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