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