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