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