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