0]->lastattack != staffspinhitanim)))
3131         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
3132     if (Input::isKeyDown(attackkey) &&
3133             !oldattackkey &&
3134             !Person::players[0]->backkeydown) {
3135         for (unsigned k = 0; k < Person::players.size(); k++) {
3136             if ((Person::players[k]->animTarget == swordslashanim ||
3137                     Person::players[k]->animTarget == staffhitanim ||
3138                     Person::players[k]->animTarget == staffspinhitanim) &&
3139                     Person::players[0]->animCurrent != dodgebackanim &&
3140                     !Person::players[k]->skeleton.free)
3141                 Person::players[k]->Reverse();
3142         }
3143     }
3144
3145     if (!hostile || indialogue != -1)
3146         Person::players[0]->attackkeydown = 0;
3147
3148     for (unsigned k = 0; k < Person::players.size(); k++) {
3149         if (indialogue != -1)
3150             Person::players[k]->attackkeydown = 0;
3151         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
3152             if (Person::players[k]->aitype != playercontrolled)
3153                 Person::players[k]->victim = Person::players[0];
3154             //attack key pressed
3155             if (Person::players[k]->attackkeydown) {
3156                 //dodge backward
3157                 if (Person::players[k]->backkeydown &&
3158                         Person::players[k]->animTarget != backhandspringanim &&
3159                         (Person::players[k]->isIdle() ||
3160                          Person::players[k]->isStop() ||
3161                          Person::players[k]->isRun() ||
3162                          Person::players[k]->animTarget == walkanim)) {
3163                     if (Person::players[k]->jumppower <= 1) {
3164                         Person::players[k]->jumppower -= 2;
3165                     } else {
3166                         for (unsigned i = 0; i < Person::players.size(); i++) {
3167                             if (i == k)
3168                                 continue;
3169                             if (Person::players[i]->animTarget == swordslashanim ||
3170                                     Person::players[i]->animTarget == knifeslashstartanim ||
3171                                     Person::players[i]->animTarget == staffhitanim ||
3172                                     Person::players[i]->animTarget == staffspinhitanim)
3173                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3174                                     Person::players[k]->setAnimation(dodgebackanim);
3175                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3176                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3177                                 }
3178                         }
3179                         if (Person::players[k]->animTarget != dodgebackanim) {
3180                             if (k == 0)
3181                                 numflipped++;
3182                             Person::players[k]->setAnimation(backhandspringanim);
3183                             Person::players[k]->targetyaw = -yaw + 180;
3184                             if (Person::players[k]->leftkeydown)
3185                                 Person::players[k]->targetyaw -= 45;
3186                             if (Person::players[k]->rightkeydown)
3187                                 Person::players[k]->targetyaw += 45;
3188                             Person::players[k]->yaw = Person::players[k]->targetyaw;
3189                             Person::players[k]->jumppower -= 2;
3190                         }
3191                     }
3192                 }
3193                 //attack
3194                 if (!animation[Person::players[k]->animTarget].attack &&
3195                         !Person::players[k]->backkeydown &&
3196                         (Person::players[k]->isIdle() ||
3197                          Person::players[k]->isRun() ||
3198                          Person::players[k]->animTarget == walkanim ||
3199                          Person::players[k]->animTarget == sneakanim ||
3200                          Person::players[k]->isCrouch())) {
3201                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3202                     //normal attacks (?)
3203                     Person::players[k]->hasvictim = 0;
3204                     if (Person::players.size() > 1)
3205                         for (unsigned i = 0; i < Person::players.size(); i++) {
3206                             if (i == k || !(k == 0 || i == 0))
3207                                 continue;
3208                             if (!Person::players[k]->hasvictim)
3209                                 if (animation[Person::players[k]->animTarget].attack != reversal) {
3210                                     //choose an attack
3211                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3212                                     if (distance < 4.5 &&
3213                                             !Person::players[i]->skeleton.free &&
3214                                             Person::players[i]->howactive < typedead1 &&
3215                                             Person::players[i]->animTarget != jumpreversedanim &&
3216                                             Person::players[i]->animTarget != rabbitkickreversedanim &&
3217                                             Person::players[i]->animTarget != rabbitkickanim &&
3218                                             Person::players[k]->animTarget != rabbitkickanim &&
3219                                             Person::players[i]->animTarget != getupfrombackanim &&
3220                                             (Person::players[i]->animTarget != staggerbackhighanim &&
3221                                              (Person::players[i]->animTarget != staggerbackhardanim ||
3222                                               animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3223                                             Person::players[i]->animTarget != jumpdownanim &&
3224                                             Person::players[i]->animTarget != jumpupanim &&
3225                                             Person::players[i]->animTarget != getupfromfrontanim) {
3226                                         Person::players[k]->victim = Person::players[i];
3227                                         Person::players[k]->hasvictim = 1;
3228                                         if (Person::players[k]->aitype == playercontrolled) { //human player
3229                                             //sweep
3230                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3231                                                     Person::players[k]->crouchkeydown &&
3232                                                     animation[Person::players[i]->animTarget].height != lowheight)
3233                                                 Person::players[k]->animTarget = sweepanim;
3234                                             //winduppunch
3235                                             else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3236                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3237                                                      !Person::players[k]->forwardkeydown &&
3238                                                      !Person::players[k]->leftkeydown &&
3239                                                      !Person::players[k]->rightkeydown &&
3240                                                      !Person::players[k]->crouchkeydown &&
3241                                                      !attackweapon &&
3242                                                      !reversaltrain)
3243                                                 Person::players[k]->animTarget = winduppunchanim;
3244                                             //upunch
3245                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3246                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3247                                                      !Person::players[k]->forwardkeydown &&
3248                                                      !Person::players[k]->leftkeydown &&
3249                                                      !Person::players[k]->rightkeydown &&
3250                                                      !Person::players[k]->crouchkeydown &&
3251                                                      !attackweapon)
3252                                                 Person::players[k]->animTarget = upunchanim;
3253                                             //knifefollow
3254                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3255                                                      Person::players[i]->staggerdelay > 0 &&
3256                                                      attackweapon == knife &&
3257                                                      Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3258                                                 Person::players[k]->animTarget = knifefollowanim;
3259                                             //knifeslashstart
3260                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3261                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3262                                                      !Person::players[k]->forwardkeydown &&
3263                                                      !Person::players[k]->leftkeydown &&
3264                                                      !Person::players[k]->rightkeydown &&
3265                                                      !Person::players[k]->crouchkeydown &&
3266                                                      attackweapon == knife &&
3267                                                      Person::players[k]->weaponmissdelay <= 0)
3268                                                 Person::players[k]->animTarget = knifeslashstartanim;
3269                                             //swordslash
3270                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3271                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3272                                                      !Person::players[k]->crouchkeydown &&
3273                                                      attackweapon == sword &&
3274                                                      Person::players[k]->weaponmissdelay <= 0)
3275                                                 Person::players[k]->animTarget = swordslashanim;
3276                                             //staffhit
3277                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3278                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3279                                                      !Person::players[k]->crouchkeydown &&
3280                                                      attackweapon == staff &&
3281                                                      Person::players[k]->weaponmissdelay <= 0 &&
3282                                                      !Person::players[k]->leftkeydown &&
3283                                                      !Person::players[k]->rightkeydown &&
3284                                                      !Person::players[k]->forwardkeydown)
3285                                                 Person::players[k]->animTarget = staffhitanim;
3286                                             //staffspinhit
3287                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3288                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3289                                                      !Person::players[k]->crouchkeydown &&
3290                                                      attackweapon == staff &&
3291                                                      Person::players[k]->weaponmissdelay <= 0)
3292                                                 Person::players[k]->animTarget = staffspinhitanim;
3293                                             //spinkick
3294                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3295                                                      animation[Person::players[i]->animTarget].height != lowheight)
3296                                                 Person::players[k]->animTarget = spinkickanim;
3297                                             //lowkick
3298                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3299                                                      animation[Person::players[i]->animTarget].height == lowheight &&
3300                                                      animation[Person::players[k]->animTarget].attack != normalattack)
3301                                                 Person::players[k]->animTarget = lowkickanim;
3302                                         } else { //AI player
3303                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3304                                                 randattack = abs(Random() % 5);
3305                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3306                                                     //sweep
3307                                                     if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3308                                                         Person::players[k]->animTarget = sweepanim;
3309                                                     //upunch
3310                                                     else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3311                                                              !attackweapon)
3312                                                         Person::players[k]->animTarget = upunchanim;
3313                                                     //spinkick
3314                                                     else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3315                                                         Person::players[k]->animTarget = spinkickanim;
3316                                                     //lowkick
3317                                                     else if (animation[Person::players[i]->animTarget].height == lowheight)
3318                                                         Person::players[k]->animTarget = lowkickanim;
3319                                                 }
3320                                                 if (attackweapon) {
3321                                                     //sweep
3322                                                     if ((tutoriallevel != 1 || !attackweapon) &&
3323                                                             distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3324                                                             randattack == 0 &&
3325                                                             animation[Person::players[i]->animTarget].height != lowheight)
3326                                                         Person::players[k]->animTarget = sweepanim;
3327                                                     //knifeslashstart
3328                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3329                                                              attackweapon == knife &&
3330                                                              Person::players[k]->weaponmissdelay <= 0)
3331                                                         Person::players[k]->animTarget = knifeslashstartanim;
3332                                                     //swordslash
3333                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
3334                                                                Person::players[0]->hasvictim &&
3335                                                                Person::players[0]->animTarget == swordslashanim) &&
3336                                                              attackweapon == sword &&
3337                                                              Person::players[k]->weaponmissdelay <= 0)
3338                                                         Person::players[k]->animTarget = swordslashanim;
3339                                                     //staffhit
3340                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
3341                                                                Person::players[0]->hasvictim &&
3342                                                                Person::players[0]->animTarget == swordslashanim) &&
3343                                                              attackweapon == staff &&
3344                                                              Person::players[k]->weaponmissdelay <= 0 &&
3345                                                              randattack < 3)
3346                                                         Person::players[k]->animTarget = staffhitanim;
3347                                                     //staffspinhit
3348                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
3349                                                                Person::players[0]->hasvictim &&
3350                                                                Person::players[0]->animTarget == swordslashanim) &&
3351                                                              attackweapon == staff &&
3352                                                              Person::players[k]->weaponmissdelay <= 0 &&
3353                                                              randattack >= 3)
3354                                                         Person::players[k]->animTarget = staffspinhitanim;
3355                                                     //spinkick
3356                                                     else if ((tutoriallevel != 1 || !attackweapon) &&
3357                                                              distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3358                                                              randattack == 1 &&
3359                                                              animation[Person::players[i]->animTarget].height != lowheight)
3360                                                         Person::players[k]->animTarget = spinkickanim;
3361                                                     //lowkick
3362                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3363                                                              animation[Person::players[i]->animTarget].height == lowheight &&
3364                                                              animation[Person::players[k]->animTarget].attack != normalattack)
3365                                                         Person::players[k]->animTarget = lowkickanim;
3366                                                 }
3367                                             }
3368                                         }
3369                                         //upunch becomes wolfslap
3370                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3371                                             Person::players[k]->animTarget = wolfslapanim;
3372                                     }
3373                                     //sneak attacks
3374                                     if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3375                                             Person::players[i]->howactive < typedead1 &&
3376                                             distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3377                                             !Person::players[i]->skeleton.free &&
3378                                             Person::players[i]->animTarget != getupfrombackanim &&
3379                                             Person::players[i]->animTarget != getupfromfrontanim &&
3380                                             (Person::players[i]->surprised > 0 ||
3381                                              Person::players[i]->aitype == passivetype ||
3382                                              attackweapon && Person::players[i]->stunned > 0) &&
3383                                             normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3384                                         //sneakattack
3385                                         if (!attackweapon) {
3386                                             Person::players[k]->animCurrent = sneakattackanim;
3387                                             Person::players[k]->animTarget = sneakattackanim;
3388                                             Person::players[i]->animCurrent = sneakattackedanim;
3389                                             Person::players[i]->animTarget = sneakattackedanim;
3390                                             Person::players[k]->oldcoords = Person::players[k]->coords;
3391                                             Person::players[k]->coords = Person::players[i]->coords;
3392                                         }
3393                                         //knifesneakattack
3394                                         if (attackweapon == knife) {
3395                                             Person::players[k]->animCurrent = knifesneakattackanim;
3396                                             Person::players[k]->animTarget = knifesneakattackanim;
3397                                             Person::players[i]->animCurrent = knifesneakattackedanim;
3398                                             Person::players[i]->animTarget = knifesneakattackedanim;
3399                                             Person::players[i]->oldcoords = Person::players[i]->coords;
3400                                             Person::players[i]->coords = Person::players[k]->coords;
3401                                         }
3402                                         //swordsneakattack
3403                                         if (attackweapon == sword) {
3404                                             Person::players[k]->animCurrent = swordsneakattackanim;
3405                                             Person::players[k]->animTarget = swordsneakattackanim;
3406                                             Person::players[i]->animCurrent = swordsneakattackedanim;
3407                                             Person::players[i]->animTarget = swordsneakattackedanim;
3408                                             Person::players[i]->oldcoords = Person::players[i]->coords;
3409                                             Person::players[i]->coords = Person::players[k]->coords;
3410                                         }
3411                                         if (attackweapon != staff) {
3412                                             Person::players[k]->victim = Person::players[i];
3413                                             Person::players[k]->hasvictim = 1;
3414                                             Person::players[i]->targettilt2 = 0;
3415                                             Person::players[i]->frameTarget = 1;
3416                                             Person::players[i]->frameCurrent = 0;
3417                                             Person::players[i]->target = 0;
3418                                             Person::players[i]->velocity = 0;
3419                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3420                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3421                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3422                                             Person::players[k]->target = Person::players[i]->target;
3423                                             Person::players[k]->velocity = 0;
3424                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
3425                                             Person::players[k]->yaw = Person::players[i]->yaw;
3426                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
3427                                         }
3428                                     }
3429                                     if (animation[Person::players[k]->animTarget].attack == normalattack &&
3430                                             Person::players[k]->victim == Person::players[i] &&
3431                                             (!Person::players[i]->skeleton.free)) {
3432                                         oldattackkey = 1;
3433                                         Person::players[k]->frameTarget = 0;
3434                                         Person::players[k]->target = 0;
3435
3436                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3437                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3438                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3439                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3440                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
3441                                     }
3442                                     if (Person::players[k]->animTarget == knifefollowanim &&
3443                                             Person::players[k]->victim == Person::players[i]) {
3444                                         oldattackkey = 1;
3445                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3446                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3447                                         Person::players[k]->victim = Person::players[i];
3448                                         Person::players[k]->hasvictim = 1;
3449                                         Person::players[i]->animTarget = knifefollowedanim;
3450                                         Person::players[i]->animCurrent = knifefollowedanim;
3451                                         Person::players[i]->targettilt2 = 0;
3452                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3453                                         Person::players[i]->frameTarget = 1;
3454                                         Person::players[i]->frameCurrent = 0;
3455                                         Person::players[i]->target = 0;
3456                                         Person::players[i]->velocity = 0;
3457                                         Person::players[k]->animCurrent = knifefollowanim;
3458                                         Person::players[k]->animTarget = knifefollowanim;
3459                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3460                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3461                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3462                                         Person::players[k]->target = Person::players[i]->target;
3463                                         Person::players[k]->velocity = 0;
3464                                         Person::players[k]->oldcoords = Person::players[k]->coords;
3465                                         Person::players[i]->coords = Person::players[k]->coords;
3466                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3467                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
3468                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
3469                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
3470                                     }
3471                                 }
3472                         }
3473                     const bool hasstaff = attackweapon == staff;
3474                     if (k == 0 && Person::players.size() > 1)
3475                         for (unsigned i = 0; i < Person::players.size(); i++) {
3476                             if (i == k)
3477                                 continue;
3478                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3479                                     animation[Person::players[k]->animTarget].attack == neutral) {
3480                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3481                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3482                                     if (Person::players[i]->skeleton.free)
3483                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3484                                                 (Person::players[i]->dead ||
3485                                                  Person::players[i]->skeleton.longdead > 1000 ||
3486                                                  Person::players[k]->isRun() ||
3487                                                  hasstaff ||
3488                                                  (attackweapon &&
3489                                                   (Person::players[i]->skeleton.longdead > 2000 ||
3490                                                    Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3491                                                    Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3492                                                   distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3493                                             Person::players[k]->victim = Person::players[i];
3494                                             Person::players[k]->hasvictim = 1;
3495                                             if (attackweapon && tutoriallevel != 1) {
3496                                                 //crouchstab
3497                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3498                                                     Person::players[k]->animTarget = crouchstabanim;
3499                                                 //swordgroundstab
3500                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3501                                                     Person::players[k]->animTarget = swordgroundstabanim;
3502                                                 //staffgroundsmash
3503                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3504                                                     Person::players[k]->animTarget = staffgroundsmashanim;
3505                                             }
3506                                             if (distance < 2.5 &&
3507                                                     Person::players[k]->crouchkeydown &&
3508                                                     Person::players[k]->animTarget != crouchstabanim &&
3509                                                     !attackweapon &&
3510                                                     Person::players[i]->dead &&
3511                                                     Person::players[i]->skeleton.free &&
3512                                                     Person::players[i]->skeleton.longdead > 1000) {
3513                                                 Person::players[k]->animTarget = killanim;
3514                                                 //TODO: refactor this out, what does it do?
3515                                                 for (int j = 0; j < terrain.numdecals; j++) {
3516                                                     if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3517                                                             terrain.decalalivetime[j] < 2)
3518                                                         terrain.DeleteDecal(j);
3519                                                 }
3520                                                 for (int l = 0; l < objects.numobjects; l++) {
3521                                                     if (objects.model[l].type == decalstype)
3522                                                         for (int j = 0; j < objects.model[l].numdecals; j++) {
3523                                                             if ((objects.model[l].decaltype[j] == blooddecal ||
3524                                                                     objects.model[l].decaltype[j] == blooddecalslow) &&
3525                                                                     objects.model[l].decalalivetime[j] < 2)
3526                                                                 objects.model[l].DeleteDecal(j);
3527                                                         }
3528                                                 }
3529                                             }
3530                                             if (!Person::players[i]->dead || musictype != 2)
3531                                                 if (distance < 3.5 &&
3532                                                         (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3533                                                         Person::players[k]->staggerdelay <= 0 &&
3534                                                         (Person::players[i]->dead ||
3535                                                          Person::players[i]->skeleton.longdead < 300 &&
3536                                                          Person::players[k]->lastattack != spinkickanim &&
3537                                                          Person::players[i]->skeleton.free) &&
3538                                                         (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3539                                                     Person::players[k]->animTarget = dropkickanim;
3540                                                     for (int j = 0; j < terrain.numdecals; j++) {
3541                                                         if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3542                                                                 terrain.decalalivetime[j] < 2) {
3543                                                             terrain.DeleteDecal(j);
3544                                                         }
3545                                                     }
3546                                                     for (int l = 0; l < objects.numobjects; l++) {
3547                                                         if (objects.model[l].type == decalstype)
3548                                                             for (int j = 0; j < objects.model[l].numdecals; j++) {
3549                                                                 if ((objects.model[l].decaltype[j] == blooddecal ||
3550                                                                         objects.model[l].decaltype[j] == blooddecalslow) &&
3551                                                                         objects.model[l].decalalivetime[j] < 2) {
3552                                                                     objects.model[l].DeleteDecal(j);
3553                                                                 }
3554                                                             }
3555                                                     }
3556                                                 }
3557                                         }
3558                                 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3559                                         Person::players[k]->victim == Person::players[i] &&
3560                                         (!Person::players[i]->skeleton.free ||
3561                                          Person::players[k]->animTarget == killanim ||
3562                                          Person::players[k]->animTarget == crouchstabanim ||
3563                                          Person::players[k]->animTarget == swordgroundstabanim ||
3564                                          Person::players[k]->animTarget == staffgroundsmashanim ||
3565                                          Person::players[k]->animTarget == dropkickanim)) {
3566                                     oldattackkey = 1;
3567                                     Person::players[k]->frameTarget = 0;
3568                                     Person::players[k]->target = 0;
3569
3570                                     XYZ targetpoint = Person::players[i]->coords;
3571                                     if (Person::players[k]->animTarget == crouchstabanim ||
3572                                             Person::players[k]->animTarget == swordgroundstabanim ||
3573                                             Person::players[k]->animTarget == staffgroundsmashanim) {
3574                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
3575                                                         Person::players[i]->jointPos(neck)) / 2 *
3576                                                        Person::players[i]->scale;
3577                                     }
3578                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3579                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3580
3581                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3582                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3583                                     }
3584
3585                                     if (Person::players[k]->animTarget == staffgroundsmashanim)
3586                                         Person::players[k]->targettilt2 += 10;
3587
3588                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3589                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3590                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
3591
3592                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
3593                                         Person::players[k]->targetyaw += 30;
3594                                     }
3595                                 }
3596                             }
3597                         }
3598                     if (!Person::players[k]->hasvictim) {
3599                         //find victim
3600                         for (unsigned i = 0; i < Person::players.size(); i++) {
3601                             if (i == k || !(i == 0 || k == 0))
3602                                 continue;
3603                             if (!Person::players[i]->skeleton.free) {
3604                                 if (Person::players[k]->hasvictim) {
3605                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3606                                             distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3607                                         Person::players[k]->victim = Person::players[i];
3608                                 } else {
3609                                     Person::players[k]->victim = Person::players[i];
3610                                     Person::players[k]->hasvictim = 1;
3611                                 }
3612                             }
3613                         }
3614                     }
3615                     if (Person::players[k]->aitype == playercontrolled)
3616                         //rabbit kick
3617                         if (Person::players[k]->attackkeydown &&
3618                                 Person::players[k]->isRun() &&
3619                                 Person::players[k]->wasRun() &&
3620                                 ((Person::players[k]->hasvictim &&
3621                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3622                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3623                                   !Person::players[k]->victim->skeleton.free &&
3624                                   Person::players[k]->victim->animTarget != getupfrombackanim &&
3625                                   Person::players[k]->victim->animTarget != getupfromfrontanim &&
3626                                   animation[Person::players[k]->victim->animTarget].height != lowheight &&
3627                                   Person::players[k]->aitype != playercontrolled && //wat???
3628                                   normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3629                                   Person::players[k]->rabbitkickenabled) ||
3630                                  Person::players[k]->jumpkeydown)) {
3631                             oldattackkey = 1;
3632                             Person::players[k]->setAnimation(rabbitkickanim);
3633                         }
3634                     //update counts
3635                     if (animation[Person::players[k]->animTarget].attack && k == 0) {
3636                         numattacks++;
3637                         switch (attackweapon) {
3638                         case 0:
3639                             numunarmedattack++;
3640                             break;
3641                         case knife:
3642                             numknifeattack++;
3643                             break;
3644                         case sword:
3645                             numswordattack++;
3646                             break;
3647                         case staff:
3648                             numstaffattack++;
3649                             break;
3650                         }
3651                     }
3652                 }
3653             }
3654         }
3655     }
3656 }
3657
3658 void doPlayerCollisions()
3659 {
3660     static XYZ rotatetarget;
3661     static float collisionradius;
3662     if (Person::players.size() > 1)
3663         for (unsigned k = 0; k < Person::players.size(); k++)
3664             for (unsigned i = k + 1; i < Person::players.size(); i++) {
3665                 //neither player is part of a reversal
3666                 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3667                         animation[Person::players[i]->animTarget].attack != reversal &&
3668                         animation[Person::players[k]->animTarget].attack != reversed &&
3669                         animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3670                     if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3671                             animation[Person::players[i]->animCurrent].attack != reversal &&
3672                             animation[Person::players[k]->animCurrent].attack != reversed &&
3673                             animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3674                         //neither is sleeping
3675                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3676                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3677                                 //in same patch, neither is climbing
3678                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3679                                         Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3680                                         Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3681                                         Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3682                                         Person::players[i]->animTarget != climbanim &&
3683                                         Person::players[i]->animTarget != hanganim &&
3684                                         Person::players[k]->animTarget != climbanim &&
3685                                         Person::players[k]->animTarget != hanganim)
3686                                     //players are close (bounding box test)
3687                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3688                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3689                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3690                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3691                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3692                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3693                                                             //spread fire from player to player
3694                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3695                                                                     < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3696                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3697                                                                     if (!Person::players[i]->onfire)
3698                                                                         Person::players[i]->CatchFire();
3699                                                                     if (!Person::players[k]->onfire)
3700                                                                         Person::players[k]->CatchFire();
3701                                                                 }
3702                                                             }
3703
3704                                                             XYZ tempcoords1 = Person::players[i]->coords;
3705                                                             XYZ tempcoords2 = Person::players[k]->coords;
3706                                                             if (!Person::players[i]->skeleton.oldfree)
3707                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3708                                                             if (!Person::players[k]->skeleton.oldfree)
3709                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3710                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3711                                                             if (Person::players[0]->hasvictim)
3712                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3713                                                                     collisionradius = 3;
3714                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3715                                                                     (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3716                                                                      distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3717                                                                 //jump down on a dead body
3718                                                                 if (k == 0 || i == 0) {
3719                                                                     int l = i ? i : k;
3720                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
3721                                                                             !Person::players[0]->skeleton.oldfree &&
3722                                                                             !Person::players[0]->skeleton.free &&
3723                                                                             Person::players[l]->skeleton.oldfree &&
3724                                                                             Person::players[l]->skeleton.free &&
3725                                                                             Person::players[l]->dead &&
3726                                                                             Person::players[0]->lastcollide <= 0 &&
3727                                                                             fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3728                                                                             distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3729                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
3730                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
3731                                                                         Person::players[l]->skeleton.free = 0;
3732                                                                         Person::players[l]->yaw = 0;
3733                                                                         Person::players[l]->RagDoll(0);
3734                                                                         Person::players[l]->DoDamage(20);
3735                                                                         camerashake += .3;
3736                                                                         Person::players[l]->skeleton.longdead = 0;
3737                                                                         Person::players[0]->lastcollide = 1;
3738                                                                     }
3739                                                                 }
3740
3741                                                                 if (     (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3742                                                                          (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3743                                                                          (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3744                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3745                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3746                                                                             Person::players[i]->skeleton.free) &&
3747                                                                             (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3748                                                                              Person::players[k]->skeleton.free))
3749                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3750                                                                                 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3751                                                                                 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3752                                                                                 (k == 0 ||
3753                                                                                  k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3754                                                                                  /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3755                                                                                 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3756                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3757                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3758                                                                             //If hit by body
3759                                                                             if (     (i != 0 || Person::players[i]->skeleton.free) &&
3760                                                                                      (k != 0 || Person::players[k]->skeleton.free) ||
3761                                                                                      (animation[Person::players[i]->animTarget].height == highheight &&
3762                                                                                       animation[Person::players[k]->animTarget].height == highheight)) {
3763                                                                                 if (tutoriallevel != 1) {
3764                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3765                                                                                 }
3766
3767                                                                                 Person::players[i]->RagDoll(0);
3768                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3769                                                                                     award_bonus(0, aimbonus);
3770                                                                                 }
3771                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3772                                                                                 Person::players[k]->RagDoll(0);
3773                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3774                                                                                     award_bonus(0, aimbonus); // Huh, again?
3775                                                                                 }
3776                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3777
3778                                                                                 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3779                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3780                                                                                 }
3781                                                                                 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3782                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3783                                                                                 }
3784
3785                                                                             }
3786                                                                         }
3787                                                                     if (     (animation[Person::players[i]->animTarget].attack == neutral ||
3788                                                                               animation[Person::players[i]->animTarget].attack == normalattack) &&
3789                                                                              (animation[Person::players[k]->animTarget].attack == neutral ||
3790                                                                               animation[Person::players[k]->animTarget].attack == normalattack)) {
3791                                                                         //If bumped
3792                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3793                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3794                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3795                                                                                 Normalise(&rotatetarget);
3796                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3797                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3798                                                                                                    * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3799                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3800                                                                                 if (Person::players[k]->howactive == typeactive || hostile)
3801                                                                                     if (Person::players[k]->isIdle()) {
3802                                                                                         if (Person::players[k]->howactive < typesleeping)
3803                                                                                             Person::players[k]->setAnimation(Person::players[k]->getStop());
3804                                                                                         else if (Person::players[k]->howactive == typesleeping)
3805                                                                                             Person::players[k]->setAnimation(getupfromfrontanim);
3806                                                                                         if (!editorenabled)
3807                                                                                             Person::players[k]->howactive = typeactive;
3808                                                                                     }
3809                                                                                 if (Person::players[i]->howactive == typeactive || hostile)
3810                                                                                     if (Person::players[i]->isIdle()) {
3811                                                                                         if (Person::players[i]->howactive < typesleeping)
3812                                                                                             Person::players[i]->setAnimation(Person::players[k]->getStop());
3813                                                                                         else
3814                                                                                             Person::players[i]->setAnimation(getupfromfrontanim);
3815                                                                                         if (!editorenabled)
3816                                                                                             Person::players[i]->howactive = typeactive;
3817                                                                                     }
3818                                                                             }
3819                                                                             //jump down on player
3820                                                                             if (hostile) {
3821                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3822                                                                                         !Person::players[i]->isCrouch() &&
3823                                                                                         Person::players[i]->animTarget != rollanim &&
3824                                                                                         !Person::players[k]->skeleton.oldfree && !
3825                                                                                         Person::players[k]->skeleton.free &&
3826                                                                                         Person::players[k]->lastcollide <= 0 &&
3827                                                                                         Person::players[k]->velocity.y < -10) {
3828                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
3829                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3830                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3831                                                                                     Person::players[i]->DoDamage(20);
3832                                                                                     Person::players[i]->RagDoll(0);
3833                                                                                     Person::players[k]->lastcollide = 1;
3834                                                                                     award_bonus(k, AboveBonus);
3835                                                                                 }
3836                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3837                                                                                         !Person::players[k]->isCrouch() &&
3838                                                                                         Person::players[k]->animTarget != rollanim &&
3839                                                                                         !Person::players[i]->skeleton.oldfree &&
3840                                                                                         !Person::players[i]->skeleton.free &&
3841                                                                                         Person::players[i]->lastcollide <= 0 &&
3842                                                                                         Person::players[i]->velocity.y < -10) {
3843                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
3844                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3845                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3846                                                                                     Person::players[k]->DoDamage(20);
3847                                                                                     Person::players[k]->RagDoll(0);
3848                                                                                     Person::players[i]->lastcollide = 1;
3849                                                                                     award_bonus(i, AboveBonus);
3850                                                                                 }
3851                                                                             }
3852                                                                         }
3853                                                                     }
3854                                                                 }
3855                                                                 Person::players[i]->CheckKick();
3856                                                                 Person::players[k]->CheckKick();
3857                                                             }
3858                                                         }
3859             }
3860 }
3861
3862 void doAI(unsigned i)
3863 {
3864     static bool connected;
3865     if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
3866         Person::players[i]->jumpclimb = 0;
3867         //disable movement in editor
3868         if (editorenabled)
3869             Person::players[i]->stunned = 1;
3870
3871         Person::players[i]->pause = 0;
3872         if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3873                 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3874                 !Person::players[0]->onterrain)
3875             Person::players[i]->pause = 1;
3876
3877         //pathfinding
3878         if (Person::players[i]->aitype == pathfindtype) {
3879             if (Person::players[i]->finalpathfindpoint == -1) {
3880                 float closestdistance;
3881                 float tempdist;
3882                 int closest;
3883                 XYZ colpoint;
3884                 closest = -1;
3885                 closestdistance = -1;
3886                 for (int j = 0; j < numpathpoints; j++)
3887                     if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3888                         closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3889                         closest = j;
3890                         Person::players[i]->finaltarget = pathpoint[j];
3891                     }
3892                 Person::players[i]->finalpathfindpoint = closest;
3893                 for (int j = 0; j < numpathpoints; j++)
3894                     for (int k = 0; k < numpathpointconnect[j]; k++) {
3895                         DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3896                         if (sq(tempdist) < closestdistance)
3897                             if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3898                                     findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3899                                 closestdistance = sq(tempdist);
3900                                 closest = j;
3901                                 Person::players[i]->finaltarget = colpoint;
3902                             }
3903                     }
3904                 Person::players[i]->finalpathfindpoint = closest;
3905
3906             }
3907             if (Person::players[i]->targetpathfindpoint == -1) {
3908                 float closestdistance;
3909                 float tempdist;
3910                 int closest;
3911                 XYZ colpoint;
3912                 closest = -1;
3913                 closestdistance = -1;
3914                 if (Person::players[i]->lastpathfindpoint == -1) {
3915                     for (int j = 0; j < numpathpoints; j++) {
3916                         if (j != Person::players[i]->lastpathfindpoint)
3917                             if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3918                                 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3919                                 closest = j;
3920                             }
3921                     }
3922                     Person::players[i]->targetpathfindpoint = closest;
3923                     for (int j = 0; j < numpathpoints; j++)
3924                         if (j != Person::players[i]->lastpathfindpoint)
3925                             for (int k = 0; k < numpathpointconnect[j]; k++) {
3926                                 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3927                                 if (sq(tempdist) < closestdistance) {
3928                                     if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3929                                             findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3930                                         closestdistance = sq(tempdist);
3931                                         closest = j;
3932                                     }
3933                                 }
3934                             }
3935                     Person::players[i]->targetpathfindpoint = closest;
3936                 } else {
3937                     for (int j = 0; j < numpathpoints; j++)
3938                         if (j != Person::players[i]->lastpathfindpoint &&
3939                                 j != Person::players[i]->lastpathfindpoint2 &&
3940                                 j != Person::players[i]->lastpathfindpoint3 &&
3941                                 j != Person::players[i]->lastpathfindpoint4) {
3942                             connected = 0;
3943                             if (numpathpointconnect[j])
3944                                 for (int k = 0; k < numpathpointconnect[j]; k++)
3945                                     if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3946                                         connected = 1;
3947                             if (!connected)
3948                                 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3949                                     for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3950                                         if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3951                                             connected = 1;
3952                             if (connected) {
3953                                 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3954                                 if (closest == -1 || tempdist < closestdistance) {
3955                                     closestdistance = tempdist;
3956                                     closest = j;
3957                                 }
3958                             }
3959                         }
3960                     Person::players[i]->targetpathfindpoint = closest;
3961                 }
3962             }
3963             Person::players[i]->losupdatedelay -= multiplier;
3964
3965             Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3966             Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3967
3968             //reached target point
3969             if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3970                 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3971                 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3972                 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3973                 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3974                 if (Person::players[i]->lastpathfindpoint2 == -1)
3975                     Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3976                 if (Person::players[i]->lastpathfindpoint3 == -1)
3977                     Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3978                 if (Person::players[i]->lastpathfindpoint4 == -1)
3979                     Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3980                 Person::players[i]->targetpathfindpoint = -1;
3981             }
3982             if (     distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3983                      distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3984                      distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3985                      Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3986                 Person::players[i]->aitype = passivetype;
3987             }
3988
3989             Person::players[i]->forwardkeydown = 1;
3990             Person::players[i]->leftkeydown = 0;
3991             Person::players[i]->backkeydown = 0;
3992             Person::players[i]->rightkeydown = 0;
3993             Person::players[i]->crouchkeydown = 0;
3994             Person::players[i]->attackkeydown = 0;
3995             Person::players[i]->throwkeydown = 0;
3996
3997             if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3998                 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3999
4000             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4001                 Person::players[i]->jumpkeydown = 0;
4002             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4003                 Person::players[i]->jumpkeydown = 1;
4004
4005             if ((tutoriallevel != 1 || cananger) &&
4006                     hostile &&
4007                     !Person::players[0]->dead &&
4008                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4009                     Person::players[i]->occluded < 25) {
4010                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4011                         animation[Person::players[0]->animTarget].height != lowheight &&
4012                         !editorenabled &&
4013                         (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4014                     Person::players[i]->aitype = attacktypecutoff;
4015                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4016                         animation[Person::players[0]->animTarget].height == highheight &&
4017                         !editorenabled)
4018                     Person::players[i]->aitype = attacktypecutoff;
4019
4020                 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4021                     Person::players[i]->losupdatedelay = .2;
4022                     for (unsigned j = 0; j < Person::players.size(); j++)
4023                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4024                             if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4025                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4026                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4027                                         if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4028                                             if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4029                                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4030                                                         *Person::players[i]->scale + Person::players[i]->coords,
4031                                                         DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4032                                                         *Person::players[j]->scale + Person::players[j]->coords) ||
4033                                                     (Person::players[j]->animTarget == hanganim &&
4034                                                      normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4035                                                 Person::players[i]->aitype = searchtype;
4036                                                 Person::players[i]->lastchecktime = 12;
4037                                                 Person::players[i]->lastseen = Person::players[j]->coords;
4038                                                 Person::players[i]->lastseentime = 12;
4039                                             }
4040                 }
4041             }
4042             if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4043                 if (Person::players[i]->creature != wolftype) {
4044                     Person::players[i]->stunned = .6;
4045                     Person::players[i]->surprised = .6;
4046                 }
4047         }
4048
4049         if (Person::players[i]->aitype != passivetype && leveltime > .5)
4050             Person::players[i]->howactive = typeactive;
4051
4052         if (Person::players[i]->aitype == passivetype) {
4053             Person::players[i]->aiupdatedelay -= multiplier;
4054             Person::players[i]->losupdatedelay -= multiplier;
4055             Person::players[i]->lastseentime += multiplier;
4056             Person::players[i]->pausetime -= multiplier;
4057             if (Person::players[i]->lastseentime > 1)
4058                 Person::players[i]->lastseentime = 1;
4059
4060             if (Person::players[i]->aiupdatedelay < 0) {
4061                 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
4062                     Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
4063                     Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4064                     Person::players[i]->aiupdatedelay = .05;
4065
4066                     if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
4067                         if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
4068                             Person::players[i]->pausetime = 4;
4069                         Person::players[i]->waypoint++;
4070                         if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
4071                             Person::players[i]->waypoint = 0;
4072
4073                     }
4074                 }
4075
4076                 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
4077                     Person::players[i]->forwardkeydown = 1;
4078                 else
4079                     Person::players[i]->forwardkeydown = 0;
4080                 Person::players[i]->leftkeydown = 0;
4081                 Person::players[i]->backkeydown = 0;
4082                 Person::players[i]->rightkeydown = 0;
4083                 Person::players[i]->crouchkeydown = 0;
4084                 Person::players[i]->attackkeydown = 0;
4085                 Person::players[i]->throwkeydown = 0;
4086
4087                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4088                     if (!Person::players[i]->avoidsomething)
4089                         Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4090                     else {
4091                         XYZ leftpos, rightpos;
4092                         float leftdist, rightdist;
4093                         leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4094                         rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4095                         leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4096                         rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4097                         if (leftdist < rightdist)
4098                             Person::players[i]->targetyaw += 90;
4099                         else
4100                             Person::players[i]->targetyaw -= 90;
4101                     }
4102                 }
4103             }
4104             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4105                 Person::players[i]->jumpkeydown = 0;
4106             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4107                 Person::players[i]->jumpkeydown = 1;
4108
4109
4110             //hearing sounds
4111             if (!editorenabled) {
4112                 if (Person::players[i]->howactive <= typesleeping)
4113                     if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
4114                         for (int j = 0; j < numenvsounds; j++) {
4115                             float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
4116                             if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
4117                                     2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
4118                                 Person::players[i]->aitype = attacktypecutoff;
4119                         }
4120
4121                 if (Person::players[i]->aitype != passivetype) {
4122                     if (Person::players[i]->howactive == typesleeping)
4123                         Person::players[i]->setAnimation(getupfromfrontanim);
4124                     Person::players[i]->howactive = typeactive;
4125                 }
4126             }
4127
4128             if (Person::players[i]->howactive < typesleeping &&
4129                     ((tutoriallevel != 1 || cananger) && hostile) &&
4130                     !Person::players[0]->dead &&
4131                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4132                     Person::players[i]->occluded < 25) {
4133                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4134                         animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
4135                     Person::players[i]->aitype = attacktypecutoff;
4136                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4137                         animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
4138                     Person::players[i]->aitype = attacktypecutoff;
4139
4140                 //wolf smell
4141                 if (Person::players[i]->creature == wolftype) {
4142                     XYZ windsmell;
4143                     for (unsigned j = 0; j < Person::players.size(); j++) {
4144                         if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
4145                             float smelldistance = 50;
4146                             if (j == 0 && Person::players[j]->num_weapons > 0) {
4147                                 if (weapons[Person::players[j]->weaponids[0]].bloody)
4148                                     smelldistance = 100;
4149                                 if (Person::players[j]->num_weapons == 2)
4150                                     if (weapons[Person::players[j]->weaponids[1]].bloody)
4151                                         smelldistance = 100;
4152                             }
4153                             if (j != 0)
4154                                 smelldistance = 100;
4155                             windsmell = windvector;
4156                             Normalise(&windsmell);
4157                             windsmell = windsmell * 2 + Person::players[j]->coords;
4158                             if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
4159                                 Person::players[i]->aitype = attacktypecutoff;
4160                         }
4161                     }
4162                 }
4163
4164                 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4165                     Person::players[i]->losupdatedelay = .2;
4166                     for (unsigned j = 0; j < Person::players.size(); j++) {
4167                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4168                             if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4169                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4170                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4171                                         if ((-1 == checkcollide(
4172                                                     DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4173                                                     Person::players[i]->scale + Person::players[i]->coords,
4174                                                     DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4175                                                     Person::players[j]->scale + Person::players[j]->coords) &&
4176                                                 !Person::players[j]->isWallJump()) ||
4177                                                 (Person::players[j]->animTarget == hanganim &&
4178                                                  normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4179                                             Person::players[i]->lastseentime -= .2;
4180                                             if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4181                                                 Person::players[i]->lastseentime -= .4;
4182                                             else
4183                                                 Person::players[i]->lastseentime -= .6;
4184                                         }
4185                             if (Person::players[i]->lastseentime <= 0) {
4186                                 Person::players[i]->aitype = searchtype;
4187                                 Person::players[i]->lastchecktime = 12;
4188                                 Person::players[i]->lastseen = Person::players[j]->coords;
4189                                 Person::players[i]->lastseentime = 12;
4190                             }
4191                         }
4192                     }
4193                 }
4194             }
4195             //alerted surprise
4196             if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4197                 if (Person::players[i]->creature != wolftype) {
4198                     Person::players[i]->stunned = .6;
4199                     Person::players[i]->surprised = .6;
4200                 }
4201                 if (Person::players[i]->creature == wolftype) {
4202                     Person::players[i]->stunned = .47;
4203                     Person::players[i]->surprised = .47;
4204                 }
4205                 numseen++;
4206             }
4207         }
4208
4209         //search for player
4210         int j;
4211         if (Person::players[i]->aitype == searchtype) {
4212             Person::players[i]->aiupdatedelay -= multiplier;
4213             Person::players[i]->losupdatedelay -= multiplier;
4214             if (!Person::players[i]->pause)
4215                 Person::players[i]->lastseentime -= multiplier;
4216             Person::players[i]->lastchecktime -= multiplier;
4217
4218             if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4219                 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4220                     XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4221                     test2.y += 5;
4222                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4223                     test.y -= 10;
4224                     j = checkcollide(test2, test, Person::players[i]->laststanding);
4225                     if (j == -1)
4226                         j = checkcollide(test2, test);
4227                     if (j == -1) {
4228                         Person::players[i]->velocity = 0;
4229                         Person::players[i]->setAnimation(Person::players[i]->getStop());
4230                         Person::players[i]->targetyaw += 180;
4231                         Person::players[i]->stunned = .5;
4232                         //Person::players[i]->aitype=passivetype;
4233                         Person::players[i]->aitype = pathfindtype;
4234                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4235                         Person::players[i]->finalpathfindpoint = -1;
4236                         Person::players[i]->targetpathfindpoint = -1;
4237                         Person::players[i]->lastpathfindpoint = -1;
4238                         Person::players[i]->lastpathfindpoint2 = -1;
4239                         Person::players[i]->lastpathfindpoint3 = -1;
4240                         Person::players[i]->lastpathfindpoint4 = -1;
4241                     } else
4242                         Person::players[i]->laststanding = j;
4243                 }
4244             }
4245             //check out last seen location
4246             if (Person::players[i]->aiupdatedelay < 0) {
4247                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4248                 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4249                 Person::players[i]->aiupdatedelay = .05;
4250                 Person::players[i]->forwardkeydown = 1;
4251
4252                 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4253                     Person::players[i]->forwardkeydown = 0;
4254                     Person::players[i]->aiupdatedelay = 1;
4255                     Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4256                     Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4257                     Person::players[i]->lastchecktime = 3;
4258                 }
4259
4260                 Person::players[i]->leftkeydown = 0;
4261                 Person::players[i]->backkeydown = 0;
4262                 Person::players[i]->rightkeydown = 0;
4263                 Person::players[i]->crouchkeydown = 0;
4264                 Person::players[i]->attackkeydown = 0;
4265                 Person::players[i]->throwkeydown = 0;
4266
4267                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4268                     if (!Person::players[i]->avoidsomething)
4269                         Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4270                     else {
4271                         XYZ leftpos, rightpos;
4272                         float leftdist, rightdist;
4273                         leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4274                         rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4275                         leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4276                         rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4277                         if (leftdist < rightdist)
4278                             Person::players[i]->targetyaw += 90;
4279                         else
4280                             Person::players[i]->targetyaw -= 90;
4281                     }
4282                 }
4283             }
4284             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4285                 Person::players[i]->jumpkeydown = 0;
4286             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4287                 Person::players[i]->jumpkeydown = 1;
4288
4289             if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4290                 for (int k = 0; k < numenvsounds; k++) {
4291                     if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4292                         Person::players[i]->aitype = attacktypecutoff;
4293                     }
4294                 }
4295
4296             if (!Person::players[0]->dead &&
4297                     Person::players[i]->losupdatedelay < 0 &&
4298                     !editorenabled &&
4299                     Person::players[i]->occluded < 2 &&
4300                     ((tutoriallevel != 1 || cananger) && hostile)) {
4301                 Person::players[i]->losupdatedelay = .2;
4302                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4303                     Person::players[i]->aitype = attacktypecutoff;
4304                     Person::players[i]->lastseentime = 1;
4305                 }
4306                 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4307                     //TODO: factor out canSeePlayer()
4308                     if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4309                         if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4310                             if ((checkcollide(
4311                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4312                                         Person::players[i]->scale + Person::players[i]->coords,
4313                                         DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4314                                         Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4315                                     (Person::players[0]->animTarget == hanganim && normaldotproduct(
4316                                          Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4317                                 /* //TODO: changed j to 0 on a whim, make sure this is correct
4318                                 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4319                                     Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4320                                 */
4321                                 Person::players[i]->aitype = attacktypecutoff;
4322                                 Person::players[i]->lastseentime = 1;
4323                             }
4324             }
4325             //player escaped
4326             if (Person::players[i]->lastseentime < 0) {
4327                 //Person::players[i]->aitype=passivetype;
4328                 numescaped++;
4329                 Person::players[i]->aitype = pathfindtype;
4330                 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4331                 Person::players[i]->finalpathfindpoint = -1;
4332                 Person::players[i]->targetpathfindpoint = -1;
4333                 Person::players[i]->lastpathfindpoint = -1;
4334                 Person::players[i]->lastpathfindpoint2 = -1;
4335                 Person::players[i]->lastpathfindpoint3 = -1;
4336                 Person::players[i]->lastpathfindpoint4 = -1;
4337             }
4338         }
4339
4340         if (Person::players[i]->aitype != gethelptype)
4341             Person::players[i]->runninghowlong = 0;
4342
4343         //get help from buddies
4344         if (Person::players[i]->aitype == gethelptype) {
4345             Person::players[i]->runninghowlong += multiplier;
4346             Person::players[i]->aiupdatedelay -= multiplier;
4347
4348             if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4349                 Person::players[i]->aiupdatedelay = .2;
4350
4351                 //find closest ally
4352                 //TODO: factor out closest search somehow
4353                 if (!Person::players[i]->ally) {
4354                     int closest = -1;
4355                     float closestdist = -1;
4356                     for (unsigned k = 0; k < Person::players.size(); k++) {
4357                         if (k != i && k != 0 && !Person::players[k]->dead &&
4358                                 Person::players[k]->howactive < typedead1 &&
4359                                 !Person::players[k]->skeleton.free &&
4360                                 Person::players[k]->aitype == passivetype) {
4361                             float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4362                             if (closestdist == -1 || distance < closestdist) {
4363                                 closestdist = distance;
4364                                 closest = k;
4365                             }
4366                             closest = k;
4367                         }
4368                     }
4369                     if (closest != -1)
4370                         Person::players[i]->ally = closest;
4371                     else
4372                         Person::players[i]->ally = 0;
4373                     Person::players[i]->lastseen = Person::players[0]->coords;
4374                     Person::players[i]->lastseentime = 12;
4375                 }
4376
4377
4378                 Person::players[i]->lastchecktime = 12;
4379
4380                 XYZ facing = Person::players[i]->coords;
4381                 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4382                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4383                 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4384                 if (-1 != checkcollide(facing, flatfacing))
4385                     Person::players[i]->lastseentime -= .1;
4386
4387                 //no available ally, run back to player
4388                 if (Person::players[i]->ally <= 0 ||
4389                         Person::players[Person::players[i]->ally]->skeleton.free ||
4390                         Person::players[Person::players[i]->ally]->aitype != passivetype ||
4391                         Person::players[i]->lastseentime <= 0) {
4392                     Person::players[i]->aitype = searchtype;
4393                     Person::players[i]->lastseentime = 12;
4394                 }
4395
4396                 //seek out ally
4397                 if (Person::players[i]->ally > 0) {
4398                     Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4399                     Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4400                     Person::players[i]->aiupdatedelay = .05;
4401                     Person::players[i]->forwardkeydown = 1;
4402
4403                     if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4404                         Person::players[i]->aitype = searchtype;
4405                         Person::players[i]->lastseentime = 12;
4406                         Person::players[Person::players[i]->ally]->aitype = searchtype;
4407                         if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4408                             Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4409                             Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4410                             Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4411                         }
4412                     }
4413
4414                     if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4415                         if (!Person::players[i]->avoidsomething)
4416                             Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4417                         else {
4418                             XYZ leftpos, rightpos;
4419                             float leftdist, rightdist;
4420                             leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4421                             rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4422                             leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4423                             rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4424                             if (leftdist < rightdist)
4425                                 Person::players[i]->targetyaw += 90;
4426                             else
4427                                 Person::players[i]->targetyaw -= 90;
4428                         }
4429                     }
4430                 }
4431
4432                 Person::players[i]->leftkeydown = 0;
4433                 Person::players[i]->backkeydown = 0;
4434                 Person::players[i]->rightkeydown = 0;
4435                 Person::players[i]->crouchkeydown = 0;
4436                 Person::players[i]->attackkeydown = 0;
4437             }
4438             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4439                 Person::players[i]->jumpkeydown = 0;
4440             if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4441                 Person::players[i]->jumpkeydown = 1;
4442         }
4443
4444         //retreiving a weapon on the ground
4445         if (Person::players[i]->aitype == getweapontype) {
4446             Person::players[i]->aiupdatedelay -= multiplier;
4447             Person::players[i]->lastchecktime -= multiplier;
4448
4449             if (Person::players[i]->aiupdatedelay < 0) {
4450                 Person::players[i]->aiupdatedelay = .2;
4451
4452                 //ALLY IS WEPON
4453                 if (Person::players[i]->ally < 0) {
4454                     int closest = -1;
4455                     float closestdist = -1;
4456                     for (unsigned k = 0; k < weapons.size(); k++)
4457                         if (weapons[k].owner == -1) {
4458                             float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4459                             if (closestdist == -1 || distance < closestdist) {
4460                                 closestdist = distance;
4461                                 closest = k;
4462                             }
4463                             closest = k;
4464                         }
4465                     if (closest != -1)
4466                         Person::players[i]->ally = closest;
4467                     else
4468                         Person::players[i]->ally = -1;
4469                 }
4470
4471                 Person::players[i]->lastseentime = 12;
4472
4473                 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4474                     if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4475                         Person::players[i]->aitype = attacktypecutoff;
4476                         Person::players[i]->lastseentime = 1;
4477                     }
4478                 if (!Person::players[0]->dead)
4479                     if (Person::players[i]->ally >= 0) {
4480                         if (weapons[Person::players[i]->ally].owner != -1 ||
4481                                 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4482                             Person::players[i]->aitype = attacktypecutoff;
4483                             Person::players[i]->lastseentime = 1;
4484                         }
4485                         //TODO: factor these out as moveToward()
4486                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4487                         Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4488                         Person::players[i]->aiupdatedelay = .05;
4489                         Person::players[i]->forwardkeydown = 1;
4490
4491
4492                         if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4493                             if (!Person::players[i]->avoidsomething)
4494                                 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4495                             else {
4496                                 XYZ leftpos, rightpos;
4497                                 float leftdist, rightdist;
4498                                 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4499                                 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4500                                 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4501                                 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4502                                 if (leftdist < rightdist)
4503                                     Person::players[i]->targetyaw += 90;
4504                                 else
4505                                     Person::players[i]->targetyaw -= 90;
4506                             }
4507                         }
4508                     }
4509
4510                 Person::players[i]->leftkeydown = 0;
4511                 Person::players[i]->backkeydown = 0;
4512                 Person::players[i]->rightkeydown = 0;
4513                 Person::players[i]->attackkeydown = 0;
4514                 Person::players[i]->throwkeydown = 1;
4515                 Person::players[i]->crouchkeydown = 0;
4516                 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4517                         Person::players[i]->animTarget != removeknifeanim)
4518                     Person::players[i]->throwtogglekeydown = 0;
4519                 Person::players[i]->drawkeydown = 0;
4520             }
4521             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4522                 Person::players[i]->jumpkeydown = 0;
4523             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4524                 Person::players[i]->jumpkeydown = 1;
4525         }
4526
4527         if (Person::players[i]->aitype == attacktypecutoff) {
4528             Person::players[i]->aiupdatedelay -= multiplier;
4529             //dodge or reverse rabbit kicks, knife throws, flips
4530             if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4531                 if ((Person::players[0]->animTarget == rabbitkickanim ||
4532                         Person::players[0]->animTarget == knifethrowanim ||
4533                         (Person::players[0]->isFlip() &&
4534                          normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4535                         !Person::players[0]->skeleton.free &&
4536                         (Person::players[i]->aiupdatedelay < .1)) {
4537                     Person::players[i]->attackkeydown = 0;
4538                     if (Person::players[i]->isIdle())
4539                         Person::players[i]->crouchkeydown = 1;
4540                     if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4541                         if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4542                             if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4543                                 if (abs(Random() % 2) == 0)
4544                                     Person::players[i]->setAnimation(backhandspringanim);
4545                                 else
4546                                     Person::players[i]->setAnimation(rollanim);
4547                                 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4548                                 Person::players[i]->wentforweapon = 0;
4549                             }
4550                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4551                                 Person::players[i]->setAnimation(flipanim);
4552                         }
4553                     }
4554                     Person::players[i]->forwardkeydown = 0;
4555                     Person::players[i]->aiupdatedelay = .02;
4556                 }
4557             //get confused by flips
4558             if (Person::players[0]->isFlip() &&
4559                     !Person::players[0]->skeleton.free &&
4560                     Person::players[0]->animTarget != walljumprightkickanim &&
4561                     Person::players[0]->animTarget != walljumpleftkickanim) {
4562                 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4563                     if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4564                         Person::players[i]->stunned = 1;
4565             }
4566             //go for weapon on the ground
4567             if (Person::players[i]->wentforweapon < 3)
4568                 for (unsigned k = 0; k < weapons.size(); k++)
4569                     if (Person::players[i]->creature != wolftype)
4570                         if (Person::players[i]->num_weapons == 0 &&
4571                                 weapons[k].owner == -1 &&
4572                                 weapons[i].velocity.x == 0 &&
4573                                 weapons[i].velocity.z == 0 &&
4574                                 weapons[i].velocity.y == 0) {
4575                             if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4576                                 Person::players[i]->wentforweapon++;
4577                                 Person::players[i]->lastchecktime = 6;
4578                                 Person::players[i]->aitype = getweapontype;
4579                                 Person::players[i]->ally = -1;
4580                             }
4581                         }
4582             //dodge/reverse walljump kicks
4583             if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4584                 if (animation[Person::players[i]->animTarget].height != highheight)
4585                     if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4586                             ((Person::players[0]->animTarget == walljumprightkickanim ||
4587                               Person::players[0]->animTarget == walljumpleftkickanim) &&
4588                              ((Person::players[i]->aiupdatedelay < .15 &&
4589                                difficulty == 2) ||
4590                               (Person::players[i]->aiupdatedelay < .08 &&
4591                                difficulty != 2)))) {
4592                         Person::players[i]->crouchkeydown = 1;
4593                     }
4594             //walked off a ledge (?)
4595             if (Person::players[i]->isRun() && !Person::players[i]->onground)
4596                 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4597                     XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4598                     test2.y += 5;
4599                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4600                     test.y -= 10;
4601                     j = checkcollide(test2, test, Person::players[i]->laststanding);
4602                     if (j == -1)
4603                         j = checkcollide(test2, test);
4604                     if (j == -1) {
4605                         Person::players[i]->velocity = 0;
4606                         Person::players[i]->setAnimation(Person::players[i]->getStop());
4607                         Person::players[i]->targetyaw += 180;
4608                         Person::players[i]->stunned = .5;
4609                         Person::players[i]->aitype = pathfindtype;
4610                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4611                         Person::players[i]->finalpathfindpoint = -1;
4612                         Person::players[i]->targetpathfindpoint = -1;
4613                         Person::players[i]->lastpathfindpoint = -1;
4614                         Person::players[i]->lastpathfindpoint2 = -1;
4615                         Person::players[i]->lastpathfindpoint3 = -1;
4616                         Person::players[i]->lastpathfindpoint4 = -1;
4617                     } else
4618                         Person::players[i]->laststanding = j;
4619                 }
4620             //lose sight of player in the air (?)
4621             if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4622                     animation[Person::players[0]->animTarget].height != highheight &&
4623                     !Person::players[0]->onterrain) {
4624                 Person::players[i]->aitype = pathfindtype;
4625                 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4626                 Person::players[i]->finalpathfindpoint = -1;
4627                 Person::players[i]->targetpathfindpoint = -1;
4628                 Person::players[i]->lastpathfindpoint = -1;
4629                 Person::players[i]->lastpathfindpoint2 = -1;
4630                 Person::players[i]->lastpathfindpoint3 = -1;
4631                 Person::players[i]->lastpathfindpoint4 = -1;
4632             }
4633             //it's time to think (?)
4634             if (Person::players[i]->aiupdatedelay < 0 &&
4635                     !animation[Person::players[i]->animTarget].attack &&
4636                     Person::players[i]->animTarget != staggerbackhighanim &&
4637                     Person::players[i]->animTarget != staggerbackhardanim &&
4638                     Person::players[i]->animTarget != backhandspringanim &&
4639                     Person::players[i]->animTarget != dodgebackanim) {
4640                 //draw weapon
4641                 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4642                     Person::players[i]->drawkeydown = Random() % 2;
4643                 else
4644                     Person::players[i]->drawkeydown = 0;
4645                 Person::players[i]->rabbitkickenabled = Random() % 2;
4646                 //chase player
4647                 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4648                 XYZ targetpoint = Person::players[0]->coords;
4649                 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4650                         distsq(&rotatetarget, &Person::players[i]->coords))
4651                     targetpoint += Person::players[0]->velocity *
4652                                    findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4653                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4654                 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4655                 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4656
4657                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4658                     Person::players[i]->forwardkeydown = 1;
4659                 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4660                           distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4661                          Person::players[0]->weaponactive != -1)
4662                     Person::players[i]->forwardkeydown = 1;
4663                 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4664                     Person::players[i]->forwardkeydown = 1;
4665                 else
4666                     Person::players[i]->forwardkeydown = 0;
4667                 //chill out around the corpse
4668                 if (Person::players[0]->dead) {
4669                     Person::players[i]->forwardkeydown = 0;
4670                     if (Random() % 10 == 0)
4671                         Person::players[i]->forwardkeydown = 1;
4672                     if (Random() % 100 == 0) {
4673                         Person::players[i]->aitype = pathfindtype;
4674                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4675                         Person::players[i]->finalpathfindpoint = -1;
4676                         Person::players[i]->targetpathfindpoint = -1;
4677                         Person::players[i]->lastpathfindpoint = -1;
4678                         Person::players[i]->lastpathfindpoint2 = -1;
4679                         Person::players[i]->lastpathfindpoint3 = -1;
4680                         Person::players[i]->lastpathfindpoint4 = -1;
4681                     }
4682                 }
4683                 Person::players[i]->leftkeydown = 0;
4684                 Person::players[i]->backkeydown = 0;
4685                 Person::players[i]->rightkeydown = 0;
4686                 Person::players[i]->crouchkeydown = 0;
4687                 Person::players[i]->throwkeydown = 0;
4688
4689                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4690                     Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4691                 //attack!!!
4692                 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4693                     Person::players[i]->attackkeydown = 1;
4694                 else
4695                     Person::players[i]->attackkeydown = 0;
4696                 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4697                     Person::players[i]->attackkeydown = 0;
4698
4699                 //TODO: wat
4700                 if (Person::players[i]->aitype != playercontrolled &&
4701                         (Person::players[i]->isIdle() ||
4702                          Person::players[i]->isCrouch() ||
4703                          Person::players[i]->isRun())) {
4704                     int target = -2;
4705                     for (unsigned j = 0; j < Person::players.size(); j++)
4706                         if (j != i && !Person::players[j]->skeleton.free &&
4707                                 Person::players[j]->hasvictim &&
4708                                 (tutoriallevel == 1 && reversaltrain ||
4709                                  Random() % 2 == 0 && difficulty == 2 ||
4710                                  Random() % 4 == 0 && difficulty == 1 ||
4711                                  Random() % 8 == 0 && difficulty == 0 ||
4712                                  Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4713                                  Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4714                                  (Random() % 2 == 0 || difficulty == 2) ||
4715                                  (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4716                                  Person::players[j]->weaponactive != -1 ||
4717                                  Person::players[j]->animTarget == swordslashanim &&
4718                                  Person::players[i]->weaponactive != -1 ||
4719                                  Person::players[j]->animTarget == staffhitanim ||
4720                                  Person::players[j]->animTarget == staffspinhitanim))
4721                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4722                                     Person::players[j]->victim == Person::players[i] &&
4723                                     (Person::players[j]->animTarget == sweepanim ||
4724                                      Person::players[j]->animTarget == spinkickanim ||
4725                                      Person::players[j]->animTarget == staffhitanim ||
4726                                      Person::players[j]->animTarget == staffspinhitanim ||
4727                                      Person::players[j]->animTarget == winduppunchanim ||
4728                                      Person::players[j]->animTarget == upunchanim ||
4729                                      Person::players[j]->animTarget == wolfslapanim ||
4730                                      Person::players[j]->animTarget == knifeslashstartanim ||
4731                                      Person::players[j]->animTarget == swordslashanim &&
4732                                      (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4733                                       Person::players[i]->weaponactive != -1))) {
4734                                 if (target >= 0)
4735                                     target = -1;
4736                                 else
4737                                     target = j;
4738                             }
4739                     if (target >= 0)
4740                         Person::players[target]->Reverse();
4741                 }
4742
4743                 if (Person::players[i]->collided < 1)
4744                     Person::players[i]->jumpkeydown = 0;
4745                 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4746                         distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4747                         Person::players[i]->onterrain &&
4748                         Person::players[i]->creature == rabbittype)
4749                     Person::players[i]->jumpkeydown = 1;
4750                 //TODO: why are we controlling the human?
4751                 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4752                     Person::players[0]->jumpkeydown = 0;
4753                 if (Person::players[0]->animTarget == jumpdownanim &&
4754                         distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4755                     Person::players[i]->crouchkeydown = 1;
4756                 if (Person::players[i]->jumpkeydown)
4757                     Person::players[i]->attackkeydown = 0;
4758
4759                 if (tutoriallevel == 1)
4760                     if (!canattack)
4761                         Person::players[i]->attackkeydown = 0;
4762
4763
4764                 XYZ facing = Person::players[i]->coords;
4765                 XYZ flatfacing = Person::players[0]->coords;
4766                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4767                 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4768                 if (Person::players[i]->occluded >= 2)
4769                     if (-1 != checkcollide(facing, flatfacing)) {
4770                         if (!Person::players[i]->pause)
4771                             Person::players[i]->lastseentime -= .2;
4772                         if (Person::players[i]->lastseentime <= 0 &&
4773                                 (Person::players[i]->creature != wolftype ||
4774                                  Person::players[i]->weaponstuck == -1)) {
4775                             Person::players[i]->aitype = searchtype;
4776                             Person::players[i]->lastchecktime = 12;
4777                             Person::players[i]->lastseen = Person::players[0]->coords;
4778                             Person::players[i]->lastseentime = 12;
4779                         }
4780                     } else
4781                         Person::players[i]->lastseentime = 1;
4782             }
4783         }
4784         if (animation[Person::players[0]->animTarget].height == highheight &&
4785                 (Person::players[i]->aitype == attacktypecutoff ||
4786                  Person::players[i]->aitype == searchtype))
4787             if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4788                 XYZ test = Person::players[0]->coords;
4789                 test.y -= 40;
4790                 if (-1 == checkcollide(Person::players[0]->coords, test))
4791                     Person::players[i]->stunned = 1;
4792             }
4793         //stunned
4794         if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4795                 Person::players[i]->stunned > 0 ||
4796                 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4797             if (Person::players[i]->pause)
4798                 Person::players[i]->lastseentime = 1;
4799             Person::players[i]->targetyaw = Person::players[i]->yaw;
4800             Person::players[i]->forwardkeydown = 0;
4801             Person::players[i]->leftkeydown = 0;
4802             Person::players[i]->backkeydown = 0;
4803             Person::players[i]->rightkeydown = 0;
4804             Person::players[i]->jumpkeydown = 0;
4805             Person::players[i]->attackkeydown = 0;
4806             Person::players[i]->crouchkeydown = 0;
4807             Person::players[i]->throwkeydown = 0;
4808         }
4809
4810
4811         XYZ facing;
4812         facing = 0;
4813         facing.z = -1;
4814
4815         XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4816         facing = flatfacing;
4817
4818         if (Person::players[i]->aitype == attacktypecutoff) {
4819             Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4820             Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4821         } else if (Person::players[i]->howactive >= typesleeping) {
4822             Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4823             Person::players[i]->targetheadpitch = 0;
4824         } else {
4825             if (Person::players[i]->interestdelay <= 0) {
4826                 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4827                 Person::players[i]->headtarget = Person::players[i]->coords;
4828                 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4829                 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4830                 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4831                 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4832             }
4833             Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4834             Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4835         }
4836     }
4837 }
4838
4839
4840
4841 void updateSettingsMenu()
4842 {
4843     char sbuf[256];
4844     if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4845         sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4846     else
4847         sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4848     Menu::setText(0, sbuf);
4849     Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4850     if (newdetail == 0) Menu::setText(1, "Detail: Low");
4851     if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4852     if (newdetail == 2) Menu::setText(1, "Detail: High");
4853     if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4854     if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4855     if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4856     if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4857     if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4858     if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4859     Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4860     Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4861     Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4862     Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4863     sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4864     Menu::setText(10, sbuf);
4865     sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4866     Menu::setText(11, sbuf);
4867     Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4868     if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4869         sprintf (sbuf, "Back");
4870     else
4871         sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4872     Menu::setText(8, sbuf);
4873 }
4874
4875 void updateStereoConfigMenu()
4876 {
4877     char sbuf[256];
4878     sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4879     Menu::setText(0, sbuf);
4880     sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4881     Menu::setText(1, sbuf);
4882     sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4883     Menu::setText(2, sbuf);
4884 }
4885
4886 void updateControlsMenu()
4887 {
4888     Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4889     Menu::setText(1, (string)"Back: "    + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4890     Menu::setText(2, (string)"Left: "    + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4891     Menu::setText(3, (string)"Right: "   + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4892     Menu::setText(4, (string)"Crouch: "  + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4893     Menu::setText(5, (string)"Jump: "    + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4894     Menu::setText(6, (string)"Draw: "    + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4895     Menu::setText(7, (string)"Throw: "   + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4896     Menu::setText(8, (string)"Attack: "  + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4897     if (debugmode)
4898         Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4899 }
4900
4901 /*
4902 Values of mainmenu :
4903 1 Main menu
4904 2 Menu pause (resume/end game)
4905 3 Option menu
4906 4 Controls configuration menu
4907 5 Main game menu (choose level or challenge)
4908 6 Deleting user menu
4909 7 User managment menu (select/add)
4910 8 Choose difficulty menu
4911 9 Challenge level selection menu
4912 10 End of the campaign congratulation (is that really a menu?)
4913 11 Same that 9 ??? => unused
4914 18 stereo configuration
4915 */
4916
4917 void Game::LoadMenu()
4918 {
4919     Menu::clearMenu();
4920     switch (mainmenu) {
4921     case 1:
4922     case 2:
4923         Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4924         Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4925         Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4926         Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4927         break;
4928     case 3:
4929         Menu::addButton( 0, "", 10 + 20, 440);
4930         Menu::addButton(14, "", 10 + 400, 440);
4931         Menu::addButton( 1, "", 10 + 60, 405);
4932         Menu::addButton( 2, "", 10 + 70, 370);
4933         Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4934         Menu::addButton( 4, "", 10   , 335);
4935         Menu::addButton( 5, "", 10 + 60, 300);
4936         Menu::addButton( 6, "", 10 + 70, 265);
4937         Menu::addButton( 9, "", 10   , 230);
4938         Menu::addButton(10, "", 20   , 195);
4939         Menu::addButton(11, "", 10 + 60, 160);
4940         Menu::addButton(13, "", 30   , 125);
4941         Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4942         Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4943         Menu::addButton(8, "Back", 10, 10);
4944         updateSettingsMenu();
4945         break;
4946     case 4:
4947         Menu::addButton(0, "", 10   , 400);
4948         Menu::addButton(1, "", 10 + 40, 360);
4949         Menu::addButton(2, "", 10 + 40, 320);
4950         Menu::addButton(3, "", 10 + 30, 280);
4951         Menu::addButton(4, "", 10 + 20, 240);
4952         Menu::addButton(5, "", 10 + 40, 200);
4953         Menu::addButton(6, "", 10 + 40, 160);
4954         Menu::addButton(7, "", 10 + 30, 120);
4955         Menu::addButton(8, "", 10 + 20, 80);
4956         if (debugmode)
4957             Menu::addButton(9, "", 10 + 10, 40);
4958         Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4959         updateControlsMenu();
4960         break;
4961     case 5: {
4962         LoadCampaign();
4963         Menu::addLabel(-1, accountactive->getName(), 5, 400);
4964         Menu::addButton(1, "Tutorial", 5, 300);
4965         Menu::addButton(2, "Challenge", 5, 240);
4966         Menu::addButton(3, "Delete User", 400, 10);
4967         Menu::addButton(4, "Main Menu", 5, 10);
4968         Menu::addButton(5, "Change User", 5, 180);
4969         Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4970
4971         //show campaign map
4972         //with (2,-5) offset from old code
4973         Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4974         //show levels
4975         int numlevels = accountactive->getCampaignChoicesMade();
4976         numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4977         for (int i = 0; i < numlevels; i++) {
4978             XYZ midpoint = campaignlevels[i].getCenter();
4979             float itemsize = campaignlevels[i].getWidth();
4980             const bool active = i >= accountactive->getCampaignChoicesMade();
4981             if (!active)
4982                 itemsize /= 2;
4983
4984             if (i >= 1) {
4985                 XYZ start = campaignlevels[i - 1].getCenter();
4986                 Menu::addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0);
4987             }
4988             Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4989                                midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4990
4991             if (active) {
4992                 Menu::addMapLabel(-2, campaignlevels[i].description,
4993                                   campaignlevels[i].getStartX() + 10,
4994                                   campaignlevels[i].getStartY() - 4);
4995             }
4996         }
4997     }
4998     break;
4999     case 6:
5000         Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5001         Menu::addButton(1, "Yes", 10, 360);
5002         Menu::addButton(2, "No", 10, 320);
5003         break;
5004     case 7:
5005         if (Account::getNbAccounts() < 8)
5006             Menu::addButton(0, "New User", 10, 400);
5007         else
5008             Menu::addLabel(0, "No More Users", 10, 400);
5009         Menu::addLabel(-2, "", 20, 400);
5010         Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5011         for (int i = 0; i < Account::getNbAccounts(); i++)
5012             Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5013         break;
5014     case 8:
5015         Menu::addButton(0, "Easier", 10, 400);
5016         Menu::addButton(1, "Difficult", 10, 360);
5017         Menu::addButton(2, "Insane", 10, 320);
5018         break;
5019     case 9:
5020         for (int i = 0; i < numchallengelevels; i++) {
5021             char temp[255];
5022             string name = "";
5023             sprintf (temp, "Level %d", i + 1);
5024             for (int j = strlen(temp); j < 17; j++)
5025                 strcat(temp, " ");
5026             name += temp;
5027             sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5028             for (int j = strlen(temp); j < (32 - 17); j++)
5029                 strcat(temp, " ");
5030             name += temp;
5031             sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5032             if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5033                 strcat(temp, "0");
5034             name += temp;
5035             sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5036             name += temp;
5037
5038             Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5039         }
5040
5041         Menu::addButton(-1, "             High Score      Best Time", 10, 440);
5042         Menu::addButton(numchallengelevels, "Back", 10, 10);
5043         break;
5044     case 10: {
5045         Menu::addLabel(0, "Congratulations!", 220, 330);
5046         Menu::addLabel(1, "You have avenged your family and", 140, 300);
5047         Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5048         Menu::addButton(3, "Back", 10, 10);
5049         char sbuf[256];
5050         sprintf(sbuf, "Your score:         %d", (int)accountactive->getCampaignScore());
5051         Menu::addLabel(4, sbuf, 190, 200);
5052         sprintf(sbuf, "Highest score:      %d", (int)accountactive->getCampaignHighScore());
5053         Menu::addLabel(5, sbuf, 190, 180);
5054     }
5055     break;
5056     case 18:
5057         Menu::addButton(0, "", 70, 400);
5058         Menu::addButton(1, "", 10, 360);
5059         Menu::addButton(2, "", 40, 320);
5060         Menu::addButton(3, "Back", 10, 10);
5061         updateStereoConfigMenu();
5062         break;
5063     }
5064 }
5065
5066 extern set<pair<int,int>> resolutions;
5067
5068 void MenuTick()
5069 {
5070     //menu buttons
5071     selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
5072
5073     // some specific case where we do something even if the left mouse button is not pressed.
5074     if ((mainmenu == 5) && (endgame == 2)) {
5075         accountactive->endGame();
5076         endgame = 0;
5077     }
5078     if (mainmenu == 10)
5079         endgame = 2;
5080     if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
5081         stereoseparation -= 0.001;
5082         updateStereoConfigMenu();
5083     }
5084
5085     static int oldmainmenu = mainmenu;
5086
5087     if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
5088         set<pair<int,int>>::iterator newscreenresolution;
5089         switch (mainmenu) {
5090         case 1:
5091         case 2:
5092             switch (selected) {
5093             case 1:
5094                 if (gameon) { //resume
5095                     mainmenu = 0;
5096                     pause_sound(stream_menutheme);
5097                     resume_stream(leveltheme);
5098                 } else { //new game
5099                     fireSound(firestartsound);
5100                     flash();
5101                     mainmenu = (accountactive ? 5 : 7);
5102                     selected = -1;
5103                 }
5104                 break;
5105             case 2: //options
5106                 fireSound();
5107                 flash();
5108                 mainmenu = 3;
5109                 if (newdetail > 2)
5110                     newdetail = detail;
5111                 if (newdetail < 0)
5112                     newdetail = detail;
5113                 if (newscreenwidth > 3000)
5114                     newscreenwidth = screenwidth;
5115                 if (newscreenwidth < 0)
5116                     newscreenwidth = screenwidth;
5117                 if (newscreenheight > 3000)
5118                     newscreenheight = screenheight;
5119                 if (newscreenheight < 0)
5120                     newscreenheight = screenheight;
5121                 break;
5122             case 3:
5123                 fireSound();
5124                 flash();
5125                 if (gameon) { //end game
5126                     gameon = 0;
5127                     mainmenu = 1;
5128                 } else { //quit
5129                     tryquit = 1;
5130                     pause_sound(stream_menutheme);
5131                 }
5132                 break;
5133             }
5134             break;
5135         case 3:
5136             fireSound();
5137             switch (selected) {
5138             case 0:
5139                 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
5140                 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
5141                 newscreenresolution++;
5142                 if (newscreenresolution == resolutions.end()) {
5143                     /* It was the last one (or not found), go back to the beginning */
5144                     newscreenresolution = resolutions.begin();
5145                 }
5146                 newscreenwidth  = newscreenresolution->first;
5147                 newscreenheight = newscreenresolution->second;
5148                 break;
5149             case 1:
5150                 newdetail++;
5151                 if (newdetail > 2)
5152                     newdetail = 0;
5153                 break;
5154             case 2:
5155                 bloodtoggle++;
5156                 if (bloodtoggle > 2)
5157                     bloodtoggle = 0;
5158                 break;
5159             case 3:
5160                 difficulty++;
5161                 if (difficulty > 2)
5162                     difficulty = 0;
5163                 break;
5164             case 4:
5165                 ismotionblur = !ismotionblur;
5166                 break;
5167             case 5:
5168                 decals = !decals;
5169                 break;
5170             case 6:
5171                 musictoggle = !musictoggle;
5172                 if (musictoggle) {
5173                     emit_stream_np(stream_menutheme);
5174                 } else {
5175                     pause_sound(leveltheme);
5176                     pause_sound(stream_fighttheme);
5177                     pause_sound(stream_menutheme);
5178
5179                     for (int i = 0; i < 4; i++) {
5180                         oldmusicvolume[i] = 0;
5181                         musicvolume[i] = 0;
5182                     }
5183                 }
5184                 break;
5185             case 7: // controls
5186                 flash();
5187                 mainmenu = 4;
5188                 selected = -1;
5189                 keyselect = -1;
5190                 break;
5191             case 8:
5192                 flash();
5193                 SaveSettings();
5194                 mainmenu = gameon ? 2 : 1;
5195                 break;
5196             case 9:
5197                 invertmouse = !invertmouse;
5198                 break;
5199             case 10:
5200                 usermousesensitivity += .2;
5201                 if (usermousesensitivity > 2)
5202                     usermousesensitivity = .2;
5203                 break;
5204             case 11:
5205                 volume += .1f;
5206                 if (volume > 1.0001f)
5207                     volume = 0;
5208                 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5209                 break;
5210             case 12:
5211                 flash();
5212                 newstereomode = stereomode;
5213                 mainmenu = 18;
5214                 keyselect = -1;
5215                 break;
5216             case 13:
5217                 showdamagebar = !showdamagebar;
5218                 break;
5219             case 14:
5220                 toggleFullscreen();
5221                 break;
5222             }
5223             updateSettingsMenu();
5224             break;
5225         case 4:
5226             if (!waiting) {
5227                 fireSound();
5228                 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5229                     keyselect = selected;
5230                 if (keyselect != -1)
5231                     setKeySelected();
5232                 if (selected == (debugmode ? 10 : 9)) {
5233                     flash();
5234                     mainmenu = 3;
5235                 }
5236             }
5237             updateControlsMenu();
5238             break;
5239         case 5:
5240             fireSound();
5241             flash();
5242             if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5243                 startbonustotal = 0;
5244
5245                 loading = 2;
5246                 loadtime = 0;
5247                 targetlevel = 7;
5248                 if (firstload)
5249                     TickOnceAfter();
5250                 else
5251                     LoadStuff();
5252                 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5253                 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5254                 visibleloading = 1;
5255                 stillloading = 1;
5256                 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5257                 campaign = 1;
5258                 mainmenu = 0;
5259                 gameon = 1;
5260                 pause_sound(stream_menutheme);
5261             }
5262             switch (selected) {
5263             case 1:
5264                 startbonustotal = 0;
5265
5266                 loading = 2;
5267                 loadtime = 0;
5268                 targetlevel = -1;
5269                 if (firstload) {
5270                     TickOnceAfter();
5271                 } else
5272                     LoadStuff();
5273                 Loadlevel(-1);
5274
5275                 mainmenu = 0;
5276                 gameon = 1;
5277                 pause_sound(stream_menutheme);
5278                 break;
5279             case 2:
5280                 mainmenu = 9;
5281                 break;
5282             case 3:
5283                 mainmenu = 6;
5284                 break;
5285             case 4:
5286                 mainmenu = (gameon ? 2 : 1);
5287                 break;
5288             case 5:
5289                 mainmenu = 7;
5290                 break;
5291             case 6:
5292                 vector<string> campaigns = ListCampaigns();
5293                 vector<string>::iterator c;
5294                 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5295                     if (!campaigns.empty())
5296                         accountactive->setCurrentCampaign(campaigns.front());
5297                 } else {
5298                     c++;
5299                     if (c == campaigns.end())
5300                         c = campaigns.begin();
5301                     accountactive->setCurrentCampaign(*c);
5302                 }
5303                 LoadMenu();
5304                 break;
5305             }
5306             break;
5307         case 6:
5308             fireSound();
5309             if (selected == 1) {
5310                 flash();
5311                 accountactive = Account::destroy(accountactive);
5312                 mainmenu = 7;
5313             } else if (selected == 2) {
5314                 flash();
5315                 mainmenu = 5;
5316             }
5317             break;
5318         case 7:
5319             fireSound();
5320             if (selected == 0 && Account::getNbAccounts() < 8) {
5321                 entername = 1;
5322             } else if (selected < Account::getNbAccounts() + 1) {
5323                 flash();
5324                 mainmenu = 5;
5325                 accountactive = Account::get(selected - 1);
5326             } else if (selected == Account::getNbAccounts() + 1) {
5327                 flash();
5328                 if (accountactive)
5329                     mainmenu = 5;
5330                 else
5331                     mainmenu = 1;
5332                 displaytext[0].clear();
5333                 displayselected = 0;
5334                 entername = 0;
5335             }
5336             break;
5337         case 8:
5338             fireSound();
5339             flash();
5340             if (selected <= 2)
5341                 accountactive->setDifficulty(selected);
5342             mainmenu = 5;
5343             break;
5344         case 9:
5345             if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5346                 fireSound();
5347                 flash();
5348
5349                 startbonustotal = 0;
5350
5351                 loading = 2;
5352                 loadtime = 0;
5353                 targetlevel = selected;
5354                 if (firstload)
5355                     TickOnceAfter();
5356                 else
5357                     LoadStuff();
5358                 Loadlevel(selected);
5359                 campaign = 0;
5360
5361                 mainmenu = 0;
5362                 gameon = 1;
5363                 pause_sound(stream_menutheme);
5364             }
5365             if (selected == numchallengelevels) {
5366                 fireSound();
5367                 flash();
5368                 mainmenu = 5;
5369             }
5370             break;
5371         case 10:
5372             if (selected == 3) {
5373                 fireSound();
5374                 flash();
5375                 mainmenu = 5;
5376             }
5377             break;
5378         case 18:
5379             if (selected == 1)
5380                 stereoseparation += 0.001;
5381             else {
5382                 fireSound();
5383                 if (selected == 0) {
5384                     newstereomode = (StereoMode)(newstereomode + 1);
5385                     while (!CanInitStereo(newstereomode)) {
5386                         printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5387                         newstereomode = (StereoMode)(newstereomode + 1);
5388                         if (newstereomode >= stereoCount)
5389                             newstereomode = stereoNone;
5390                     }
5391                 } else if (selected == 2) {
5392                     stereoreverse = !stereoreverse;
5393                 } else if (selected == 3) {
5394                     flash();
5395                     mainmenu = 3;
5396
5397                     stereomode = newstereomode;
5398                     InitStereo(stereomode);
5399                 }
5400             }
5401             updateStereoConfigMenu();
5402             break;
5403         }
5404     }
5405
5406     OPENAL_SetFrequency(channels[stream_menutheme], 22050);
5407
5408     if (entername) {
5409         inputText(displaytext[0], &displayselected);
5410         if (!waiting) { // the input as finished
5411             if (!displaytext[0].empty()) { // with enter
5412                 accountactive = Account::add(string(displaytext[0]));
5413
5414                 mainmenu = 8;
5415
5416                 flash();
5417
5418                 fireSound(firestartsound);
5419
5420                 displaytext[0].clear();
5421
5422                 displayselected = 0;
5423             }
5424             entername = 0;
5425             LoadMenu();
5426         }
5427
5428         displayblinkdelay -= multiplier;
5429         if (displayblinkdelay <= 0) {
5430             displayblinkdelay = .3;
5431             displayblink = !displayblink;
5432         }
5433     }
5434
5435     if (entername) {
5436         Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5437         Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5438     }
5439
5440     if (oldmainmenu != mainmenu)
5441         LoadMenu();
5442     oldmainmenu = mainmenu;
5443
5444 }
5445
5446 void Game::Tick()
5447 {
5448     static XYZ facing, flatfacing;
5449     static int target;
5450
5451     for (int i = 0; i < 15; i++) {
5452         displaytime[i] += multiplier;
5453     }
5454
5455     Input::Tick();
5456
5457     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5458         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5459             stereoreverse = true;
5460         else
5461             stereoreverse = false;
5462
5463         if (stereoreverse)
5464             printf("Stereo reversed\n");
5465         else
5466             printf("Stereo unreversed\n");
5467     }
5468
5469     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5470         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5471             stereoseparation -= 0.001;
5472         else
5473             stereoseparation -= 0.010;
5474         printf("Stereo decreased increased to %f\n", stereoseparation);
5475     }
5476
5477     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5478         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5479             stereoseparation += 0.001;
5480         else
5481             stereoseparation += 0.010;
5482         printf("Stereo separation increased to %f\n", stereoseparation);
5483     }
5484
5485
5486     if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5487         if (tutorialstage != 51)
5488             tutorialstagetime = tutorialmaxtime;
5489         emit_sound_np(consolefailsound, 128.);
5490     }
5491
5492     /*
5493     Values of mainmenu :
5494     1 Main menu
5495     2 Menu pause (resume/end game)
5496     3 Option menu
5497     4 Controls configuration menu
5498     5 Main game menu (choose level or challenge)
5499     6 Deleting user menu
5500     7 User managment menu (select/add)
5501     8 Choose difficulty menu
5502     9 Challenge level selection menu
5503     10 End of the campaign congratulation (is that really a menu?)
5504     11 Same that 9 ??? => unused
5505     18 stereo configuration
5506     */
5507
5508     if (!console) {
5509         //campaign over?
5510         if (mainmenu && endgame == 1)
5511             mainmenu = 10;
5512         //go to level select after completing a campaign level
5513         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5514             mainmenu = 5;
5515             gameon = 0;
5516             winfreeze = 0;
5517             fireSound();
5518             flash();
5519             if (musictoggle) {
5520                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5521                 emit_stream_np(stream_menutheme);
5522                 pause_sound(leveltheme);
5523             }
5524             LoadMenu();
5525         }
5526         //escape key pressed
5527         if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5528                 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5529             selected = -1;
5530             if (mainmenu == 0 && !winfreeze)
5531                 mainmenu = 2; //pause
5532             else if (mainmenu == 1 || mainmenu == 2) {
5533                 mainmenu = 0; //unpause
5534             }
5535             //play menu theme
5536             if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5537                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5538                 emit_stream_np(stream_menutheme);
5539                 pause_sound(leveltheme);
5540             }
5541             //on resume, play level music
5542             if (!mainmenu) {
5543                 pause_sound(stream_menutheme);
5544                 resume_stream(leveltheme);
5545             }
5546             //finished with settings menu
5547             if (mainmenu == 3) {
5548                 SaveSettings();
5549             }
5550             //effects
5551             if (mainmenu >= 3 && mainmenu != 8) {
5552                 fireSound();
5553                 flash();
5554             }
5555             //go back
5556             switch (mainmenu) {
5557             case 3:
5558             case 5:
5559                 mainmenu = gameon ? 2 : 1;
5560                 break;
5561             case 4:
5562             case 18:
5563                 mainmenu = 3;
5564                 break;
5565             case 6:
5566             case 7:
5567             case 9:
5568             case 10:
5569                 mainmenu = 5;
5570                 break;
5571             }
5572         }
5573     }
5574
5575     if (mainmenu) {
5576         MenuTick();
5577     }
5578
5579     if (!mainmenu) {
5580         if (hostile == 1)
5581             hostiletime += multiplier;
5582         else
5583             hostiletime = 0;
5584         if (!winfreeze)
5585             leveltime += multiplier;
5586
5587         //keys
5588         if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5589             freeze = !freeze;
5590             if (freeze) {
5591                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5592             }
5593         }
5594
5595         if (Input::isKeyPressed(consolekey) && debugmode) {
5596             console = !console;
5597             if (console) {
5598                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5599             } else {
5600                 freeze = 0;
5601                 waiting = false;
5602             }
5603         }
5604
5605         if (console)
5606             freeze = 1;
5607         if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5608             inputText(consoletext[0], &consoleselected);
5609             if (!waiting) {
5610                 if (!consoletext[0].empty()) {
5611                     cmd_dispatch(consoletext[0]);
5612                     for (int k = 14; k >= 1; k--) {
5613                         consoletext[k] = consoletext[k - 1];
5614                     }
5615                     consoletext[0].clear();
5616                     consoleselected = 0;
5617                 }
5618             }
5619
5620             consoleblinkdelay -= multiplier;
5621             if (consoleblinkdelay <= 0) {
5622                 consoleblinkdelay = .3;
5623                 consoleblink = !consoleblink;
5624             }
5625         }
5626
5627         static int oldwinfreeze;
5628         if (winfreeze && !oldwinfreeze) {
5629             OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5630             emit_sound_np(consolesuccesssound);
5631         }
5632         if (winfreeze == 0)
5633             oldwinfreeze = winfreeze;
5634         else
5635             oldwinfreeze++;
5636
5637         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5638             if (winfreeze)
5639                 winfreeze = 0;
5640         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5641             if (console) {
5642                 console = false;
5643                 freeze = 0;
5644             } else if (winfreeze) {
5645                 mainmenu = 9;
5646                 gameon = 0;
5647             }
5648         }
5649
5650
5651
5652         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5653
5654             //dialogues
5655             static float talkdelay = 0;
5656
5657             if (indialogue != -1)
5658                 talkdelay = 1;
5659             talkdelay -= multiplier;
5660
5661             if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
5662                 for (int i = 0; i < numdialogues; i++) {
5663                     unsigned realdialoguetype;
5664                     bool special;
5665                     /* FIXME - Seems like modulo done with ifs */
5666                     if (dialoguetype[i] > 49) {
5667                         realdialoguetype = dialoguetype[i] - 50;
5668                         special = 1;
5669                     } else if (dialoguetype[i] > 39) {
5670                         realdialoguetype = dialoguetype[i] - 40;
5671                         special = 1;
5672                     } else if (dialoguetype[i] > 29) {
5673                         realdialoguetype = dialoguetype[i] - 30;
5674                         special = 1;
5675                     } else if (dialoguetype[i] > 19) {
5676                         realdialoguetype = dialoguetype[i] - 20;
5677                         special = 1;
5678                     } else if (dialoguetype[i] > 9) {
5679                         realdialoguetype = dialoguetype[i] - 10;
5680                         special = 1;
5681                     } else {
5682                         realdialoguetype = dialoguetype[i];
5683                         special = 0;
5684                     }
5685                     if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
5686                             realdialoguetype < Person::players.size() &&
5687                             realdialoguetype > 0 &&
5688                             (dialoguegonethrough[i] == 0 || !special) &&
5689                             (special || Input::isKeyPressed(attackkey))) {
5690                         if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
5691                                 Person::players[realdialoguetype]->howactive >= typedead1 ||
5692                                 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
5693                             whichdialogue = i;
5694                             for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
5695                                 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
5696                                 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5697                                 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5698                                 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
5699                                 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
5700                                 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
5701                             }
5702                             directing = 0;
5703                             indialogue = 0;
5704                             dialoguetime = 0;
5705                             dialoguegonethrough[i]++;
5706                             if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5707                                 playdialogueboxsound();
5708                             }
5709                         }
5710                     }
5711                 }
5712
5713             windvar += multiplier;
5714             smoketex += multiplier;
5715             tutorialstagetime += multiplier;
5716
5717             //hotspots
5718             static float hotspotvisual[40];
5719             if (numhotspots) {
5720                 XYZ hotspotsprite;
5721                 if (editorenabled)
5722                     for (int i = 0; i < numhotspots; i++)
5723                         hotspotvisual[i] -= multiplier / 320;
5724
5725                 for (int i = 0; i < numhotspots; i++) {
5726                     while (hotspotvisual[i] < 0) {
5727                         hotspotsprite = 0;
5728                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5729                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5730                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5731                         hotspotsprite += hotspot[i];
5732                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5733                         hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5734                     }
5735                 }
5736
5737                 for (int i = 0; i < numhotspots; i++) {
5738                     if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5739                         hotspot[i] = Person::players[hotspottype[i]]->coords;
5740                     }
5741                 }
5742             }
5743
5744             //Tutorial
5745             if (tutoriallevel) {
5746                 doTutorial();
5747             }
5748
5749             //bonuses
5750             if (tutoriallevel != 1) {
5751                 if (bonustime == 0 &&
5752                         bonus != solidhit &&
5753                         bonus != spinecrusher &&
5754                         bonus != tracheotomy &&
5755                         bonus != backstab &&
5756                         bonusvalue > 10) {
5757                     emit_sound_np(consolesuccesssound);
5758                 }
5759             } else if (bonustime == 0) {
5760                 emit_sound_np(fireendsound);
5761             }
5762             if (bonustime == 0) {
5763                 if (bonus != solidhit &&
5764                         bonus != twoxcombo &&
5765                         bonus != threexcombo &&
5766                         bonus != fourxcombo &&
5767                         bonus != megacombo)
5768                     bonusnum[bonus]++;
5769                 else
5770                     bonusnum[bonus] += 0.15;
5771                 if (tutoriallevel)
5772                     bonusvalue = 0;
5773                 bonusvalue /= bonusnum[bonus];
5774                 bonustotal += bonusvalue;
5775             }
5776             bonustime += multiplier;
5777
5778             //snow effects
5779             if (environment == snowyenvironment) {
5780                 precipdelay -= multiplier;
5781                 while (precipdelay < 0) {
5782                     precipdelay += .04;
5783                     if (!detail)
5784                         precipdelay += .04;
5785                     XYZ footvel, footpoint;
5786
5787                     footvel = 0;
5788                     footpoint = viewer + viewerfacing * 6;
5789                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5790                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5791                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5792                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5793                 }
5794             }
5795
5796
5797             doAerialAcrobatics();
5798
5799
5800             static XYZ oldviewer;
5801
5802             //control keys
5803             if (indialogue == -1) {
5804                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5805                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5806                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5807                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5808                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5809                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5810                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5811                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5812             } else {
5813                 Person::players[0]->forwardkeydown = 0;
5814                 Person::players[0]->leftkeydown = 0;
5815                 Person::players[0]->backkeydown = 0;
5816                 Person::players[0]->rightkeydown = 0;
5817                 Person::players[0]->jumpkeydown = 0;
5818                 Person::players[0]->crouchkeydown = 0;
5819                 Person::players[0]->drawkeydown = 0;
5820                 Person::players[0]->throwkeydown = 0;
5821             }
5822
5823             if (!Person::players[0]->jumpkeydown)
5824                 Person::players[0]->jumpclimb = 0;
5825
5826
5827             if (indialogue != -1) {
5828                 cameramode = 1;
5829                 if (directing) {
5830                     facing = 0;
5831                     facing.z = -1;
5832
5833                     facing = DoRotation(facing, -pitch, 0, 0);
5834                     facing = DoRotation(facing, 0, 0 - yaw, 0);
5835
5836                     flatfacing = 0;
5837                     flatfacing.z = -1;
5838
5839                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5840
5841                     if (Input::isKeyDown(forwardkey))
5842                         viewer += facing * multiplier * 4;
5843                     if (Input::isKeyDown(backkey))
5844                         viewer -= facing * multiplier * 4;
5845                     if (Input::isKeyDown(leftkey))
5846                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5847                     if (Input::isKeyDown(rightkey))
5848                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5849                     if (Input::isKeyDown(jumpkey))
5850                         viewer.y += multiplier * 4;
5851                     if (Input::isKeyDown(crouchkey))
5852                         viewer.y -= multiplier * 4;
5853                     if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
5854                              Input::isKeyPressed(SDL_SCANCODE_2) ||
5855                              Input::isKeyPressed(SDL_SCANCODE_3) ||
5856                              Input::isKeyPressed(SDL_SCANCODE_4) ||
5857                              Input::isKeyPressed(SDL_SCANCODE_5) ||
5858                              Input::isKeyPressed(SDL_SCANCODE_6) ||
5859                              Input::isKeyPressed(SDL_SCANCODE_7) ||
5860                              Input::isKeyPressed(SDL_SCANCODE_8) ||
5861                              Input::isKeyPressed(SDL_SCANCODE_9) ||
5862                              Input::isKeyPressed(SDL_SCANCODE_0) ||
5863                              Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5864                         int whichend;
5865                         if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5866                         if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5867                         if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5868                         if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5869                         if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5870                         if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5871                         if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5872                         if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5873                         if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5874                         if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5875                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5876                             whichend = -1;
5877                         if (whichend != -1) {
5878                             participantfocus[whichdialogue][indialogue] = whichend;
5879                             participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
5880                             participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
5881                         }
5882                         if (whichend == -1) {
5883                             participantfocus[whichdialogue][indialogue] = -1;
5884                         }
5885                         if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5886                             indialogue = -1;
5887                             directing = 0;
5888                             cameramode = 0;
5889                         }
5890                         dialoguecamera[whichdialogue][indialogue] = viewer;
5891                         dialoguecamerayaw[whichdialogue][indialogue] = yaw;
5892                         dialoguecamerapitch[whichdialogue][indialogue] = pitch;
5893                         indialogue++;
5894                         if (indialogue < numdialogueboxes[whichdialogue]) {
5895                             if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5896                                 playdialogueboxsound();
5897                             }
5898                         }
5899
5900                         for (unsigned j = 0; j < Person::players.size(); j++) {
5901                             participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
5902                         }
5903                     }
5904                     //TODO: should these be KeyDown or KeyPressed?
5905                     if (     Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5906                              Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5907                              Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5908                              Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5909                              Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5910                              Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5911                              Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5912                              Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5913                              Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5914                              Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5915                         int whichend;
5916                         if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5917                         if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5918                         if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5919                         if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5920                         if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5921                         if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5922                         if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5923                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5924                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5925                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5926                         participantfacing[whichdialogue][indialogue][whichend] = facing;
5927                     }
5928                     if (indialogue >= numdialogueboxes[whichdialogue]) {
5929                         indialogue = -1;
5930                         directing = 0;
5931                         cameramode = 0;
5932                     }
5933                 }
5934                 if (!directing) {
5935                     pause_sound(whooshsound);
5936                     viewer = dialoguecamera[whichdialogue][indialogue];
5937                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5938                     yaw = dialoguecamerayaw[whichdialogue][indialogue];
5939                     pitch = dialoguecamerapitch[whichdialogue][indialogue];
5940                     if (dialoguetime > 0.5)
5941                         if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
5942                                  Input::isKeyPressed(SDL_SCANCODE_2) ||
5943                                  Input::isKeyPressed(SDL_SCANCODE_3) ||
5944                                  Input::isKeyPressed(SDL_SCANCODE_4) ||
5945                                  Input::isKeyPressed(SDL_SCANCODE_5) ||
5946                                  Input::isKeyPressed(SDL_SCANCODE_6) ||
5947                                  Input::isKeyPressed(SDL_SCANCODE_7) ||
5948                                  Input::isKeyPressed(SDL_SCANCODE_8) ||
5949                                  Input::isKeyPressed(SDL_SCANCODE_9) ||
5950                                  Input::isKeyPressed(SDL_SCANCODE_0) ||
5951                                  Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
5952                                  Input::isKeyPressed(attackkey)) {
5953                             indialogue++;
5954                             if (indialogue < numdialogueboxes[whichdialogue]) {
5955                                 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5956                                     playdialogueboxsound();
5957                                     if (dialogueboxsound[whichdialogue][indialogue] == -5) {
5958                                         hotspot[numhotspots] = Person::players[0]->coords;
5959                                         hotspotsize[numhotspots] = 10;
5960                                         hotspottype[numhotspots] = -1;
5961
5962                                         numhotspots++;
5963                                     }
5964                                     if (dialogueboxsound[whichdialogue][indialogue] == -6) {
5965                                         hostile = 1;
5966                                     }
5967
5968                                     if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5969                                         indialogue = -1;
5970                                         directing = 0;
5971                                         cameramode = 0;
5972                                     }
5973                                 }
5974                             }
5975                         }
5976                     if (indialogue >= numdialogueboxes[whichdialogue]) {
5977                         indialogue = -1;
5978                         directing = 0;
5979                         cameramode = 0;
5980                         if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
5981                             hostile = 1;
5982                         }
5983                         if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
5984                             windialogue = true;
5985                         }
5986                         if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
5987                             hostile = 1;
5988                             for (unsigned i = 1; i < Person::players.size(); i++) {
5989                                 Person::players[i]->aitype = attacktypecutoff;
5990                             }
5991                         }
5992                     }
5993                 }
5994             }
5995
5996             if (!Person::players[0]->jumpkeydown) {
5997                 Person::players[0]->jumptogglekeydown = 0;
5998             }
5999             if (Person::players[0]->jumpkeydown &&
6000                     Person::players[0]->animTarget != jumpupanim &&
6001                     Person::players[0]->animTarget != jumpdownanim &&
6002                     !Person::players[0]->isFlip())
6003                 Person::players[0]->jumptogglekeydown = 1;
6004
6005
6006             dialoguetime += multiplier;
6007             hawkyaw += multiplier * 25;
6008             realhawkcoords = 0;
6009             realhawkcoords.x = 25;
6010             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
6011             hawkcalldelay -= multiplier / 2;
6012
6013             if (hawkcalldelay <= 0) {
6014                 emit_sound_at(hawksound, realhawkcoords);
6015
6016                 hawkcalldelay = 16 + abs(Random() % 8);
6017             }
6018
6019             doDebugKeys();
6020
6021             doAttacks();
6022
6023             doPlayerCollisions();
6024
6025             doJumpReversals();
6026
6027             for (unsigned k = 0; k < Person::players.size(); k++)
6028                 if (k != 0 && Person::players[k]->immobile)
6029                     Person::players[k]->coords = Person::players[k]->realoldcoords;
6030
6031             for (unsigned k = 0; k < Person::players.size(); k++) {
6032                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6033                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6034                         Person::players[k]->DoDamage(1000);
6035                     }
6036                 }
6037             }
6038
6039             //respawn
6040             static bool respawnkeydown;
6041             if (!editorenabled &&
6042                     (whichlevel != -2 &&
6043                      (Input::isKeyDown(SDL_SCANCODE_Z) &&
6044                       Input::isKeyDown(SDL_SCANCODE_LGUI) &&
6045                       debugmode) ||
6046                      (Input::isKeyDown(jumpkey) &&
6047                       !respawnkeydown &&
6048                       !oldattackkey &&
6049                       Person::players[0]->dead))) {
6050                 targetlevel = whichlevel;
6051                 loading = 1;
6052                 leveltime = 5;
6053             }
6054             if (!Input::isKeyDown(jumpkey))
6055                 respawnkeydown = 0;
6056             if (Input::isKeyDown(jumpkey))
6057                 respawnkeydown = 1;
6058
6059
6060
6061
6062             static bool movekey;
6063
6064             //?
6065             for (unsigned i = 0; i < Person::players.size(); i++) {
6066                 static float oldtargetyaw;
6067                 if (!Person::players[i]->skeleton.free) {
6068                     oldtargetyaw = Person::players[i]->targetyaw;
6069                     if (i == 0 && indialogue == -1) {
6070                         //TODO: refactor repetitive code
6071                         if (!animation[Person::players[0]->animTarget].attack &&
6072                                 Person::players[0]->animTarget != staggerbackhighanim &&
6073                                 Person::players[0]->animTarget != staggerbackhardanim &&
6074                                 Person::players[0]->animTarget != crouchremoveknifeanim &&
6075                                 Person::players[0]->animTarget != removeknifeanim &&
6076                                 Person::players[0]->animTarget != backhandspringanim &&
6077                                 Person::players[0]->animTarget != dodgebackanim &&
6078                                 Person::players[0]->animTarget != walljumprightkickanim &&
6079                                 Person::players[0]->animTarget != walljumpleftkickanim) {
6080                             if (cameramode)
6081                                 Person::players[0]->targetyaw = 0;
6082                             else
6083                                 Person::players[0]->targetyaw = -yaw + 180;
6084                         }
6085
6086                         facing = 0;
6087                         facing.z = -1;
6088
6089                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6090                         if (cameramode) {
6091                             facing = flatfacing;
6092                         } else {
6093                             facing = DoRotation(facing, -pitch, 0, 0);
6094                             facing = DoRotation(facing, 0, 0 - yaw, 0);
6095                         }
6096
6097                         Person::players[0]->lookyaw = -yaw;
6098
6099                         Person::players[i]->targetheadyaw = yaw;
6100                         Person::players[i]->targetheadpitch = pitch;
6101                     }
6102                     if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
6103                         if (!animation[Person::players[i]->animTarget].attack &&
6104                                 Person::players[i]->animTarget != staggerbackhighanim &&
6105                                 Person::players[i]->animTarget != staggerbackhardanim &&
6106                                 Person::players[i]->animTarget != crouchremoveknifeanim &&
6107                                 Person::players[i]->animTarget != removeknifeanim &&
6108                                 Person::players[i]->animTarget != backhandspringanim &&
6109                                 Person::players[i]->animTarget != dodgebackanim &&
6110                                 Person::players[i]->animTarget != walljumprightkickanim &&
6111                                 Person::players[i]->animTarget != walljumpleftkickanim) {
6112                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
6113                         }
6114
6115                         facing = 0;
6116                         facing.z = -1;
6117
6118                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6119
6120                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
6121                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
6122
6123                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
6124                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
6125                     }
6126                     if (indialogue != -1) {
6127                         Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
6128                         Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
6129                     }
6130
6131                     if (leveltime < .5)
6132                         numenvsounds = 0;
6133
6134                     Person::players[i]->avoidsomething = 0;
6135
6136                     //avoid flaming things
6137                     for (int j = 0; j < objects.numobjects; j++)
6138                         if (objects.onfire[j])
6139                             if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
6140                                 if (     distsq(&Person::players[i]->coords, &objects.position[j]) <
6141                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6142                                     Person::players[i]->collided = 0;
6143                                     Person::players[i]->avoidcollided = 1;
6144                                     if (Person::players[i]->avoidsomething == 0 ||
6145                                             distsq(&Person::players[i]->coords, &objects.position[j]) <
6146                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6147                                         Person::players[i]->avoidwhere = objects.position[j];
6148                                         Person::players[i]->avoidsomething = 1;
6149                                     }
6150                                 }
6151
6152                     //avoid flaming players
6153                     for (unsigned j = 0; j < Person::players.size(); j++)
6154                         if (Person::players[j]->onfire)
6155                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
6156                                 if (     distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6157                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6158                                     Person::players[i]->collided = 0;
6159                                     Person::players[i]->avoidcollided = 1;
6160                                     if (Person::players[i]->avoidsomething == 0 ||
6161                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6162                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6163                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
6164                                         Person::players[i]->avoidsomething = 1;
6165                                     }
6166                                 }
6167
6168                     if (Person::players[i]->collided > .8)
6169                         Person::players[i]->avoidcollided = 0;
6170
6171                     doAI(i);
6172
6173                     if (animation[Person::players[i]->animTarget].attack == reversed) {
6174                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
6175                         Person::players[i]->forwardkeydown = 0;
6176                         Person::players[i]->leftkeydown = 0;
6177                         Person::players[i]->backkeydown = 0;
6178                         Person::players[i]->rightkeydown = 0;
6179                         Person::players[i]->jumpkeydown = 0;
6180                         Person::players[i]->attackkeydown = 0;
6181                         //Person::players[i]->crouchkeydown=0;
6182                         Person::players[i]->throwkeydown = 0;
6183                     }
6184
6185                     if (indialogue != -1) {
6186                         Person::players[i]->forwardkeydown = 0;
6187                         Person::players[i]->leftkeydown = 0;
6188                         Person::players[i]->backkeydown = 0;
6189                         Person::players[i]->rightkeydown = 0;
6190                         Person::players[i]->jumpkeydown = 0;
6191                         Person::players[i]->crouchkeydown = 0;
6192                         Person::players[i]->drawkeydown = 0;
6193                         Person::players[i]->throwkeydown = 0;
6194                     }
6195
6196                     if (Person::players[i]->collided < -.3)
6197                         Person::players[i]->collided = -.3;
6198                     if (Person::players[i]->collided > 1)
6199                         Person::players[i]->collided = 1;
6200                     Person::players[i]->collided -= multiplier * 4;
6201                     Person::players[i]->whichdirectiondelay -= multiplier;
6202                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
6203                         Person::players[i]->avoidcollided = -.3;
6204                         Person::players[i]->whichdirection = abs(Random() % 2);
6205                         Person::players[i]->whichdirectiondelay = .4;
6206                     }
6207                     if (Person::players[i]->avoidcollided > 1)
6208                         Person::players[i]->avoidcollided = 1;
6209                     Person::players[i]->avoidcollided -= multiplier / 4;
6210                     if (!Person::players[i]->skeleton.free) {
6211                         Person::players[i]->stunned -= multiplier;
6212                         Person::players[i]->surprised -= multiplier;
6213                     }
6214                     if (i != 0 && Person::players[i]->surprised <= 0 &&
6215                             Person::players[i]->aitype == attacktypecutoff &&
6216                             !Person::players[i]->dead &&
6217                             !Person::players[i]->skeleton.free &&
6218                             animation[Person::players[i]->animTarget].attack == neutral)
6219                         numresponded = 1;
6220
6221                     if (!Person::players[i]->throwkeydown)
6222                         Person::players[i]->throwtogglekeydown = 0;
6223
6224                     //pick up weapon
6225                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6226                         if (Person::players[i]->weaponactive == -1 &&
6227                                 Person::players[i]->num_weapons < 2 &&
6228                                 (Person::players[i]->isIdle() ||
6229                                  Person::players[i]->isCrouch() ||
6230                                  Person::players[i]->animTarget == sneakanim ||
6231                                  Person::players[i]->animTarget == rollanim ||
6232                                  Person::players[i]->animTarget == backhandspringanim ||
6233                                  Person::players[i]->isFlip() ||
6234                                  Person::players[i]->aitype != playercontrolled)) {
6235                             for (unsigned j = 0; j < weapons.size(); j++) {
6236                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6237                                         Person::players[i]->aitype == playercontrolled) &&
6238                                         weapons[j].owner == -1 &&
6239                                         Person::players[i]->weaponactive == -1)
6240                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6241                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6242                                             if (Person::players[i]->isCrouch() ||
6243                                                     Person::players[i]->animTarget == sneakanim ||
6244                                                     Person::players[i]->isRun() ||
6245                                                     Person::players[i]->isIdle() ||
6246                                                     Person::players[i]->aitype != playercontrolled) {
6247                                                 Person::players[i]->throwtogglekeydown = 1;
6248                                                 Person::players[i]->setAnimation(crouchremoveknifeanim);
6249                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6250                                                 Person::players[i]->hasvictim = 0;
6251                                             }
6252                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6253                                                 Person::players[i]->throwtogglekeydown = 1;
6254                                                 Person::players[i]->hasvictim = 0;
6255
6256                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6257                                                         Person::players[i]->aitype == playercontrolled) &&
6258                                                         weapons[j].owner == -1 ||
6259                                                         Person::players[i]->victim &&
6260                                                         weapons[j].owner == int(Person::players[i]->victim->id))
6261                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6262                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6263                                                             if (weapons[j].getType() != staff)
6264                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6265
6266                                                             Person::players[i]->takeWeapon(j);
6267                                                         }
6268                                             }
6269                                         } else if ((Person::players[i]->isIdle() ||
6270                                                     Person::players[i]->isFlip() ||
6271                                                     Person::players[i]->aitype != playercontrolled) &&
6272                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6273                                                    Person::players[i]->coords.y < weapons[j].position.y) {
6274                                             if (!Person::players[i]->isFlip()) {
6275                                                 Person::players[i]->throwtogglekeydown = 1;
6276                                                 Person::players[i]->setAnimation(removeknifeanim);
6277                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6278                                             }
6279                                             if (Person::players[i]->isFlip()) {
6280                                                 Person::players[i]->throwtogglekeydown = 1;
6281                                                 Person::players[i]->hasvictim = 0;
6282
6283                                                 for (unsigned k = 0; k < weapons.size(); k++) {
6284                                                     if (Person::players[i]->weaponactive == -1)
6285                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6286                                                                 Person::players[i]->aitype == playercontrolled) &&
6287                                                                 weapons[k].owner == -1 ||
6288                                                                 Person::players[i]->victim &&
6289                                                                 weapons[k].owner == int(Person::players[i]->victim->id))
6290                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6291                                                                     Person::players[i]->weaponactive == -1) {
6292                                                                 if (weapons[k].getType() != staff)
6293                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6294
6295                                                                 Person::players[i]->takeWeapon(k);
6296                                                             }
6297                                                 }
6298                                             }
6299                                         }
6300                                     }
6301                             }
6302                             if (Person::players[i]->isCrouch() ||
6303                                     Person::players[i]->animTarget == sneakanim ||
6304                                     Person::players[i]->isRun() ||
6305                                     Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6306                                     Person::players[i]->animTarget == backhandspringanim) {
6307                                 if (Person::players.size() > 1)
6308                                     for (unsigned j = 0; j < Person::players.size(); j++) {
6309                                         if (Person::players[i]->weaponactive == -1)
6310                                             if (j != i)
6311                                                 if (Person::players[j]->num_weapons &&
6312                                                         Person::players[j]->skeleton.free &&
6313                                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6314                                                         (((Person::players[j]->skeleton.forward.y < 0 &&
6315                                                            Person::players[j]->weaponstuckwhere == 0) ||
6316                                                           (Person::players[j]->skeleton.forward.y > 0 &&
6317                                                            Person::players[j]->weaponstuckwhere == 1)) ||
6318                                                          Person::players[j]->weaponstuck == -1 ||
6319                                                          Person::players[j]->num_weapons > 1)) {
6320                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6321                                                         Person::players[i]->throwtogglekeydown = 1;
6322                                                         Person::players[i]->victim = Person::players[j];
6323                                                         Person::players[i]->hasvictim = 1;
6324                                                         Person::players[i]->setAnimation(crouchremoveknifeanim);
6325                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6326                                                     }
6327                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6328                                                         Person::players[i]->throwtogglekeydown = 1;
6329                                                         Person::players[i]->victim = Person::players[j];
6330                                                         Person::players[i]->hasvictim = 1;
6331                                                         int k = Person::players[j]->weaponids[0];
6332                                                         if (Person::players[i]->hasvictim) {
6333                                                             bool fleshstuck;
6334                                                             fleshstuck = 0;
6335                                                             if (Person::players[i]->victim->weaponstuck != -1) {
6336                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6337                                                                     fleshstuck = 1;
6338                                                                 }
6339                                                             }
6340                                                             if (!fleshstuck) {
6341                                                                 if (weapons[k].getType() != staff)
6342                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6343                                                             }
6344                                                             if (fleshstuck)
6345                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6346
6347                                                             if (weapons[k].owner != -1) {
6348                                                                 if (Person::players[i]->victim->num_weapons == 1)
6349                                                                     Person::players[i]->victim->num_weapons = 0;
6350                                                                 else
6351                                                                     Person::players[i]->victim->num_weapons = 1;
6352
6353                                                                 Person::players[i]->victim->skeleton.longdead = 0;
6354                                                                 Person::players[i]->victim->skeleton.free = 1;
6355                                                                 Person::players[i]->victim->skeleton.broken = 0;
6356
6357                                                                 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6358                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6359                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
6360                                                                 }
6361
6362                                                                 XYZ relative;
6363                                                                 relative = 0;
6364                                                                 relative.y = 10;
6365                                                                 Normalise(&relative);
6366                                                                 XYZ footvel, footpoint;
6367                                                                 footvel = 0;
6368                                                                 footpoint = weapons[k].position;
6369                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
6370                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6371                                                                         if (bloodtoggle)
6372                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6373                                                                         weapons[k].bloody = 2;
6374                                                                         weapons[k].blooddrip = 5;
6375                                                                         Person::players[i]->victim->weaponstuck = -1;
6376                                                                         Person::players[i]->victim->bloodloss += 2000;
6377                                                                         Person::players[i]->victim->DoDamage(2000);
6378                                                                     }
6379                                                                 }
6380                                                                 if (Person::players[i]->victim->num_weapons > 0) {
6381                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6382                                                                         Person::players[i]->victim->weaponstuck = 0;
6383                                                                     if (Person::players[i]->victim->weaponids[0] == k)
6384                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6385                                                                 }
6386
6387                                                                 Person::players[i]->victim->weaponactive = -1;
6388
6389                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6390                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
6391                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6392                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6393                                                             }
6394                                                             Person::players[i]->takeWeapon(k);
6395                                                         }
6396                                                     }
6397                                                 }
6398                                     }
6399                             }
6400                         }
6401                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6402                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6403                                 if (Person::players[i]->isIdle() ||
6404                                         Person::players[i]->isRun() ||
6405                                         Person::players[i]->isCrouch() ||
6406                                         Person::players[i]->animTarget == sneakanim ||
6407                                         Person::players[i]->isFlip())
6408                                     if (Person::players.size() > 1)
6409                                         for (unsigned j = 0; j < Person::players.size(); j++) {
6410                                             if (i != j)
6411                                                 if (tutoriallevel != 1 || tutorialstage == 49)
6412                                                     if (hostile)
6413                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6414                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6415                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6416                                                                 !Person::players[j]->skeleton.free &&
6417                                                                 -1 == checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
6418                                                             if (!Person::players[i]->isFlip()) {
6419                                                                 Person::players[i]->throwtogglekeydown = 1;
6420                                                                 Person::players[i]->victim = Person::players[j];
6421                                                                 Person::players[i]->setAnimation(knifethrowanim);
6422                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6423                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6424                                                             }
6425                                                             if (Person::players[i]->isFlip()) {
6426                                                                 if (Person::players[i]->weaponactive != -1) {
6427                                                                     Person::players[i]->throwtogglekeydown = 1;
6428                                                                     Person::players[i]->victim = Person::players[j];
6429                                                                     XYZ aim;
6430                                                                     aim = Person::players[i]->victim->coords + DoRotation(Person::players[i]->victim->jointPos(abdomen), 0, Person::players[i]->victim->yaw, 0) * Person::players[i]->victim->scale + Person::players[i]->victim->velocity * findDistance(&Person::players[i]->victim->coords, &Person::players[i]->coords) / 50 - (Person::players[i]->coords + DoRotation(Person::players[i]->jointPos(righthand), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale);
6431                                                                     Normalise(&aim);
6432
6433                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6434
6435                                                                     weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6436                                                                     Person::players[i]->num_weapons--;
6437                                                                     if (Person::players[i]->num_weapons) {
6438                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6439                                                                     }
6440                                                                     Person::players[i]->weaponactive = -1;
6441                                                                 }
6442                                                             }
6443                                                         }
6444                                         }
6445                             }
6446                         }
6447                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6448                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6449                                 Person::players[i]->throwtogglekeydown = 1;
6450                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
6451                                 if (tempVelocity.x == 0)
6452                                     tempVelocity.x = .1;
6453                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6454                                 Person::players[i]->num_weapons--;
6455                                 if (Person::players[i]->num_weapons) {
6456                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6457                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6458                                         Person::players[i]->weaponstuck = 0;
6459                                 }
6460
6461                                 Person::players[i]->weaponactive = -1;
6462                                 for (unsigned j = 0; j < Person::players.size(); j++) {
6463                                     Person::players[j]->wentforweapon = 0;
6464                                 }
6465                             }
6466                         }
6467
6468                     }
6469
6470                     //draw weapon
6471                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6472                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6473                                 (Person::players[i]->num_weapons == 2) &&
6474                                 (Person::players[i]->weaponactive == -1) &&
6475                                 Person::players[i]->isIdle() ||
6476                                 Person::players[0]->dead &&
6477                                 (Person::players[i]->weaponactive != -1) &&
6478                                 i != 0) {
6479                             bool isgood = true;
6480                             if (Person::players[i]->weaponactive != -1)
6481                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6482                                     isgood = false;
6483                             if (isgood && Person::players[i]->creature != wolftype) {
6484                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6485                                     Person::players[i]->setAnimation(drawrightanim);
6486                                     Person::players[i]->drawtogglekeydown = 1;
6487                                 }
6488                                 if ((Person::players[i]->isIdle() ||
6489                                         (Person::players[i]->aitype != playercontrolled &&
6490                                          Person::players[0]->weaponactive != -1 &&
6491                                          Person::players[i]->isRun())) &&
6492                                         Person::players[i]->num_weapons &&
6493                                         weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6494                                     Person::players[i]->setAnimation(drawleftanim);
6495                                     Person::players[i]->drawtogglekeydown = 1;
6496                                 }
6497                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6498                                     Person::players[i]->setAnimation(crouchdrawrightanim);
6499                                     Person::players[i]->drawtogglekeydown = 1;
6500                                 }
6501                             }
6502                         }
6503                     }
6504
6505                     //clean weapon
6506                     if (Person::players[i]->weaponactive != -1) {
6507                         if (Person::players[i]->isCrouch() &&
6508                                 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6509                                 bloodtoggle &&
6510                                 Person::players[i]->onterrain &&
6511                                 Person::players[i]->num_weapons &&
6512                                 Person::players[i]->attackkeydown &&
6513                                 musictype != stream_fighttheme) {
6514                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6515                                 Person::players[i]->setAnimation(crouchstabanim);
6516                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6517                                 Person::players[i]->setAnimation(swordgroundstabanim);
6518                             Person::players[i]->hasvictim = 0;
6519                         }
6520                     }
6521
6522                     if (!Person::players[i]->drawkeydown)
6523                         Person::players[i]->drawtogglekeydown = 0;
6524
6525                     XYZ absflatfacing;
6526                     if (i == 0) {
6527                         absflatfacing = 0;
6528                         absflatfacing.z = -1;
6529
6530                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6531                     } else
6532                         absflatfacing = flatfacing;
6533
6534                     if (indialogue != -1) {
6535                         Person::players[i]->forwardkeydown = 0;
6536                         Person::players[i]->leftkeydown = 0;
6537                         Person::players[i]->backkeydown = 0;
6538                         Person::players[i]->rightkeydown = 0;
6539                         Person::players[i]->jumpkeydown = 0;
6540                         Person::players[i]->crouchkeydown = 0;
6541                         Person::players[i]->drawkeydown = 0;
6542                         Person::players[i]->throwkeydown = 0;
6543                     }
6544                     movekey = 0;
6545                     //Do controls
6546                     if (!animation[Person::players[i]->animTarget].attack &&
6547                             Person::players[i]->animTarget != staggerbackhighanim &&
6548                             Person::players[i]->animTarget != staggerbackhardanim &&
6549                             Person::players[i]->animTarget != backhandspringanim &&
6550                             Person::players[i]->animTarget != dodgebackanim) {
6551                         if (!Person::players[i]->forwardkeydown)
6552                             Person::players[i]->forwardstogglekeydown = 0;
6553                         if (Person::players[i]->crouchkeydown) {
6554                             //Crouch
6555                             target = -2;
6556                             if (i == 0) {
6557                                 Person::players[i]->superruntoggle = 1;
6558                                 if (Person::players.size() > 1)
6559                                     for (unsigned j = 0; j < Person::players.size(); j++)
6560                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6561                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6562                                                 Person::players[i]->superruntoggle = 0;
6563                             }
6564
6565                             if (Person::players.size() > 1)
6566                                 for (unsigned j = 0; j < Person::players.size(); j++) {
6567                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6568                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6569                                                 Person::players[j]->victim == Person::players[i] &&
6570                                                 (Person::players[j]->animTarget == sweepanim ||
6571                                                  Person::players[j]->animTarget == upunchanim ||
6572                                                  Person::players[j]->animTarget == wolfslapanim ||
6573                                                  ((Person::players[j]->animTarget == swordslashanim ||
6574                                                    Person::players[j]->animTarget == knifeslashstartanim ||
6575                                                    Person::players[j]->animTarget == staffhitanim ||
6576                                                    Person::players[j]->animTarget == staffspinhitanim) &&
6577                                                   distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6578                                             if (target >= 0)
6579                                                 target = -1;
6580                                             else
6581                                                 target = j;
6582                                         }
6583                                     }
6584                                 }
6585                             if (target >= 0)
6586                                 Person::players[target]->Reverse();
6587                             Person::players[i]->lowreversaldelay = .5;
6588
6589                             if (Person::players[i]->isIdle()) {
6590                                 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6591                                 Person::players[i]->transspeed = 10;
6592                             }
6593                             if (Person::players[i]->isRun() ||
6594                                     (Person::players[i]->isStop() &&
6595                                      (Person::players[i]->leftkeydown ||
6596                                       Person::players[i]->rightkeydown ||
6597                                       Person::players[i]->forwardkeydown ||
6598                                       Person::players[i]->backkeydown))) {
6599                                 Person::players[i]->setAnimation(rollanim);
6600                                 Person::players[i]->transspeed = 20;
6601                             }
6602                         }
6603                         if (!Person::players[i]->crouchkeydown) {
6604                             //Uncrouch
6605                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6606                                 Person::players[i]->superruntoggle = 0;
6607                             target = -2;
6608                             if (Person::players[i]->isCrouch()) {
6609                                 if (Person::players.size() > 1)
6610                                     for (unsigned j = 0; j < Person::players.size(); j++) {
6611                                         if (j != i &&
6612                                                 !Person::players[j]->skeleton.free &&
6613                                                 Person::players[j]->victim &&
6614                                                 Person::players[i]->highreversaldelay <= 0) {
6615                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6616                                                     Person::players[j]->victim == Person::players[i] &&
6617                                                     (Person::players[j]->animTarget == spinkickanim) &&
6618                                                     Person::players[i]->isCrouch()) {
6619                                                 if (target >= 0)
6620                                                     target = -1;
6621                                                 else
6622                                                     target = j;
6623                                             }
6624                                         }
6625                                     }
6626                                 if (target >= 0)
6627                                     Person::players[target]->Reverse();
6628                                 Person::players[i]->highreversaldelay = .5;
6629
6630                                 if (Person::players[i]->isCrouch()) {
6631                                     if (!Person::players[i]->wasCrouch()) {
6632                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6633                                         Person::players[i]->frameCurrent = 0;
6634                                     }
6635                                     Person::players[i]->setAnimation(Person::players[i]->getIdle());
6636                                     Person::players[i]->transspeed = 10;
6637                                 }
6638                             }
6639                             if (Person::players[i]->animTarget == sneakanim) {
6640                                 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6641                                 Person::players[i]->transspeed = 10;
6642                             }
6643                         }
6644                         if (Person::players[i]->forwardkeydown) {
6645                             if (Person::players[i]->isIdle() ||
6646                                     (Person::players[i]->isStop() &&
6647                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6648                                     (Person::players[i]->isLanding() &&
6649                                      Person::players[i]->frameTarget > 0 &&
6650                                      !Person::players[i]->jumpkeydown) ||
6651                                     (Person::players[i]->isLandhard() &&
6652                                      Person::players[i]->frameTarget > 0 &&
6653                                      !Person::players[i]->jumpkeydown &&
6654                                      Person::players[i]->crouchkeydown)) {
6655                                 if (Person::players[i]->aitype == passivetype)
6656                                     Person::players[i]->setAnimation(walkanim);
6657                                 else
6658                                     Person::players[i]->setAnimation(Person::players[i]->getRun());
6659                             }
6660                             if (Person::players[i]->isCrouch()) {
6661                                 Person::players[i]->animTarget = sneakanim;
6662                                 if (Person::players[i]->wasCrouch())
6663                                     Person::players[i]->target = 0;
6664                                 Person::players[i]->frameTarget = 0;
6665                             }
6666                             if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6667                                 Person::players[i]->setAnimation(climbanim);
6668                                 Person::players[i]->frameTarget = 1;
6669                                 Person::players[i]->jumpclimb = 1;
6670                             }
6671                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6672                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6673                             }
6674                             Person::players[i]->forwardstogglekeydown = 1;
6675                             movekey = 1;
6676                         }
6677                         if (Person::players[i]->rightkeydown) {
6678                             if (Person::players[i]->isIdle() ||
6679                                     (Person::players[i]->isStop() &&
6680                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6681                                     (Person::players[i]->isLanding() &&
6682                                      Person::players[i]->frameTarget > 0 &&
6683                                      !Person::players[i]->jumpkeydown) ||
6684                                     (Person::players[i]->isLandhard() &&
6685                                      Person::players[i]->frameTarget > 0 &&
6686                                      !Person::players[i]->jumpkeydown &&
6687                                      Person::players[i]->crouchkeydown)) {
6688                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
6689                             }
6690                             if (Person::players[i]->isCrouch()) {
6691                                 Person::players[i]->animTarget = sneakanim;
6692                                 if (Person::players[i]->wasCrouch())
6693                                     Person::players[i]->target = 0;
6694                                 Person::players[i]->frameTarget = 0;
6695                             }
6696                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6697                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6698                             }
6699                             Person::players[i]->targetyaw -= 90;
6700                             if (Person::players[i]->forwardkeydown)
6701                                 Person::players[i]->targetyaw += 45;
6702                             if (Person::players[i]->backkeydown)
6703                                 Person::players[i]->targetyaw -= 45;
6704                             movekey = 1;
6705                         }
6706                         if ( Person::players[i]->leftkeydown) {
6707                             if (Person::players[i]->isIdle() ||
6708                                     (Person::players[i]->isStop() &&
6709                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6710                                     (Person::players[i]->isLanding() &&
6711                                      Person::players[i]->frameTarget > 0 &&
6712                                      !Person::players[i]->jumpkeydown) ||
6713                                     (Person::players[i]->isLandhard() &&
6714                                      Person::players[i]->frameTarget > 0 &&
6715                                      !Person::players[i]->jumpkeydown &&
6716                                      Person::players[i]->crouchkeydown)) {
6717                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
6718                             }
6719                             if (Person::players[i]->isCrouch()) {
6720                                 Person::players[i]->animTarget = sneakanim;
6721                                 if (Person::players[i]->wasCrouch())
6722                                     Person::players[i]->target = 0;
6723                                 Person::players[i]->frameTarget = 0;
6724                             }
6725                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6726                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6727                             }
6728                             Person::players[i]->targetyaw += 90;
6729                             if (Person::players[i]->forwardkeydown)
6730                                 Person::players[i]->targetyaw -= 45;
6731                             if (Person::players[i]->backkeydown)
6732                                 Person::players[i]->targetyaw += 45;
6733                             movekey = 1;
6734                         }
6735                         if (Person::players[i]->backkeydown) {
6736                             if (Person::players[i]->isIdle() ||
6737                                     (Person::players[i]->isStop() &&
6738                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6739                                     (Person::players[i]->isLanding() &&
6740                                      Person::players[i]->frameTarget > 0 &&
6741                                      !Person::players[i]->jumpkeydown) ||
6742                                     (Person::players[i]->isLandhard() &&
6743                                      Person::players[i]->frameTarget > 0 &&
6744                                      !Person::players[i]->jumpkeydown &&
6745                                      Person::players[i]->crouchkeydown)) {
6746                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
6747                             }
6748                             if (Person::players[i]->isCrouch()) {
6749                                 Person::players[i]->animTarget = sneakanim;
6750                                 if (Person::players[i]->wasCrouch())
6751                                     Person::players[i]->target = 0;
6752                                 Person::players[i]->frameTarget = 0;
6753                             }
6754                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6755                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6756                             }
6757                             if (Person::players[i]->animTarget == hanganim) {
6758                                 Person::players[i]->animCurrent = jumpdownanim;
6759                                 Person::players[i]->animTarget = jumpdownanim;
6760                                 Person::players[i]->target = 0;
6761                                 Person::players[i]->frameCurrent = 0;
6762                                 Person::players[i]->frameTarget = 1;
6763                                 Person::players[i]->velocity = 0;
6764                                 Person::players[i]->velocity.y += gravity;
6765                                 Person::players[i]->coords.y -= 1.4;
6766                                 Person::players[i]->grabdelay = 1;
6767                             }
6768                             if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6769                                 Person::players[i]->targetyaw += 180;
6770                             movekey = 1;
6771                         }
6772                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6773                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6774                                     Person::players[i]->isRun() ||
6775                                     Person::players[i]->animTarget == walkanim ||
6776                                     Person::players[i]->isCrouch() ||
6777                                     Person::players[i]->animTarget == sneakanim) &&
6778                                     Person::players[i]->jumppower > 1) &&
6779                                     ((Person::players[i]->animTarget != rabbitrunninganim &&
6780                                       Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6781                                 Person::players[i]->jumpstart = 0;
6782                                 Person::players[i]->setAnimation(jumpupanim);
6783                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
6784                                 Person::players[i]->transspeed = 20;
6785                                 Person::players[i]->FootLand(0, 1);
6786                                 Person::players[i]->FootLand(1, 1);
6787
6788                                 facing = 0;
6789                                 facing.z = -1;
6790                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6791
6792                                 if (movekey)
6793                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6794                                 if (!movekey)
6795                                     Person::players[i]->velocity = 0;
6796
6797                                 //Dodge sweep?
6798                                 target = -2;
6799                                 if (Person::players.size() > 1)
6800                                     for (unsigned j = 0; j < Person::players.size(); j++) {
6801                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6802                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6803                                                     (Person::players[j]->victim == Person::players[i]) &&
6804                                                     (Person::players[j]->animTarget == sweepanim)) {
6805                                                 if (target >= 0)
6806                                                     target = -1;
6807                                                 else
6808                                                     target = j;
6809                                             }
6810                                         }
6811                                     }
6812                                 if (target >= 0)
6813                                     Person::players[i]->velocity.y = 1;
6814                                 else
6815                                     if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6816                                     Person::players[i]->velocity.y = 7;
6817                                     Person::players[i]->crouchtogglekeydown = 1;
6818                                 } else Person::players[i]->velocity.y = 5;
6819
6820                                 if (mousejump && i == 0 && debugmode) {
6821                                     if (!Person::players[i]->isLanding())
6822                                         Person::players[i]->tempdeltav = deltav;
6823                                     if (Person::players[i]->tempdeltav < 0)
6824                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6825                                 }
6826
6827                                 Person::players[i]->coords.y += .2;
6828                                 Person::players[i]->jumppower -= 1;
6829
6830                                 if (!i)
6831                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6832
6833                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6834                             }
6835                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6836                                 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6837                                 Person::players[i]->frameTarget = 2;
6838                                 Person::players[i]->landhard = 0;
6839                                 Person::players[i]->jumpstart = 1;
6840                                 Person::players[i]->tempdeltav = deltav;
6841                             }
6842                             if (Person::players[i]->animTarget == jumpupanim &&
6843                                     (((!floatjump &&
6844                                        !editorenabled) ||
6845                                       !debugmode) ||
6846                                      Person::players[i]->aitype != playercontrolled)) {
6847                                 if (Person::players[i]->jumppower > multiplier * 6) {
6848                                     Person::players[i]->velocity.y += multiplier * 6;
6849                                     Person::players[i]->jumppower -= multiplier * 6;
6850                                 }
6851                                 if (Person::players[i]->jumppower <= multiplier * 6) {
6852                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
6853                                     Person::players[i]->jumppower = 0;
6854                                 }
6855                             }
6856                             if (((floatjump || editorenabled) && debugmode) && i == 0)
6857                                 Person::players[i]->velocity.y += multiplier * 30;
6858                         }
6859
6860                         if (!movekey) {
6861                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6862                                 Person::players[i]->setAnimation(Person::players[i]->getStop());
6863                             if (Person::players[i]->animTarget == sneakanim) {
6864                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6865                                 if (Person::players[i]->animCurrent == sneakanim)
6866                                     Person::players[i]->target = 0;
6867                                 Person::players[i]->frameTarget = 0;
6868                             }
6869                         }
6870                         if (Person::players[i]->animTarget == walkanim &&
6871                                 (Person::players[i]->aitype == attacktypecutoff ||
6872                                  Person::players[i]->aitype == searchtype ||
6873                                  (Person::players[i]->aitype == passivetype &&
6874                                   Person::players[i]->numwaypoints <= 1)))
6875                             Person::players[i]->setAnimation(Person::players[i]->getStop());
6876                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6877                             Person::players[i]->setAnimation(Person::players[i]->getStop());
6878                     }
6879                 }
6880                 if (Person::players[i]->animTarget == rollanim)
6881                     Person::players[i]->targetyaw = oldtargetyaw;
6882             }
6883
6884             //Rotation
6885             for (unsigned k = 0; k < Person::players.size(); k++) {
6886                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6887                     if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6888                         Person::players[k]->yaw -= 360;
6889                     else
6890                         Person::players[k]->yaw += 360;
6891                 }
6892
6893                 //stop to turn in right direction
6894                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6895                     Person::players[k]->setAnimation(Person::players[k]->getStop());
6896
6897                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6898                     Person::players[k]->targettilt = 0;
6899
6900                 if (Person::players[k]->animTarget != jumpupanim &&
6901                         Person::players[k]->animTarget != backhandspringanim &&
6902                         Person::players[k]->animTarget != jumpdownanim &&
6903                         !Person::players[k]->isFlip()) {
6904                     Person::players[k]->targettilt = 0;
6905                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6906                         Person::players[k]->jumppower = 0;
6907                     Person::players[k]->jumppower += multiplier * 7;
6908                     if (Person::players[k]->isCrouch())
6909                         Person::players[k]->jumppower += multiplier * 7;
6910                     if (Person::players[k]->jumppower > 5)
6911                         Person::players[k]->jumppower = 5;
6912                 }
6913
6914                 if (Person::players[k]->isRun())
6915                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6916
6917                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6918                 Person::players[k]->grabdelay -= multiplier;
6919             }
6920
6921             //do animations
6922             for (unsigned k = 0; k < Person::players.size(); k++) {
6923                 Person::players[k]->DoAnimations();
6924                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6925                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6926             }
6927
6928             //do stuff
6929             objects.DoStuff();
6930
6931             for (int j = numenvsounds - 1; j >= 0; j--) {
6932                 envsoundlife[j] -= multiplier;
6933                 if (envsoundlife[j] < 0) {
6934                     numenvsounds--;
6935                     envsoundlife[j] = envsoundlife[numenvsounds];
6936                     envsound[j] = envsound[numenvsounds];
6937                 }
6938             }
6939             if (slomo)
6940                 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
6941             else
6942                 OPENAL_SetFrequency(OPENAL_ALL, 22050);
6943
6944             if (tutoriallevel == 1) {
6945                 XYZ temp;
6946                 XYZ temp2;
6947                 XYZ temp3;
6948                 XYZ oldtemp;
6949                 XYZ oldtemp2;
6950                 temp.x = 1011;
6951                 temp.y = 84;
6952                 temp.z = 491;
6953                 temp2.x = 1025;
6954                 temp2.y = 75;
6955                 temp2.z = 447;
6956                 temp3.x = 1038;
6957                 temp3.y = 76;
6958                 temp3.z = 453;
6959                 oldtemp = temp;
6960                 oldtemp2 = temp2;
6961                 if (tutorialstage >= 51)
6962                     if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6963                         OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6964                         OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6965
6966                         emit_stream_np(stream_menutheme);
6967
6968                         gameon = 0;
6969                         mainmenu = 5;
6970
6971                         fireSound();
6972
6973                         flash();
6974                     }
6975                 if (tutorialstage < 51)
6976                     if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6977                         emit_sound_at(fireendsound, Person::players[0]->coords);
6978
6979                         Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6980
6981                         flash();
6982                     }
6983                 if (tutorialstage >= 14 && tutorialstage < 50)
6984                     if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6985                         emit_sound_at(fireendsound, Person::players[1]->coords);
6986
6987                         for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6988                             if (Random() % 2 == 0) {
6989                                 if (!Person::players[1]->skeleton.free)
6990                                     temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6991                                 if (Person::players[1]->skeleton.free)
6992                                     temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6993                                 if (!Person::players[1]->skeleton.free)
6994                                     temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
6995                                 if (Person::players[1]->skeleton.free)
6996                                     temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6997                                 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6998                             }
6999                         }
7000
7001                         Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
7002                         for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7003                             Person::players[1]->skeleton.joints[i].velocity = 0;
7004                             if (Random() % 2 == 0) {
7005                                 if (!Person::players[1]->skeleton.free)
7006                                     temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7007                                 if (Person::players[1]->skeleton.free)
7008                                     temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7009                                 if (!Person::players[1]->skeleton.free)
7010                                     temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
7011                                 if (Person::players[1]->skeleton.free)
7012                                     temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7013                                 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7014                             }
7015                         }
7016                     }
7017             }
7018
7019
7020             //3d sound
7021             static float gLoc[3];
7022             gLoc[0] = viewer.x;
7023             gLoc[1] = viewer.y;
7024             gLoc[2] = viewer.z;
7025             static float vel[3];
7026             vel[0] = (viewer.x - oldviewer.x) / multiplier;
7027             vel[1] = (viewer.y - oldviewer.y) / multiplier;
7028             vel[2] = (viewer.z - oldviewer.z) / multiplier;
7029
7030             //Set orientation with forward and up vectors
7031             static XYZ upvector;
7032             upvector = 0;
7033             upvector.z = -1;
7034
7035             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
7036             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
7037
7038             facing = 0;
7039             facing.z = -1;
7040
7041             facing = DoRotation(facing, -pitch, 0, 0);
7042             facing = DoRotation(facing, 0, 0 - yaw, 0);
7043
7044
7045             static float ori[6];
7046             ori[0] = -facing.x;
7047             ori[1] = facing.y;
7048             ori[2] = -facing.z;
7049             ori[3] = -upvector.x;
7050             ori[4] = upvector.y;
7051             ori[5] = -upvector.z;
7052
7053             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7054             OPENAL_Update();
7055
7056             oldviewer = viewer;
7057         }
7058     }
7059
7060     if (Input::isKeyPressed(SDL_SCANCODE_F1))
7061         Screenshot();
7062 }
7063
7064 void Game::TickOnce()
7065 {
7066     if (mainmenu)
7067         yaw += multiplier * 5;
7068     else if (directing || indialogue == -1) {
7069         yaw += deltah * .7;
7070         if (!invertmouse)
7071             pitch += deltav * .7;
7072         if (invertmouse)
7073             pitch -= deltav * .7;
7074         if (pitch > 90)
7075             pitch = 90;
7076         if (pitch < -70)
7077             pitch = -70;
7078     }
7079 }
7080
7081 void Game::TickOnceAfter()
7082 {
7083     static XYZ colviewer;
7084     static XYZ coltarget;
7085     static XYZ target;
7086     static XYZ col;
7087     static XYZ facing;
7088     static float changedelay;
7089     static bool alldead;
7090     static float unseendelay;
7091     static float cameraspeed;
7092
7093     if (!mainmenu) {
7094         static int oldmusictype = musictype;
7095
7096         if (environment == snowyenvironment)
7097             leveltheme = stream_snowtheme;
7098         if (environment == grassyenvironment)
7099             leveltheme = stream_grasstheme;
7100         if (environment == desertenvironment)
7101             leveltheme = stream_deserttheme;
7102
7103         realthreat = 0;
7104
7105         musictype = leveltheme;
7106         for (unsigned i = 0; i < Person::players.size(); i++) {
7107             if ((Person::players[i]->aitype == attacktypecutoff ||
7108                     Person::players[i]->aitype == getweapontype ||
7109                     Person::players[i]->aitype == gethelptype ||
7110                     Person::players[i]->aitype == searchtype) &&
7111                     !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
7112                     (Person::players[i]->animTarget != sneakattackedanim &&
7113                      Person::players[i]->animTarget != knifesneakattackedanim &&
7114                      Person::players[i]->animTarget != swordsneakattackedanim)) {
7115                 musictype = stream_fighttheme;
7116                 realthreat = 1;
7117             }
7118         }
7119         if (Person::players[0]->dead)
7120             musictype = stream_menutheme;
7121
7122
7123         if (musictype == stream_fighttheme)
7124             unseendelay = 1;
7125
7126         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
7127             unseendelay -= multiplier;
7128             if (unseendelay > 0)
7129                 musictype = stream_fighttheme;
7130         }
7131
7132
7133         if (loading == 2) {
7134             musictype = stream_menutheme;
7135             musicvolume[2] = 512;
7136             musicvolume[0] = 0;
7137             musicvolume[1] = 0;
7138             musicvolume[3] = 0;
7139         }
7140
7141         if (musictoggle)
7142             if (musictype != oldmusictype && musictype == stream_fighttheme)
7143                 emit_sound_np(alarmsound);
7144         musicselected = musictype;
7145
7146         if (musicselected == leveltheme)
7147             musicvolume[0] += multiplier * 450;
7148         else
7149             musicvolume[0] -= multiplier * 450;
7150         if (musicselected == stream_fighttheme)
7151             musicvolume[1] += multiplier * 450;
7152         else
7153             musicvolume[1] -= multiplier * 450;
7154         if (musicselected == stream_menutheme)
7155             musicvolume[2] += multiplier * 450;
7156         else
7157             musicvolume[2] -= multiplier * 450;
7158
7159         for (int i = 0; i < 3; i++) {
7160             if (musicvolume[i] < 0)
7161                 musicvolume[i] = 0;
7162             if (musicvolume[i] > 512)
7163                 musicvolume[i] = 512;
7164         }
7165
7166         if (musicvolume[2] > 128 && !loading && !mainmenu)
7167             musicvolume[2] = 128;
7168
7169         if (musictoggle) {
7170             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
7171                 emit_stream_np(leveltheme, musicvolume[0]);
7172             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
7173                 emit_stream_np(stream_fighttheme, musicvolume[1]);
7174             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
7175                 emit_stream_np(stream_menutheme, musicvolume[2]);
7176             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
7177                 pause_sound(leveltheme);
7178             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
7179                 pause_sound(stream_fighttheme);
7180             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
7181                 pause_sound(stream_menutheme);
7182
7183             if (musicvolume[0] != oldmusicvolume[0])
7184                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7185             if (musicvolume[1] != oldmusicvolume[1])
7186                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7187             if (musicvolume[2] != oldmusicvolume[2])
7188                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7189
7190             for (int i = 0; i < 3; i++)
7191                 oldmusicvolume[i] = musicvolume[i];
7192         } else {
7193             pause_sound(leveltheme);
7194             pause_sound(stream_fighttheme);
7195             pause_sound(stream_menutheme);
7196
7197             for (int i = 0; i < 4; i++) {
7198                 oldmusicvolume[i] = 0;
7199                 musicvolume[i] = 0;
7200             }
7201         }
7202
7203         killhotspot = 2;
7204         for (int i = 0; i < numhotspots; i++) {
7205             if (hotspottype[i] > 10 && hotspottype[i] < 20) {
7206                 if (Person::players[hotspottype[i] - 10]->dead == 0)
7207                     killhotspot = 0;
7208                 else if (killhotspot == 2)
7209                     killhotspot = 1;
7210             }
7211         }
7212         if (killhotspot == 2)
7213             killhotspot = 0;
7214
7215
7216         winhotspot = false;
7217         for (int i = 0; i < numhotspots; i++)
7218             if (hotspottype[i] == -1)
7219                 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
7220                     winhotspot = true;
7221
7222         int numalarmed = 0;
7223         for (unsigned i = 1; i < Person::players.size(); i++)
7224             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7225                 numalarmed++;
7226         if (numalarmed > maxalarmed)
7227             maxalarmed = numalarmed;
7228
7229         if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7230             if (Person::players[0]->dead && changedelay <= 0) {
7231                 changedelay = 1;
7232                 targetlevel = whichlevel;
7233             }
7234             alldead = true;
7235             for (unsigned i = 1; i < Person::players.size(); i++) {
7236                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7237                     alldead = false;
7238                     break;
7239                 }
7240             }
7241
7242
7243             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7244                 changedelay = 1;
7245                 targetlevel = whichlevel + 1;
7246                 if (targetlevel > numchallengelevels - 1)
7247                     targetlevel = 0;
7248             }
7249             if (winhotspot || windialogue) {
7250                 changedelay = 0.1;
7251                 targetlevel = whichlevel + 1;
7252                 if (targetlevel > numchallengelevels - 1)
7253                     targetlevel = 0;
7254             }
7255
7256
7257             if (killhotspot) {
7258                 changedelay = 1;
7259                 targetlevel = whichlevel + 1;
7260                 if (targetlevel > numchallengelevels - 1)
7261                     targetlevel = 0;
7262             }
7263
7264             if (changedelay > 0 && !Person::players[0]->dead && !won) {
7265                 //high scores, awards, win
7266                 if (campaign) {
7267                     accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7268                     scoreadded = 1;
7269                 } else {
7270                     accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7271                 }
7272                 won = 1;
7273             }
7274         }
7275
7276         if (!winfreeze) {
7277
7278             if (leveltime < 1) {
7279                 loading = 0;
7280                 changedelay = .1;
7281                 alldead = false;
7282                 winhotspot = false;
7283                 killhotspot = 0;
7284             }
7285
7286             if (!editorenabled && gameon && !mainmenu) {
7287                 if (changedelay != -999)
7288                     changedelay -= multiplier / 7;
7289                 if (Person::players[0]->dead)
7290                     targetlevel = whichlevel;
7291                 if (loading == 2 && !campaign) {
7292                     flash();
7293
7294                     fireSound(firestartsound);
7295
7296                     if (!Person::players[0]->dead && targetlevel != whichlevel)
7297                         startbonustotal = bonustotal;
7298                     if (Person::players[0]->dead)
7299                         Loadlevel(whichlevel);
7300                     else
7301                         Loadlevel(targetlevel);
7302
7303                     fireSound();
7304
7305                     loading = 3;
7306                 }
7307                 if (loading == 2 && targetlevel == whichlevel) {
7308                     flash();
7309                     loadtime = 0;
7310
7311                     fireSound(firestartsound);
7312
7313                     Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7314
7315                     fireSound();
7316
7317                     loading = 3;
7318                 }
7319                 if (changedelay <= -999 &&
7320                         whichlevel != -2 &&
7321                         !loading &&
7322                         (Person::players[0]->dead ||
7323                          (alldead && maptype == mapkilleveryone) ||
7324                          (winhotspot) ||
7325                          (killhotspot)))
7326                     loading = 1;
7327                 if ((Person::players[0]->dead ||
7328                         (alldead && maptype == mapkilleveryone) ||
7329                         (winhotspot) ||
7330                         (windialogue) ||
7331                         (killhotspot)) &&
7332                         changedelay <= 0) {
7333                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7334                         winfreeze = true;
7335                         changedelay = -999;
7336                     }
7337                     if (Person::players[0]->dead)
7338                         loading = 1;
7339                 }
7340             }
7341
7342             if (campaign) {
7343                 // campaignchoosenext determines what to do when the level is complete:
7344                 // 0 = load next level
7345                 // 1 = go back to level select screen
7346                 // 2 = stealthload next level
7347                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7348                     if (campaignlevels[actuallevel].nextlevel.empty())
7349                         endgame = 1;
7350                 } else if (mainmenu == 0 && winfreeze) {
7351                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7352
7353                     if (!stealthloading) {
7354                         fireSound(firestartsound);
7355
7356                         flash();
7357                     }
7358
7359                     startbonustotal = 0;
7360
7361                     LoadCampaign();
7362
7363                     loading = 2;
7364                     loadtime = 0;
7365                     targetlevel = 7;
7366                     if (!firstload)
7367                         LoadStuff();
7368                     whichchoice = 0;
7369                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
7370                     visibleloading = 1;
7371                     stillloading = 1;
7372                     Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7373                     campaign = 1;
7374                     mainmenu = 0;
7375                     gameon = 1;
7376                     pause_sound(stream_menutheme);
7377
7378                     stealthloading = 0;
7379                 }
7380             }
7381
7382             if (loading == 3)
7383                 loading = 0;
7384
7385         }
7386
7387         oldmusictype = musictype;
7388     }
7389
7390     facing = 0;
7391     facing.z = -1;
7392
7393     facing = DoRotation(facing, -pitch, 0, 0);
7394     facing = DoRotation(facing, 0, 0 - yaw, 0);
7395     viewerfacing = facing;
7396
7397     if (!cameramode) {
7398         if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7399             target = Person::players[0]->coords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
7400         else
7401             target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
7402         target.y += .1;
7403         if (Person::players[0]->skeleton.free) {
7404             for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7405                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7406                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7407             }
7408             target.y += .1;
7409         }
7410         if (Person::players[0]->skeleton.free != 2) {
7411             cameraspeed = 20;
7412             if (findLengthfast(&Person::players[0]->velocity) > 400) {
7413                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7414             }
7415             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7416                 target.y += 1.4;
7417             coltarget = target - cameraloc;
7418             if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7419                 cameraloc = target;
7420             else {
7421                 Normalise(&coltarget);
7422                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7423                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7424                 else
7425                     cameraloc = cameraloc + coltarget * multiplier * 8;
7426             }
7427             if (editorenabled)
7428                 cameraloc = target;
7429             cameradist += multiplier * 5;
7430             if (cameradist > 2.3)
7431                 cameradist = 2.3;
7432             viewer = cameraloc - facing * cameradist;
7433             colviewer = viewer;
7434             coltarget = cameraloc;
7435             objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7436             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7437                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7438                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7439                     colviewer = viewer;
7440                     coltarget = cameraloc;
7441                     if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7442                         viewer = col;
7443                 }
7444             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7445                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7446                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7447                     colviewer = viewer;
7448                     if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7449                         viewer = colviewer;
7450                     }
7451                 }
7452             cameradist = findDistance(&viewer, &target);
7453             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7454             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7455                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7456             }
7457         }
7458         if (camerashake > .8)
7459             camerashake = .8;
7460         woozy += multiplier;
7461         if (Person::players[0]->dead)
7462             camerashake = 0;
7463         if (Person::players[0]->dead)
7464             woozy = 0;
7465         camerashake -= multiplier * 2;
7466         blackout -= multiplier * 2;
7467         if (camerashake < 0)
7468             camerashake = 0;
7469         if (blackout < 0)
7470             blackout = 0;
7471         if (camerashake) {
7472             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7473             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7474             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
7475         }
7476     }
7477 }
7478