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