]> git.jsancho.org Git - lugaru.git/blob - Source/GameTick.cpp
Cleaned up handling of envsounds array through a function
[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.h"
42 #include "Awards.h"
43 #include "Menu.h"
44 #include "ConsoleCmds.h"
45
46 #include <algorithm>
47 #include <set>
48
49 using namespace std;
50 using namespace Game;
51
52 // Added more evilness needed for MSVC
53 #ifdef _MSC_VER
54 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
55 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
56 #endif
57
58
59 extern float multiplier;
60 extern XYZ viewer;
61 extern int environment;
62 extern Terrain terrain;
63 extern float screenwidth, screenheight;
64 extern float gravity;
65 extern int detail;
66 extern float texdetail;
67 extern Objects objects;
68 extern int slomo;
69 extern float slomodelay;
70 extern bool floatjump;
71 extern float volume;
72 extern Light light;
73 extern float camerashake;
74 extern float woozy;
75 extern float blackout;
76 extern bool cellophane;
77 extern bool musictoggle;
78 extern int difficulty;
79 extern int bloodtoggle;
80 extern bool invertmouse;
81 extern float windvar;
82 extern float precipdelay;
83 extern XYZ viewerfacing;
84 extern bool ambientsound;
85 extern bool mousejump;
86 extern float viewdistance;
87 extern bool freeze;
88 extern XYZ windvector;
89 extern bool debugmode;
90 static int leveltheme;
91 extern int mainmenu;
92 extern int oldmainmenu;
93 extern bool visibleloading;
94 extern XYZ envsound[30];
95 extern float envsoundvol[30];
96 extern int numenvsounds;
97 extern float envsoundlife[30];
98 extern float usermousesensitivity;
99 extern bool ismotionblur;
100 extern bool showdamagebar; // (des)activate the damage bar
101 extern bool decals;
102 extern bool skyboxtexture;
103 extern float skyboxr;
104 extern float skyboxg;
105 extern float skyboxb;
106 extern float skyboxlightr;
107 extern float skyboxlightg;
108 extern float skyboxlightb;
109 extern float fadestart;
110 extern float slomospeed;
111 extern float slomofreq;
112 extern int tutoriallevel;
113 extern float smoketex;
114 extern float tutorialstagetime;
115 extern int tutorialstage;
116 extern float tutorialmaxtime;
117 extern float tutorialsuccess;
118 extern bool againbonus;
119 extern bool reversaltrain;
120 extern bool canattack;
121 extern bool cananger;
122 extern float damagedealt;
123 extern int maptype;
124 extern int editoractive;
125 extern int editorpathtype;
126
127 extern float hostiletime;
128
129 extern bool gamestarted;
130
131 extern int numhotspots;
132 extern int killhotspot;
133 extern XYZ hotspot[40];
134 extern int hotspottype[40];
135 extern float hotspotsize[40];
136 extern char hotspottext[40][256];
137 extern int currenthotspot;
138
139 extern int hostile;
140
141 extern bool stillloading;
142 extern bool winfreeze;
143
144 extern bool campaign;
145
146 extern void toggleFullscreen();
147
148 class CampaignLevel
149 {
150 private:
151     int width;
152     struct Position {
153         int x, y;
154     };
155 public:
156     std::string mapname;
157     std::string description;
158     int choosenext;
159     /*
160     0 = Immediately load next level at the end of this one.
161     1 = Go back to the world map.
162     2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
163     */
164     //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
165     std::vector<int> nextlevel;
166     Position location;
167     CampaignLevel() : width(10) {
168         choosenext = 1;
169         location.x = 0;
170         location.y = 0;
171     }
172     int getStartX() {
173         return 30 + 120 + location.x * 400 / 512;
174     }
175     int getStartY() {
176         return 30 + 30 + (512 - location.y) * 400 / 512;
177     }
178     int getEndX() {
179         return getStartX() + width;
180     }
181     int getEndY() {
182         return getStartY() + width;
183     }
184     XYZ getCenter() {
185         XYZ center;
186         center.x = getStartX() + width / 2;
187         center.y = getStartY() + width / 2;
188         return center;
189     }
190     int getWidth() {
191         return width;
192     }
193     istream& operator<< (istream& is) {
194         is.ignore(256, ':');
195         is.ignore(256, ':');
196         is.ignore(256, ' ');
197         is >> mapname;
198         is.ignore(256, ':');
199         is >> description;
200         for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
201             description.replace(pos, 1, 1, ' ');
202         }
203         is.ignore(256, ':');
204         is >> choosenext;
205         is.ignore(256, ':');
206         int numnext, next;
207         is >> numnext;
208         for (int j = 0; j < numnext; j++) {
209             is.ignore(256, ':');
210             is >> next;
211             nextlevel.push_back(next - 1);
212         }
213         is.ignore(256, ':');
214         is >> location.x;
215         is.ignore(256, ':');
216         is >> location.y;
217         return is;
218     }
219     friend istream& operator>> (istream& is, CampaignLevel& cl) {
220         return cl << is;
221     }
222 };
223
224 bool won = false;
225 int entername = 0;
226 vector<CampaignLevel> campaignlevels;
227 int whichchoice = 0;
228 int actuallevel = 0;
229 bool winhotspot = false;
230 bool windialogue = false;
231 bool realthreat = 0;
232 XYZ cameraloc;
233 float cameradist = 0;
234 bool oldattackkey = 0;
235 int whichlevel = 0;
236 float musicvolume[4] = {};
237 float oldmusicvolume[4] = {};
238 int musicselected = 0;
239
240 const char *rabbitskin[] = {
241     ":Data:Textures:Fur3.jpg",
242     ":Data:Textures:Fur.jpg",
243     ":Data:Textures:Fur2.jpg",
244     ":Data:Textures:Lynx.jpg",
245     ":Data:Textures:Otter.jpg",
246     ":Data:Textures:Opal.jpg",
247     ":Data:Textures:Sable.jpg",
248     ":Data:Textures:Chocolate.jpg",
249     ":Data:Textures:BW2.jpg",
250     ":Data:Textures:WB2.jpg"
251 };
252
253 const char *wolfskin[] = {
254     ":Data:Textures:Wolf.jpg",
255     ":Data:Textures:Darkwolf.jpg",
256     ":Data:Textures:Snowwolf.jpg"
257 };
258
259 const char **creatureskin[] = {rabbitskin, wolfskin};
260
261 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
262 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
263
264 // utility functions
265
266 // TODO: this is slightly incorrect
267 inline float roughDirection(XYZ vec)
268 {
269     Normalise(&vec);
270     float angle = -asin(-vec.x) * 180 / M_PI;
271     if (vec.z < 0)
272         angle = 180 - angle;
273     return angle;
274 }
275 inline float roughDirectionTo(XYZ start, XYZ end)
276 {
277     return roughDirection(end - start);
278 }
279 inline float pitchOf(XYZ vec)
280 {
281     Normalise(&vec);
282     return -asin(vec.y) * 180 / M_PI;
283 }
284 inline float pitchTo(XYZ start, XYZ end)
285 {
286     return pitchOf(end - start);
287 }
288 inline float sq(float n)
289 {
290     return n * n;
291 }
292 inline float stepTowardf(float from, float to, float by)
293 {
294     if (fabs(from - to) < by)
295         return to;
296     else if (from > to)
297         return from - by;
298     else
299         return from + by;
300 }
301
302 void Game::playdialogueboxsound()
303 {
304     XYZ temppos;
305     temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
306     temppos = temppos - viewer;
307     Normalise(&temppos);
308     temppos += viewer;
309
310     int sound = -1;
311     switch (dialogueboxsound[whichdialogue][indialogue]) {
312     case -6:
313         sound = alarmsound;
314         break;
315     case -4:
316         sound = consolefailsound;
317         break;
318     case -3:
319         sound = consolesuccesssound;
320         break;
321     case -2:
322         sound = firestartsound;
323         break;
324     case -1:
325         sound = fireendsound;
326         break;
327     case 1:
328         sound = rabbitchitter;
329         break;
330     case 2:
331         sound = rabbitchitter2;
332         break;
333     case 3:
334         sound = rabbitpainsound;
335         break;
336     case 4:
337         sound = rabbitpain1sound;
338         break;
339     case 5:
340         sound = rabbitattacksound;
341         break;
342     case 6:
343         sound = rabbitattack2sound;
344         break;
345     case 7:
346         sound = rabbitattack3sound;
347         break;
348     case 8:
349         sound = rabbitattack4sound;
350         break;
351     case 9:
352         sound = growlsound;
353         break;
354     case 10:
355         sound = growl2sound;
356         break;
357     case 11:
358         sound = snarlsound;
359         break;
360     case 12:
361         sound = snarl2sound;
362         break;
363     case 13:
364         sound = barksound;
365         break;
366     case 14:
367         sound = bark2sound;
368         break;
369     case 15:
370         sound = bark3sound;
371         break;
372     case 16:
373         sound = barkgrowlsound;
374         break;
375     default:
376         break;
377     }
378     if (sound != -1)
379         emit_sound_at(sound, temppos);
380 }
381
382 // ================================================================
383
384 int Game::findClosestPlayer()
385 {
386     int closest = -1;
387     float closestdist = std::numeric_limits<float>::max();
388
389     for (unsigned i = 1; i < Person::players.size(); i++) {
390         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
391         if (distance < closestdist) {
392             closestdist = distance;
393             closest = i;
394         }
395     }
396     return closest;
397 }
398
399 static int findClosestObject()
400 {
401     int closest = -1;
402     float closestdist = std::numeric_limits<float>::max();
403
404     for (int i = 0; i < objects.numobjects; i++) {
405         float distance = distsq(&objects.position[i], &Person::players[0]->coords);
406         if (distance < closestdist) {
407             closestdist = distance;
408             closest = i;
409         }
410     }
411     return closest;
412 }
413
414 static void cmd_dispatch(const string cmd)
415 {
416     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
417
418     for (i = 0; i < n_cmds; i++)
419         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
420             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
421             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
422             break;
423         }
424     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
425 }
426
427 /********************> Tick() <*****/
428 extern bool save_screenshot(const char * fname);
429 void Screenshot (void)
430 {
431     char filename[1024];
432     time_t t = time(NULL);
433     struct tm *tme = localtime(&t);
434     sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
435             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
436
437 #if defined(_WIN32)
438     mkdir("Screenshots");
439 #endif
440
441     save_screenshot(filename);
442 }
443
444 void Game::SetUpLighting()
445 {
446     if (environment == snowyenvironment)
447         light.setColors(.65, .65, .7, .4, .4, .44);
448     if (environment == desertenvironment)
449         light.setColors(.95, .95, .95, .4, .35, .3);
450     if (environment == grassyenvironment)
451         light.setColors(.95, .95, 1, .4, .4, .44);
452     if (!skyboxtexture)
453         light.setColors(1, 1, 1, .4, .4, .4);
454     float average;
455     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
456     light.color[0] *= (skyboxlightr + average) / 2;
457     light.color[1] *= (skyboxlightg + average) / 2;
458     light.color[2] *= (skyboxlightb + average) / 2;
459     light.ambient[0] *= (skyboxlightr + average) / 2;
460     light.ambient[1] *= (skyboxlightg + average) / 2;
461     light.ambient[2] *= (skyboxlightb + average) / 2;
462 }
463
464 int findPathDist(int start, int end)
465 {
466     int smallestcount, count, connected;
467     int last, last2, last3, last4;
468     int closest;
469
470     smallestcount = 1000;
471     for (int i = 0; i < 50; i++) {
472         count = 0;
473         last = start;
474         last2 = -1;
475         last3 = -1;
476         last4 = -1;
477         while (last != end && count < 30) {
478             closest = -1;
479             for (int j = 0; j < numpathpoints; j++) {
480                 if (j != last && j != last2 && j != last3 && j != last4) {
481                     connected = 0;
482                     if (numpathpointconnect[j])
483                         for (int k = 0; k < numpathpointconnect[j]; k++) {
484                             if (pathpointconnect[j][k] == last)connected = 1;
485                         }
486                     if (!connected)
487                         if (numpathpointconnect[last])
488                             for (int k = 0; k < numpathpointconnect[last]; k++) {
489                                 if (pathpointconnect[last][k] == j)connected = 1;
490                             }
491                     if (connected)
492                         if (closest == -1 || Random() % 2 == 0) {
493                             closest = j;
494                         }
495                 }
496             }
497             last4 = last3;
498             last3 = last2;
499             last2 = last;
500             last = closest;
501             count++;
502         }
503         if (count < smallestcount)
504             smallestcount = count;
505     }
506     return smallestcount;
507 }
508
509 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
510 {
511     static XYZ colpoint, colviewer, coltarget;
512     static float minx, minz, maxx, maxz, miny, maxy;
513
514     minx = min(startpoint.x, endpoint.x) - 1;
515     miny = min(startpoint.y, endpoint.y) - 1;
516     minz = min(startpoint.z, endpoint.z) - 1;
517     maxx = max(startpoint.x, endpoint.x) + 1;
518     maxy = max(startpoint.y, endpoint.y) + 1;
519     maxz = max(startpoint.z, endpoint.z) + 1;
520
521     for (int i = 0; i < objects.numobjects; i++) {
522         if (     objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
523                  objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
524                  objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
525                  objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
526                  objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
527                  objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
528             if (     objects.type[i] != treeleavestype &&
529                      objects.type[i] != bushtype &&
530                      objects.type[i] != firetype) {
531                 colviewer = startpoint;
532                 coltarget = endpoint;
533                 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
534                     return i;
535             }
536         }
537     }
538
539     return -1;
540 }
541
542 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
543 {
544     static XYZ colpoint, colviewer, coltarget;
545     static float minx, minz, maxx, maxz, miny, maxy;
546     static int i; //FIXME: see below
547
548     minx = min(startpoint.x, endpoint.x) - 1;
549     miny = min(startpoint.y, endpoint.y) - 1;
550     minz = min(startpoint.z, endpoint.z) - 1;
551     maxx = max(startpoint.x, endpoint.x) + 1;
552     maxy = max(startpoint.y, endpoint.y) + 1;
553     maxz = max(startpoint.z, endpoint.z) + 1;
554
555     if (what != 1000) {
556         if (     objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
557                  objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
558                  objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
559                  objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
560                  objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
561                  objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
562             if (     objects.type[what] != treeleavestype &&
563                      objects.type[what] != bushtype &&
564                      objects.type[what] != firetype) {
565                 colviewer = startpoint;
566                 coltarget = endpoint;
567                 //FIXME: i/what
568                 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
569                     return i;
570             }
571         }
572     }
573
574     if (what == 1000)
575         if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
576             return 1000;
577
578     return -1;
579 }
580
581 void Setenvironment(int which)
582 {
583     LOGFUNC;
584
585     LOG(" Setting environment...");
586
587     float temptexdetail;
588     environment = which;
589
590     pause_sound(stream_snowtheme);
591     pause_sound(stream_grasstheme);
592     pause_sound(stream_deserttheme);
593     pause_sound(stream_wind);
594     pause_sound(stream_desertambient);
595
596
597     if (environment == snowyenvironment) {
598         windvector = 0;
599         windvector.z = 3;
600         if (ambientsound)
601             emit_stream_np(stream_wind);
602
603         objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
604         objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
605         objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
606         objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
607
608         footstepsound = footstepsn1;
609         footstepsound2 = footstepsn2;
610         footstepsound3 = footstepst1;
611         footstepsound4 = footstepst2;
612
613         terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
614         terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
615
616
617         temptexdetail = texdetail;
618         if (texdetail > 1)
619             texdetail = 4;
620         skybox->load(   ":Data:Textures:Skybox(snow):Front.jpg",
621                         ":Data:Textures:Skybox(snow):Left.jpg",
622                         ":Data:Textures:Skybox(snow):Back.jpg",
623                         ":Data:Textures:Skybox(snow):Right.jpg",
624                         ":Data:Textures:Skybox(snow):Up.jpg",
625                         ":Data:Textures:Skybox(snow):Down.jpg");
626
627
628
629
630         texdetail = temptexdetail;
631     } else if (environment == desertenvironment) {
632         windvector = 0;
633         windvector.z = 2;
634         objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
635         objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
636         objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
637         objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
638
639
640         if (ambientsound)
641             emit_stream_np(stream_desertambient);
642
643         footstepsound = footstepsn1;
644         footstepsound2 = footstepsn2;
645         footstepsound3 = footstepsn1;
646         footstepsound4 = footstepsn2;
647
648         terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
649         terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
650
651
652         temptexdetail = texdetail;
653         if (texdetail > 1)
654             texdetail = 4;
655         skybox->load(   ":Data:Textures:Skybox(sand):Front.jpg",
656                         ":Data:Textures:Skybox(sand):Left.jpg",
657                         ":Data:Textures:Skybox(sand):Back.jpg",
658                         ":Data:Textures:Skybox(sand):Right.jpg",
659                         ":Data:Textures:Skybox(sand):Up.jpg",
660                         ":Data:Textures:Skybox(sand):Down.jpg");
661
662
663
664
665         texdetail = temptexdetail;
666     } else if (environment == grassyenvironment) {
667         windvector = 0;
668         windvector.z = 2;
669         objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
670         objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
671         objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
672         objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
673
674         if (ambientsound)
675             emit_stream_np(stream_wind, 100.);
676
677         footstepsound = footstepgr1;
678         footstepsound2 = footstepgr2;
679         footstepsound3 = footstepst1;
680         footstepsound4 = footstepst2;
681
682         terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
683         terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
684
685
686         temptexdetail = texdetail;
687         if (texdetail > 1)
688             texdetail = 4;
689         skybox->load(   ":Data:Textures:Skybox(grass):Front.jpg",
690                         ":Data:Textures:Skybox(grass):Left.jpg",
691                         ":Data:Textures:Skybox(grass):Back.jpg",
692                         ":Data:Textures:Skybox(grass):Right.jpg",
693                         ":Data:Textures:Skybox(grass):Up.jpg",
694                         ":Data:Textures:Skybox(grass):Down.jpg");
695
696
697
698         texdetail = temptexdetail;
699     }
700     temptexdetail = texdetail;
701     texdetail = 1;
702     terrain.load(":Data:Textures:heightmap.png");
703
704     texdetail = temptexdetail;
705 }
706
707 void LoadCampaign()
708 {
709     if (!accountactive)
710         return;
711     ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
712     if (!ipstream.good()) {
713         if (accountactive->getCurrentCampaign() == "main") {
714             cerr << "Could not found main campaign!" << endl;
715             return;
716         }
717         cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
718         accountactive->setCurrentCampaign("main");
719         return LoadCampaign();
720     }
721     ipstream.ignore(256, ':');
722     int numlevels;
723     ipstream >> numlevels;
724     campaignlevels.clear();
725     for (int i = 0; i < numlevels; i++) {
726         CampaignLevel cl;
727         ipstream >> cl;
728         campaignlevels.push_back(cl);
729     }
730     ipstream.close();
731
732     ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
733     if (test.good()) {
734         Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
735     } else {
736         Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
737     }
738
739     if (accountactive->getCampaignChoicesMade() == 0) {
740         accountactive->setCampaignScore(0);
741         accountactive->resetFasttime();
742     }
743 }
744
745 vector<string> ListCampaigns()
746 {
747     DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
748     struct dirent *campaign = NULL;
749     if (!campaigns) {
750         perror("Problem while loading campaigns");
751         cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
752         exit(EXIT_FAILURE);
753     }
754     vector<string> campaignNames;
755     while ((campaign = readdir(campaigns)) != NULL) {
756         string name(campaign->d_name);
757         if (name.length() < 5)
758             continue;
759         if (!name.compare(name.length() - 4, 4, ".txt")) {
760             campaignNames.push_back(name.substr(0, name.length() - 4));
761         }
762     }
763     closedir(campaigns);
764     return campaignNames;
765 }
766
767 void Game::Loadlevel(int which)
768 {
769     stealthloading = 0;
770     whichlevel = which;
771
772     if (which == -1) {
773         tutoriallevel = -1;
774         Loadlevel("tutorial");
775     } else if (which >= 0 && which <= 15) {
776         char buf[32];
777         snprintf(buf, 32, "map%d", which + 1); // challenges
778         Loadlevel(buf);
779     } else
780         Loadlevel("mapsave");
781 }
782
783 void Game::Loadlevel(const char *name)
784 {
785     int indemo; // FIXME this should be removed
786     int templength;
787     float lamefloat;
788     static const char *pfx = ":Data:Maps:";
789     char *buf;
790
791     float headprop, legprop, armprop, bodyprop;
792
793     LOGFUNC;
794
795     LOG(std::string("Loading level...") + name);
796
797     if (!gameon)
798         visibleloading = 1;
799     if (stealthloading)
800         visibleloading = 0;
801     if (!stillloading)
802         loadtime = 0;
803     gamestarted = 1;
804
805     numenvsounds = 0;
806
807     if (tutoriallevel != -1)
808         tutoriallevel = 0;
809     else
810         tutoriallevel = 1;
811
812     if (tutoriallevel == 1)
813         tutorialstage = 0;
814     if (tutorialstage == 0) {
815         tutorialstagetime = 0;
816         tutorialmaxtime = 1;
817     }
818     pause_sound(whooshsound);
819     pause_sound(stream_firesound);
820
821     // Change the map filename into something that is os specific
822     buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
823     sprintf(buf, "%s%s", pfx, name);
824     const char *FixedFN = ConvertFileName(buf);
825
826     int mapvers;
827     FILE *tfile;
828     tfile = fopen( FixedFN, "rb" );
829     if (tfile) {
830         pause_sound(stream_firesound);
831         scoreadded = 0;
832         windialogue = false;
833         hostiletime = 0;
834         won = 0;
835
836         animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
837
838         numdialogues = 0;
839
840         for (int i = 0; i < 20; i++)
841             dialoguegonethrough[i] = 0;
842
843         indialogue = -1;
844         cameramode = 0;
845
846         damagedealt = 0;
847         damagetaken = 0;
848
849         if (accountactive)
850             difficulty = accountactive->getDifficulty();
851
852         numhotspots = 0;
853         currenthotspot = -1;
854         bonustime = 1;
855
856         skyboxtexture = 1;
857         skyboxr = 1;
858         skyboxg = 1;
859         skyboxb = 1;
860
861         freeze = 0;
862         winfreeze = 0;
863
864         for (int i = 0; i < 100; i++)
865             bonusnum[i] = 0;
866
867         numfalls = 0;
868         numflipfail = 0;
869         numseen = 0;
870         numstaffattack = 0;
871         numswordattack = 0;
872         numknifeattack = 0;
873         numunarmedattack = 0;
874         numescaped = 0;
875         numflipped = 0;
876         numwallflipped = 0;
877         numthrowkill = 0;
878         numafterkill = 0;
879         numreversals = 0;
880         numattacks = 0;
881         maxalarmed = 0;
882         numresponded = 0;
883
884         bonustotal = startbonustotal;
885         bonus = 0;
886         gameon = 1;
887         changedelay = 0;
888         if (console) {
889             emit_sound_np(consolesuccesssound);
890             freeze = 0;
891             console = false;
892         }
893
894         if (!stealthloading) {
895             terrain.numdecals = 0;
896             Sprite::deleteSprites();
897             for (int i = 0; i < objects.numobjects; i++)
898                 objects.model[i].numdecals = 0;
899
900             int j = objects.numobjects;
901             for (int i = 0; i < j; i++) {
902                 objects.DeleteObject(0);
903                 if (visibleloading)
904                     LoadingScreen();
905             }
906
907             for (int i = 0; i < subdivision; i++)
908                 for (int j = 0; j < subdivision; j++)
909                     terrain.patchobjectnum[i][j] = 0;
910             if (visibleloading)
911                 LoadingScreen();
912         }
913
914         weapons.clear();
915
916         funpackf(tfile, "Bi", &mapvers);
917         if (mapvers >= 15)
918             funpackf(tfile, "Bi", &indemo);
919         else
920             indemo = 0;
921         if (mapvers >= 5)
922             funpackf(tfile, "Bi", &maptype);
923         else
924             maptype = mapkilleveryone;
925         if (mapvers >= 6)
926             funpackf(tfile, "Bi", &hostile);
927         else
928             hostile = 1;
929         if (mapvers >= 4)
930             funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
931         else {
932             viewdistance = 100;
933             fadestart = .6;
934         }
935         if (mapvers >= 2)
936             funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
937         else {
938             skyboxtexture = 1;
939             skyboxr = 1;
940             skyboxg = 1;
941             skyboxb = 1;
942         }
943         if (mapvers >= 10)
944             funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
945         else {
946             skyboxlightr = skyboxr;
947             skyboxlightg = skyboxg;
948             skyboxlightb = skyboxb;
949         }
950         if (!stealthloading)
951             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);
952         if (stealthloading)
953             funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
954         if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
955             for (int j = 0; j < Person::players[0]->num_weapons; j++) {
956                 Person::players[0]->weaponids[j] = weapons.size();
957                 int type;
958                 funpackf(tfile, "Bi", &type);
959                 weapons.push_back(Weapon(type, 0));
960             }
961
962         if (visibleloading)
963             LoadingScreen();
964
965         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
966         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
967         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
968         funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
969
970         funpackf(tfile, "Bi", &Person::players[0]->numclothes);
971
972         if (mapvers >= 9)
973             funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
974         else {
975             Person::players[0]->whichskin = 0;
976             Person::players[0]->creature = rabbittype;
977         }
978
979         Person::players[0]->lastattack = -1;
980         Person::players[0]->lastattack2 = -1;
981         Person::players[0]->lastattack3 = -1;
982
983         //dialogues
984         if (mapvers >= 8) {
985             funpackf(tfile, "Bi", &numdialogues);
986             for (int k = 0; k < numdialogues; k++) {
987                 funpackf(tfile, "Bi", &numdialogueboxes[k]);
988                 funpackf(tfile, "Bi", &dialoguetype[k]);
989                 for (int l = 0; l < 10; l++) {
990                     funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
991                     funpackf(tfile, "Bf", &participantyaw[k][l]);
992                 }
993                 for (int l = 0; l < numdialogueboxes[k]; l++) {
994                     funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
995                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
996                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
997                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
998                     funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
999
1000                     funpackf(tfile, "Bi", &templength);
1001                     if (templength > 128 || templength <= 0)
1002                         templength = 128;
1003                     int m;
1004                     for (m = 0; m < templength; m++) {
1005                         funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1006                         if (dialoguetext[k][l][m] == '\0')
1007                             break;
1008                     }
1009                     dialoguetext[k][l][m] = 0;
1010
1011                     funpackf(tfile, "Bi", &templength);
1012                     if (templength > 64 || templength <= 0)
1013                         templength = 64;
1014                     for (m = 0; m < templength; m++) {
1015                         funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1016                         if (dialoguename[k][l][m] == '\0')
1017                             break;
1018                     }
1019                     dialoguename[k][l][m] = 0;
1020                     funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1021                     funpackf(tfile, "Bi", &participantfocus[k][l]);
1022                     funpackf(tfile, "Bi", &participantaction[k][l]);
1023
1024                     for (m = 0; m < 10; m++)
1025                         funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1026
1027                     funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1028                 }
1029             }
1030         } else
1031             numdialogues = 0;
1032
1033         for (int k = 0; k < Person::players[0]->numclothes; k++) {
1034             funpackf(tfile, "Bi", &templength);
1035             for (int l = 0; l < templength; l++)
1036                 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1037             Person::players[0]->clothes[k][templength] = '\0';
1038             funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1039         }
1040
1041         funpackf(tfile, "Bi", &environment);
1042
1043         funpackf(tfile, "Bi", &objects.numobjects);
1044         for (int i = 0; i < objects.numobjects; i++) {
1045             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]);
1046             if (objects.type[i] == treeleavestype)
1047                 objects.scale[i] = objects.scale[i - 1];
1048         }
1049
1050         if (mapvers >= 7) {
1051             funpackf(tfile, "Bi", &numhotspots);
1052             for (int i = 0; i < numhotspots; i++) {
1053                 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1054                 funpackf(tfile, "Bi", &templength);
1055                 if (templength)
1056                     for (int l = 0; l < templength; l++)
1057                         funpackf(tfile, "Bb", &hotspottext[i][l]);
1058                 hotspottext[i][templength] = '\0';
1059                 if (hotspottype[i] == -111)
1060                     indemo = 1;
1061             }
1062         } else
1063             numhotspots = 0;
1064
1065         if (visibleloading)
1066             LoadingScreen();
1067
1068         if (!stealthloading) {
1069             objects.center = 0;
1070             for (int i = 0; i < objects.numobjects; i++)
1071                 objects.center += objects.position[i];
1072             objects.center /= objects.numobjects;
1073
1074
1075             if (visibleloading)
1076                 LoadingScreen();
1077
1078             float maxdistance = 0;
1079             float tempdist;
1080             for (int i = 0; i < objects.numobjects; i++) {
1081                 tempdist = distsq(&objects.center, &objects.position[i]);
1082                 if (tempdist > maxdistance) {
1083                     maxdistance = tempdist;
1084                 }
1085             }
1086             objects.radius = fast_sqrt(maxdistance);
1087         }
1088
1089         if (visibleloading)
1090             LoadingScreen();
1091
1092         int numplayers;
1093         funpackf(tfile, "Bi", &numplayers);
1094         int howmanyremoved = 0;
1095         bool removeanother = 0;
1096         if (numplayers > maxplayers) {
1097             cout << "Warning: this level contains more players than allowed" << endl;
1098         }
1099         if (numplayers > 1) {
1100             for (int i = 1; i < numplayers; i++) {
1101                 Person::players.push_back(shared_ptr<Person>(new Person()));
1102                 if (visibleloading)
1103                     LoadingScreen();
1104                 removeanother = 0;
1105
1106                 funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &Person::players[i - howmanyremoved]->whichskin, &Person::players[i - howmanyremoved]->creature, &Person::players[i - howmanyremoved]->coords.x, &Person::players[i - howmanyremoved]->coords.y, &Person::players[i - howmanyremoved]->coords.z, &Person::players[i - howmanyremoved]->num_weapons);
1107                 if (mapvers >= 5)
1108                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
1109                 else
1110                     Person::players[i - howmanyremoved]->howactive = typeactive;
1111                 if (mapvers >= 3)
1112                     funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
1113                 else
1114                     Person::players[i - howmanyremoved]->scale = -1;
1115                 if (mapvers >= 11)
1116                     funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
1117                 else
1118                     Person::players[i - howmanyremoved]->immobile = 0;
1119                 if (mapvers >= 12)
1120                     funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
1121                 else
1122                     Person::players[i - howmanyremoved]->yaw = 0;
1123                 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
1124                 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
1125                     removeanother = 1;
1126                     howmanyremoved++;
1127                 }
1128                 if (!removeanother) {
1129                     if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
1130                         for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
1131                             Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
1132                             int type;
1133                             funpackf(tfile, "Bi", &type);
1134                             weapons.push_back(Weapon(type, i));
1135                         }
1136                     }
1137                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
1138                     for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
1139                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
1140                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
1141                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
1142                         if (mapvers >= 5)
1143                             funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
1144                         else
1145                             Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
1146                     }
1147
1148                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
1149                     if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
1150                         Person::players[i - howmanyremoved]->waypoint = 0;
1151
1152                     funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
1153                     funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
1154                     funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
1155                     funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
1156
1157                     if (mapvers >= 4)
1158                         funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1159                     else {
1160                         headprop = 1;
1161                         bodyprop = 1;
1162                         armprop = 1;
1163                         legprop = 1;
1164                     }
1165                     if (Person::players[i - howmanyremoved]->creature == wolftype) {
1166                         Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
1167                         Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
1168                         Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
1169                         Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1170                     }
1171
1172                     if (Person::players[i - howmanyremoved]->creature == rabbittype) {
1173                         Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
1174                         Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
1175                         Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
1176                         Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1177                         Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
1178                     }
1179
1180                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
1181                     if (Person::players[i - howmanyremoved]->numclothes) {
1182                         for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
1183                             int templength;
1184                             funpackf(tfile, "Bi", &templength);
1185                             for (int l = 0; l < templength; l++)
1186                                 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
1187                             Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
1188                             funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
1189                         }
1190                     }
1191                 }
1192             }
1193         }
1194         if (visibleloading)
1195             LoadingScreen();
1196
1197         numplayers -= howmanyremoved;
1198         Person::players.resize(numplayers);
1199
1200         funpackf(tfile, "Bi", &numpathpoints);
1201         if (numpathpoints > 30 || numpathpoints < 0)
1202             numpathpoints = 0;
1203         for (int j = 0; j < numpathpoints; j++) {
1204             funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1205             for (int k = 0; k < numpathpointconnect[j]; k++) {
1206                 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1207             }
1208         }
1209         if (visibleloading)
1210             LoadingScreen();
1211
1212         funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1213
1214         SetUpLighting();
1215         if (environment != oldenvironment)
1216             Setenvironment(environment);
1217         oldenvironment = environment;
1218
1219         if (!stealthloading) {
1220             int j = objects.numobjects;
1221             objects.numobjects = 0;
1222             for (int i = 0; i < j; i++) {
1223                 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1224                 if (visibleloading)
1225                     LoadingScreen();
1226             }
1227
1228             terrain.DoShadows();
1229             if (visibleloading)
1230                 LoadingScreen();
1231             objects.DoShadows();
1232             if (visibleloading)
1233                 LoadingScreen();
1234         }
1235
1236         fclose(tfile);
1237
1238         for (unsigned i = 0; i < Person::players.size(); i++) {
1239             if (visibleloading)
1240                 LoadingScreen();
1241             Person::players[i]->burnt = 0;
1242             Person::players[i]->bled = 0;
1243             Person::players[i]->onfire = 0;
1244             if (i == 0 || Person::players[i]->scale < 0)
1245                 Person::players[i]->scale = .2;
1246             Person::players[i]->skeleton.free = 0;
1247             Person::players[i]->skeleton.id = i;
1248             if (i == 0 && mapvers < 9)
1249                 Person::players[i]->creature = rabbittype;
1250             if (Person::players[i]->creature != wolftype) {
1251                 Person::players[i]->skeleton.Load(
1252                     (char *)":Data:Skeleton:Basic Figure",
1253                     (char *)":Data:Skeleton:Basic Figurelow",
1254                     (char *)":Data:Skeleton:Rabbitbelt",
1255                     (char *)":Data:Models:Body.solid",
1256                     (char *)":Data:Models:Body2.solid",
1257                     (char *)":Data:Models:Body3.solid",
1258                     (char *)":Data:Models:Body4.solid",
1259                     (char *)":Data:Models:Body5.solid",
1260                     (char *)":Data:Models:Body6.solid",
1261                     (char *)":Data:Models:Body7.solid",
1262                     (char *)":Data:Models:Bodylow.solid",
1263                     (char *)":Data:Models:Belt.solid", 0);
1264             } else {
1265                 if (Person::players[i]->creature != wolftype) {
1266                     Person::players[i]->skeleton.Load(
1267                         (char *)":Data:Skeleton:Basic Figure",
1268                         (char *)":Data:Skeleton:Basic Figurelow",
1269                         (char *)":Data:Skeleton:Rabbitbelt",
1270                         (char *)":Data:Models:Body.solid",
1271                         (char *)":Data:Models:Body2.solid",
1272                         (char *)":Data:Models:Body3.solid",
1273                         (char *)":Data:Models:Body4.solid",
1274                         (char *)":Data:Models:Body5.solid",
1275                         (char *)":Data:Models:Body6.solid",
1276                         (char *)":Data:Models:Body7.solid",
1277                         (char *)":Data:Models:Bodylow.solid",
1278                         (char *)":Data:Models:Belt.solid", 1);
1279                     Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
1280                 }
1281                 if (Person::players[i]->creature == wolftype) {
1282                     Person::players[i]->skeleton.Load(
1283                         (char *)":Data:Skeleton:Basic Figure Wolf",
1284                         (char *)":Data:Skeleton:Basic Figure Wolf Low",
1285                         (char *)":Data:Skeleton:Rabbitbelt",
1286                         (char *)":Data:Models:Wolf.solid",
1287                         (char *)":Data:Models:Wolf2.solid",
1288                         (char *)":Data:Models:Wolf3.solid",
1289                         (char *)":Data:Models:Wolf4.solid",
1290                         (char *)":Data:Models:Wolf5.solid",
1291                         (char *)":Data:Models:Wolf6.solid",
1292                         (char *)":Data:Models:Wolf7.solid",
1293                         (char *)":Data:Models:Wolflow.solid",
1294                         (char *)":Data:Models:Belt.solid", 0);
1295                 }
1296             }
1297
1298             Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
1299
1300             Person::players[i]->addClothes();
1301
1302             Person::players[i]->animCurrent = bounceidleanim;
1303             Person::players[i]->animTarget = bounceidleanim;
1304             Person::players[i]->frameCurrent = 0;
1305             Person::players[i]->frameTarget = 1;
1306             Person::players[i]->target = 0;
1307             Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1308             if (difficulty == 0)
1309                 Person::players[i]->speed -= .2;
1310             if (difficulty == 1)
1311                 Person::players[i]->speed -= .1;
1312
1313             Person::players[i]->velocity = 0;
1314             Person::players[i]->oldcoords = Person::players[i]->coords;
1315             Person::players[i]->realoldcoords = Person::players[i]->coords;
1316
1317             Person::players[i]->id = i;
1318             Person::players[i]->skeleton.id = i;
1319             Person::players[i]->updatedelay = 0;
1320             Person::players[i]->normalsupdatedelay = 0;
1321
1322             Person::players[i]->aitype = passivetype;
1323
1324             if (i == 0) {
1325                 Person::players[i]->proportionhead = 1.2;
1326                 Person::players[i]->proportionbody = 1.05;
1327                 Person::players[i]->proportionarms = 1.00;
1328                 Person::players[i]->proportionlegs = 1.1;
1329                 Person::players[i]->proportionlegs.y = 1.05;
1330             }
1331             Person::players[i]->headless = 0;
1332             Person::players[i]->currentoffset = 0;
1333             Person::players[i]->targetoffset = 0;
1334
1335             Person::players[i]->damagetolerance = 200;
1336
1337             if (Person::players[i]->creature == wolftype) {
1338                 if (i == 0 || Person::players[i]->scale < 0)
1339                     Person::players[i]->scale = .23;
1340                 Person::players[i]->damagetolerance = 300;
1341             }
1342
1343             if (visibleloading)
1344                 LoadingScreen();
1345             if (cellophane) {
1346                 Person::players[i]->proportionhead.z = 0;
1347                 Person::players[i]->proportionbody.z = 0;
1348                 Person::players[i]->proportionarms.z = 0;
1349                 Person::players[i]->proportionlegs.z = 0;
1350             }
1351
1352             Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1353
1354             Person::players[i]->headmorphness = 0;
1355             Person::players[i]->targetheadmorphness = 1;
1356             Person::players[i]->headmorphstart = 0;
1357             Person::players[i]->headmorphend = 0;
1358
1359             Person::players[i]->pausetime = 0;
1360
1361             Person::players[i]->dead = 0;
1362             Person::players[i]->jumppower = 5;
1363             Person::players[i]->damage = 0;
1364             Person::players[i]->permanentdamage = 0;
1365             Person::players[i]->superpermanentdamage = 0;
1366
1367             Person::players[i]->forwardkeydown = 0;
1368             Person::players[i]->leftkeydown = 0;
1369             Person::players[i]->backkeydown = 0;
1370             Person::players[i]->rightkeydown = 0;
1371             Person::players[i]->jumpkeydown = 0;
1372             Person::players[i]->crouchkeydown = 0;
1373             Person::players[i]->throwkeydown = 0;
1374
1375             Person::players[i]->collided = -10;
1376             Person::players[i]->loaded = 1;
1377             Person::players[i]->bloodloss = 0;
1378             Person::players[i]->weaponactive = -1;
1379             Person::players[i]->weaponstuck = -1;
1380             Person::players[i]->bleeding = 0;
1381             Person::players[i]->deathbleeding = 0;
1382             Person::players[i]->stunned = 0;
1383             Person::players[i]->hasvictim = 0;
1384             Person::players[i]->wentforweapon = 0;
1385         }
1386
1387         Person::players[0]->aitype = playercontrolled;
1388         Person::players[0]->weaponactive = -1;
1389
1390         if (difficulty == 1) {
1391             Person::players[0]->power = 1 / .9;
1392             Person::players[0]->damagetolerance = 250;
1393         } else if (difficulty == 0) {
1394             Person::players[0]->power = 1 / .8;
1395             Person::players[0]->damagetolerance = 300;
1396             Person::players[0]->armorhead *= 1.5;
1397             Person::players[0]->armorhigh *= 1.5;
1398             Person::players[0]->armorlow *= 1.5;
1399         }
1400
1401         cameraloc = Person::players[0]->coords;
1402         cameraloc.y += 5;
1403         yaw = Person::players[0]->yaw;
1404
1405         hawkcoords = Person::players[0]->coords;
1406         hawkcoords.y += 30;
1407
1408         if (visibleloading)
1409             LoadingScreen();
1410
1411         LOG("Starting background music...");
1412
1413         OPENAL_StopSound(OPENAL_ALL);
1414         if (ambientsound) {
1415             if (environment == snowyenvironment) {
1416                 emit_stream_np(stream_wind);
1417             } else if (environment == desertenvironment) {
1418                 emit_stream_np(stream_desertambient);
1419             } else if (environment == grassyenvironment) {
1420                 emit_stream_np(stream_wind, 100.);
1421             }
1422         }
1423         oldmusicvolume[0] = 0;
1424         oldmusicvolume[1] = 0;
1425         oldmusicvolume[2] = 0;
1426         oldmusicvolume[3] = 0;
1427
1428         if (!firstload)
1429             firstload = 1;
1430     } else {
1431         perror("Problem");
1432     }
1433     leveltime = 0;
1434     visibleloading = 0;
1435 }
1436
1437 void doTutorial()
1438 {
1439     if (tutorialstagetime > tutorialmaxtime) {
1440         tutorialstage++;
1441         tutorialsuccess = 0;
1442         if (tutorialstage <= 1) {
1443             canattack = 0;
1444             cananger = 0;
1445             reversaltrain = 0;
1446         }
1447         switch (tutorialstage) {
1448         case 1:
1449             tutorialmaxtime = 5;
1450             break;
1451         case 2:
1452             tutorialmaxtime = 2;
1453             break;
1454         case 3:
1455             tutorialmaxtime = 600;
1456             break;
1457         case 4:
1458             tutorialmaxtime = 1000;
1459             break;
1460         case 5:
1461             tutorialmaxtime = 600;
1462             break;
1463         case 6:
1464             tutorialmaxtime = 600;
1465             break;
1466         case 7:
1467             tutorialmaxtime = 600;
1468             break;
1469         case 8:
1470             tutorialmaxtime = 600;
1471             break;
1472         case 9:
1473             tutorialmaxtime = 600;
1474             break;
1475         case 10:
1476             tutorialmaxtime = 2;
1477             break;
1478         case 11:
1479             tutorialmaxtime = 1000;
1480             break;
1481         case 12:
1482             tutorialmaxtime = 1000;
1483             break;
1484         case 13:
1485             tutorialmaxtime = 2;
1486             break;
1487         case 14: {
1488             tutorialmaxtime = 3;
1489
1490             XYZ temp, temp2;
1491
1492             temp.x = 1011;
1493             temp.y = 84;
1494             temp.z = 491;
1495             temp2.x = 1025;
1496             temp2.y = 75;
1497             temp2.z = 447;
1498
1499             Person::players[1]->coords = (temp + temp2) / 2;
1500
1501             emit_sound_at(fireendsound, Person::players[1]->coords);
1502
1503             for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1504                 if (Random() % 2 == 0) {
1505                     if (!Person::players[1]->skeleton.free)
1506                         temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1507                     if (Person::players[1]->skeleton.free)
1508                         temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1509                     if (!Person::players[1]->skeleton.free)
1510                         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;
1511                     if (Person::players[1]->skeleton.free)
1512                         temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1513                     Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1514                 }
1515             }
1516         }
1517         break;
1518         case 15:
1519             tutorialmaxtime = 500;
1520             break;
1521         case 16:
1522             tutorialmaxtime = 500;
1523             break;
1524         case 17:
1525             tutorialmaxtime = 500;
1526             break;
1527         case 18:
1528             tutorialmaxtime = 500;
1529             break;
1530         case 19:
1531             tutorialstage = 20;
1532             break;
1533         case 20:
1534             tutorialmaxtime = 500;
1535             break;
1536         case 21:
1537             tutorialmaxtime = 500;
1538             if (bonus == cannon) {
1539                 bonus = Slicebonus;
1540                 againbonus = 1;
1541             } else
1542                 againbonus = 0;
1543             break;
1544         case 22:
1545             tutorialmaxtime = 500;
1546             break;
1547         case 23:
1548             tutorialmaxtime = 500;
1549             break;
1550         case 24:
1551             tutorialmaxtime = 500;
1552             break;
1553         case 25:
1554             tutorialmaxtime = 500;
1555             break;
1556         case 26:
1557             tutorialmaxtime = 2;
1558             break;
1559         case 27:
1560             tutorialmaxtime = 4;
1561             reversaltrain = 1;
1562             cananger = 1;
1563             Person::players[1]->aitype = attacktypecutoff;
1564             break;
1565         case 28:
1566             tutorialmaxtime = 400;
1567             break;
1568         case 29:
1569             tutorialmaxtime = 400;
1570             Person::players[0]->escapednum = 0;
1571             break;
1572         case 30:
1573             tutorialmaxtime = 4;
1574             reversaltrain = 0;
1575             cananger = 0;
1576             Person::players[1]->aitype = passivetype;
1577             break;
1578         case 31:
1579             tutorialmaxtime = 13;
1580             break;
1581         case 32:
1582             tutorialmaxtime = 8;
1583             break;
1584         case 33:
1585             tutorialmaxtime = 400;
1586             cananger = 1;
1587             canattack = 1;
1588             Person::players[1]->aitype = attacktypecutoff;
1589             break;
1590         case 34:
1591             tutorialmaxtime = 400;
1592             break;
1593         case 35:
1594             tutorialmaxtime = 400;
1595             break;
1596         case 36:
1597             tutorialmaxtime = 2;
1598             reversaltrain = 0;
1599             cananger = 0;
1600             Person::players[1]->aitype = passivetype;
1601             break;
1602         case 37:
1603             damagedealt = 0;
1604             damagetaken = 0;
1605             tutorialmaxtime = 50;
1606             cananger = 1;
1607             canattack = 1;
1608             Person::players[1]->aitype = attacktypecutoff;
1609             break;
1610         case 38:
1611             tutorialmaxtime = 4;
1612             canattack = 0;
1613             cananger = 0;
1614             Person::players[1]->aitype = passivetype;
1615             break;
1616         case 39: {
1617             XYZ temp, temp2;
1618
1619             temp.x = 1011;
1620             temp.y = 84;
1621             temp.z = 491;
1622             temp2.x = 1025;
1623             temp2.y = 75;
1624             temp2.z = 447;
1625
1626             Weapon w(knife, -1);
1627             w.position = (temp + temp2) / 2;
1628             w.tippoint = (temp + temp2) / 2;
1629
1630             w.velocity = 0.1;
1631             w.tipvelocity = 0.1;
1632             w.missed = 1;
1633             w.hitsomething = 0;
1634             w.freetime = 0;
1635             w.firstfree = 1;
1636             w.physics = 1;
1637
1638             weapons.push_back(w);
1639         }
1640         break;
1641         case 40:
1642             tutorialmaxtime = 300;
1643             break;
1644         case 41:
1645             tutorialmaxtime = 300;
1646             break;
1647         case 42:
1648             tutorialmaxtime = 8;
1649             break;
1650         case 43:
1651             tutorialmaxtime = 300;
1652             break;
1653         case 44:
1654             weapons[0].owner = 1;
1655             Person::players[0]->weaponactive = -1;
1656             Person::players[0]->num_weapons = 0;
1657             Person::players[1]->weaponactive = 0;
1658             Person::players[1]->num_weapons = 1;
1659             Person::players[1]->weaponids[0] = 0;
1660
1661             cananger = 1;
1662             canattack = 1;
1663             Person::players[1]->aitype = attacktypecutoff;
1664
1665             tutorialmaxtime = 300;
1666             break;
1667         case 45:
1668             weapons[0].owner = 1;
1669             Person::players[0]->weaponactive = -1;
1670             Person::players[0]->num_weapons = 0;
1671             Person::players[1]->weaponactive = 0;
1672             Person::players[1]->num_weapons = 1;
1673             Person::players[1]->weaponids[0] = 0;
1674
1675             tutorialmaxtime = 300;
1676             break;
1677         case 46:
1678             weapons[0].owner = 1;
1679             Person::players[0]->weaponactive = -1;
1680             Person::players[0]->num_weapons = 0;
1681             Person::players[1]->weaponactive = 0;
1682             Person::players[1]->num_weapons = 1;
1683             Person::players[1]->weaponids[0] = 0;
1684
1685             weapons[0].setType(sword);
1686
1687             tutorialmaxtime = 300;
1688             break;
1689         case 47: {
1690             tutorialmaxtime = 10;
1691
1692             XYZ temp, temp2;
1693
1694             temp.x = 1011;
1695             temp.y = 84;
1696             temp.z = 491;
1697             temp2.x = 1025;
1698             temp2.y = 75;
1699             temp2.z = 447;
1700
1701             Weapon w(sword, -1);
1702             w.position = (temp + temp2) / 2;
1703             w.tippoint = (temp + temp2) / 2;
1704
1705             w.velocity = 0.1;
1706             w.tipvelocity = 0.1;
1707             w.missed = 1;
1708             w.hitsomething = 0;
1709             w.freetime = 0;
1710             w.firstfree = 1;
1711             w.physics = 1;
1712
1713             weapons.push_back(w);
1714
1715             weapons[0].owner = 1;
1716             weapons[1].owner = 0;
1717             Person::players[0]->weaponactive = 0;
1718             Person::players[0]->num_weapons = 1;
1719             Person::players[0]->weaponids[0] = 1;
1720             Person::players[1]->weaponactive = 0;
1721             Person::players[1]->num_weapons = 1;
1722             Person::players[1]->weaponids[0] = 0;
1723
1724         }
1725         break;
1726         case 48:
1727             canattack = 0;
1728             cananger = 0;
1729             Person::players[1]->aitype = passivetype;
1730
1731             tutorialmaxtime = 15;
1732
1733             weapons[0].owner = 1;
1734             weapons[1].owner = 0;
1735             Person::players[0]->weaponactive = 0;
1736             Person::players[0]->num_weapons = 1;
1737             Person::players[0]->weaponids[0] = 1;
1738             Person::players[1]->weaponactive = 0;
1739             Person::players[1]->num_weapons = 1;
1740             Person::players[1]->weaponids[0] = 0;
1741
1742             if (Person::players[0]->weaponactive != -1)
1743                 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1744             else
1745                 weapons[0].setType(staff);
1746             break;
1747         case 49:
1748             canattack = 0;
1749             cananger = 0;
1750             Person::players[1]->aitype = passivetype;
1751
1752             tutorialmaxtime = 200;
1753
1754             weapons[1].position = 1000;
1755             weapons[1].tippoint = 1000;
1756
1757             weapons[0].setType(knife);
1758
1759             weapons[0].owner = 0;
1760             Person::players[1]->weaponactive = -1;
1761             Person::players[1]->num_weapons = 0;
1762             Person::players[0]->weaponactive = 0;
1763             Person::players[0]->num_weapons = 1;
1764             Person::players[0]->weaponids[0] = 0;
1765
1766             break;
1767         case 50: {
1768             tutorialmaxtime = 8;
1769
1770             XYZ temp, temp2;
1771             emit_sound_at(fireendsound, Person::players[1]->coords);
1772
1773             for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1774                 if (Random() % 2 == 0) {
1775                     if (!Person::players[1]->skeleton.free)
1776                         temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1777                     if (Person::players[1]->skeleton.free)
1778                         temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1779                     if (!Person::players[1]->skeleton.free)
1780                         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;
1781                     if (Person::players[1]->skeleton.free)
1782                         temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1783                     Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1784                 }
1785             }
1786
1787             Person::players[1]->num_weapons = 0;
1788             Person::players[1]->weaponstuck = -1;
1789             Person::players[1]->weaponactive = -1;
1790
1791             weapons.clear();
1792         }
1793         break;
1794         case 51:
1795             tutorialmaxtime = 80000;
1796             break;
1797         default:
1798             break;
1799         }
1800         if (tutorialstage <= 51)
1801             tutorialstagetime = 0;
1802     }
1803
1804     //Tutorial success
1805     if (tutorialstagetime < tutorialmaxtime - 3) {
1806         switch (tutorialstage) {
1807         case 3:
1808             if (deltah || deltav)
1809                 tutorialsuccess += multiplier;
1810             break;
1811         case 4:
1812             if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1813                 tutorialsuccess += multiplier;
1814             break;
1815         case 5:
1816             if (Person::players[0]->jumpkeydown)
1817                 tutorialsuccess = 1;
1818             break;
1819         case 6:
1820             if (Person::players[0]->isCrouch())
1821                 tutorialsuccess = 1;
1822             break;
1823         case 7:
1824             if (Person::players[0]->animTarget == rollanim)
1825                 tutorialsuccess = 1;
1826             break;
1827         case 8:
1828             if (Person::players[0]->animTarget == sneakanim)
1829                 tutorialsuccess += multiplier;
1830             break;
1831         case 9:
1832             if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1833                 tutorialsuccess += multiplier;
1834             break;
1835         case 11:
1836             if (Person::players[0]->isWallJump())
1837                 tutorialsuccess = 1;
1838             break;
1839         case 12:
1840             if (Person::players[0]->animTarget == flipanim)
1841                 tutorialsuccess = 1;
1842             break;
1843         case 15:
1844             if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1845                 tutorialsuccess = 1;
1846             break;
1847         case 16:
1848             if (Person::players[0]->animTarget == winduppunchanim)
1849                 tutorialsuccess = 1;
1850             break;
1851         case 17:
1852             if (Person::players[0]->animTarget == spinkickanim)
1853                 tutorialsuccess = 1;
1854             break;
1855         case 18:
1856             if (Person::players[0]->animTarget == sweepanim)
1857                 tutorialsuccess = 1;
1858             break;
1859         case 19:
1860             if (Person::players[0]->animTarget == dropkickanim)
1861                 tutorialsuccess = 1;
1862             break;
1863         case 20:
1864             if (Person::players[0]->animTarget == rabbitkickanim)
1865                 tutorialsuccess = 1;
1866             break;
1867         case 21:
1868             if (bonus == cannon)
1869                 tutorialsuccess = 1;
1870             break;
1871         case 22:
1872             if (bonus == spinecrusher)
1873                 tutorialsuccess = 1;
1874             break;
1875         case 23:
1876             if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1877                 tutorialsuccess = 1;
1878             break;
1879         case 24:
1880             if (Person::players[0]->animTarget == rabbittacklinganim)
1881                 tutorialsuccess = 1;
1882             break;
1883         case 25:
1884             if (Person::players[0]->animTarget == backhandspringanim)
1885                 tutorialsuccess = 1;
1886             break;
1887         case 28:
1888             if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1889                 tutorialsuccess = 1;
1890             break;
1891         case 29:
1892             if (Person::players[0]->escapednum == 2) {
1893                 tutorialsuccess = 1;
1894                 reversaltrain = 0;
1895                 cananger = 0;
1896                 Person::players[1]->aitype = passivetype;
1897             }
1898             break;
1899         case 33:
1900             if (animation[Person::players[0]->animTarget].attack == reversal)
1901                 tutorialsuccess = 1;
1902             break;
1903         case 34:
1904             if (animation[Person::players[0]->animTarget].attack == reversal)
1905                 tutorialsuccess = 1;
1906             break;
1907         case 35:
1908             if (animation[Person::players[0]->animTarget].attack == reversal) {
1909                 tutorialsuccess = 1;
1910                 reversaltrain = 0;
1911                 cananger = 0;
1912                 Person::players[1]->aitype = passivetype;
1913             }
1914             break;
1915         case 40:
1916             if (Person::players[0]->num_weapons > 0)
1917                 tutorialsuccess = 1;
1918             break;
1919         case 41:
1920             if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1921                 tutorialsuccess = 1;
1922             break;
1923         case 43:
1924             if (Person::players[0]->animTarget == knifeslashstartanim)
1925                 tutorialsuccess = 1;
1926             break;
1927         case 44:
1928             if (animation[Person::players[0]->animTarget].attack == reversal)
1929                 tutorialsuccess = 1;
1930             break;
1931         case 45:
1932             if (animation[Person::players[0]->animTarget].attack == reversal)
1933                 tutorialsuccess = 1;
1934             break;
1935         case 46:
1936             if (animation[Person::players[0]->animTarget].attack == reversal)
1937                 tutorialsuccess = 1;
1938             break;
1939         case 49:
1940             if (Person::players[1]->weaponstuck != -1)
1941                 tutorialsuccess = 1;
1942             break;
1943         default:
1944             break;
1945         }
1946         if (tutorialsuccess >= 1)
1947             tutorialstagetime = tutorialmaxtime - 3;
1948
1949
1950         if (tutorialstagetime == tutorialmaxtime - 3) {
1951             emit_sound_np(consolesuccesssound);
1952         }
1953
1954         if (tutorialsuccess >= 1) {
1955             if (tutorialstage == 34 || tutorialstage == 35)
1956                 tutorialstagetime = tutorialmaxtime - 1;
1957         }
1958     }
1959
1960     if (tutorialstage < 14 || tutorialstage >= 50) {
1961         Person::players[1]->coords.y = 300;
1962         Person::players[1]->velocity = 0;
1963     }
1964 }
1965
1966 void doDebugKeys()
1967 {
1968     float headprop, bodyprop, armprop, legprop;
1969     if (debugmode) {
1970         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1971             Person::players[0]->damagetolerance = 200000;
1972             Person::players[0]->damage = 0;
1973             Person::players[0]->burnt = 0;
1974             Person::players[0]->permanentdamage = 0;
1975             Person::players[0]->superpermanentdamage = 0;
1976         }
1977
1978         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1979             environment++;
1980             if (environment > 2)
1981                 environment = 0;
1982             Setenvironment(environment);
1983         }
1984
1985         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1986             cameramode = !cameramode;
1987         }
1988
1989         if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1990             if (Person::players[0]->num_weapons > 0) {
1991                 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1992                     weapons[Person::players[0]->weaponids[0]].setType(staff);
1993                 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1994                     weapons[Person::players[0]->weaponids[0]].setType(knife);
1995                 else
1996                     weapons[Person::players[0]->weaponids[0]].setType(sword);
1997             }
1998         }
1999
2000         if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2001             int closest = findClosestPlayer();
2002             if (closest >= 0) {
2003                 if (Person::players[closest]->num_weapons) {
2004                     if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2005                         weapons[Person::players[closest]->weaponids[0]].setType(staff);
2006                     else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2007                         weapons[Person::players[closest]->weaponids[0]].setType(knife);
2008                     else
2009                         weapons[Person::players[closest]->weaponids[0]].setType(sword);
2010                 }
2011                 if (!Person::players[closest]->num_weapons) {
2012                     Person::players[closest]->weaponids[0] = weapons.size();
2013
2014                     weapons.push_back(Weapon(knife, closest));
2015
2016                     Person::players[closest]->num_weapons = 1;
2017                 }
2018             }
2019         }
2020
2021         if (Input::isKeyDown(SDL_SCANCODE_U)) {
2022             int closest = findClosestPlayer();
2023             if (closest >= 0) {
2024                 Person::players[closest]->yaw += multiplier * 50;
2025                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2026             }
2027         }
2028
2029
2030         if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2031             int closest = findClosestPlayer();
2032             if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2033                 closest = 0;
2034
2035             if (closest >= 0) {
2036                 Person::players[closest]->whichskin++;
2037                 if (Person::players[closest]->whichskin > 9)
2038                     Person::players[closest]->whichskin = 0;
2039                 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2040                     Person::players[closest]->whichskin = 0;
2041
2042                 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2043                         &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2044             }
2045
2046             Person::players[closest]->addClothes();
2047         }
2048
2049         if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2050             int closest = findClosestPlayer();
2051             if (closest >= 0) {
2052                 if (Person::players[closest]->creature == wolftype) {
2053                     headprop = Person::players[closest]->proportionhead.x / 1.1;
2054                     bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2055                     armprop = Person::players[closest]->proportionarms.x / 1.1;
2056                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
2057                 }
2058
2059                 if (Person::players[closest]->creature == rabbittype) {
2060                     headprop = Person::players[closest]->proportionhead.x / 1.2;
2061                     bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2062                     armprop = Person::players[closest]->proportionarms.x / 1.00;
2063                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
2064                 }
2065
2066
2067                 if (Person::players[closest]->creature == rabbittype) {
2068                     Person::players[closest]->skeleton.id = closest;
2069                     Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0);
2070                     Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2071                     Person::players[closest]->whichskin = 0;
2072                     Person::players[closest]->creature = wolftype;
2073
2074                     Person::players[closest]->proportionhead = 1.1;
2075                     Person::players[closest]->proportionbody = 1.1;
2076                     Person::players[closest]->proportionarms = 1.1;
2077                     Person::players[closest]->proportionlegs = 1.1;
2078                     Person::players[closest]->proportionlegs.y = 1.1;
2079                     Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
2080
2081                     Person::players[closest]->damagetolerance = 300;
2082                 } else {
2083                     Person::players[closest]->skeleton.id = closest;
2084                     Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
2085                     Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2086                     Person::players[closest]->whichskin = 0;
2087                     Person::players[closest]->creature = rabbittype;
2088
2089                     Person::players[closest]->proportionhead = 1.2;
2090                     Person::players[closest]->proportionbody = 1.05;
2091                     Person::players[closest]->proportionarms = 1.00;
2092                     Person::players[closest]->proportionlegs = 1.1;
2093                     Person::players[closest]->proportionlegs.y = 1.05;
2094                     Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
2095
2096                     Person::players[closest]->damagetolerance = 200;
2097                 }
2098
2099                 if (Person::players[closest]->creature == wolftype) {
2100                     Person::players[closest]->proportionhead = 1.1 * headprop;
2101                     Person::players[closest]->proportionbody = 1.1 * bodyprop;
2102                     Person::players[closest]->proportionarms = 1.1 * armprop;
2103                     Person::players[closest]->proportionlegs = 1.1 * legprop;
2104                 }
2105
2106                 if (Person::players[closest]->creature == rabbittype) {
2107                     Person::players[closest]->proportionhead = 1.2 * headprop;
2108                     Person::players[closest]->proportionbody = 1.05 * bodyprop;
2109                     Person::players[closest]->proportionarms = 1.00 * armprop;
2110                     Person::players[closest]->proportionlegs = 1.1 * legprop;
2111                     Person::players[closest]->proportionlegs.y = 1.05 * legprop;
2112                 }
2113
2114             }
2115         }
2116
2117         if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2118             slomo = 1 - slomo;
2119             slomodelay = 1000;
2120         }
2121
2122
2123         if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2124             int closest = -1;
2125             float closestdist = std::numeric_limits<float>::max();
2126
2127             for (unsigned i = 1; i < Person::players.size(); i++) {
2128                 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
2129                 if (!Person::players[i]->headless)
2130                     if (distance < closestdist) {
2131                         closestdist = distance;
2132                         closest = i;
2133                     }
2134             }
2135
2136             XYZ flatfacing2, flatvelocity2;
2137             XYZ blah;
2138             if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2139                 blah = Person::players[closest]->coords;
2140                 XYZ headspurtdirection;
2141                 //int i = Person::players[closest]->skeleton.jointlabels[head];
2142                 Joint& headjoint = Person::players[closest]->joint(head);
2143                 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
2144                     if (!Person::players[closest]->skeleton.free)
2145                         flatvelocity2 = Person::players[closest]->velocity;
2146                     if (Person::players[closest]->skeleton.free)
2147                         flatvelocity2 = headjoint.velocity;
2148                     if (!Person::players[closest]->skeleton.free)
2149                         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;
2150                     if (Person::players[closest]->skeleton.free)
2151                         flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
2152                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2153                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2154                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2155                     headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2156                     Normalise(&headspurtdirection);
2157                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2158                     flatvelocity2 += headspurtdirection * 8;
2159                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2160                 }
2161                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2162
2163                 emit_sound_at(splattersound, blah);
2164                 emit_sound_at(breaksound2, blah, 100.);
2165
2166                 if (Person::players[closest]->skeleton.free == 2)
2167                     Person::players[closest]->skeleton.free = 0;
2168                 Person::players[closest]->RagDoll(0);
2169                 Person::players[closest]->dead = 2;
2170                 Person::players[closest]->headless = 1;
2171                 Person::players[closest]->DoBloodBig(3, 165);
2172
2173                 camerashake += .3;
2174             }
2175         }
2176
2177         if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2178             int closest = findClosestPlayer();
2179             XYZ flatfacing2, flatvelocity2;
2180             XYZ blah;
2181             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2182                 blah = Person::players[closest]->coords;
2183                 emit_sound_at(splattersound, blah);
2184                 emit_sound_at(breaksound2, blah);
2185
2186                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2187                     if (!Person::players[closest]->skeleton.free)
2188                         flatvelocity2 = Person::players[closest]->velocity;
2189                     if (Person::players[closest]->skeleton.free)
2190                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2191                     if (!Person::players[closest]->skeleton.free)
2192                         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;
2193                     if (Person::players[closest]->skeleton.free)
2194                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2195                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2196                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2197                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2198                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2199                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2200                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2201                 }
2202
2203                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2204                     if (!Person::players[closest]->skeleton.free)
2205                         flatvelocity2 = Person::players[closest]->velocity;
2206                     if (Person::players[closest]->skeleton.free)
2207                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2208                     if (!Person::players[closest]->skeleton.free)
2209                         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;
2210                     if (Person::players[closest]->skeleton.free)
2211                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2212                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2213                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2214                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2215                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2216                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2217                 }
2218
2219                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2220                     if (!Person::players[closest]->skeleton.free)
2221                         flatvelocity2 = Person::players[closest]->velocity;
2222                     if (Person::players[closest]->skeleton.free)
2223                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2224                     if (!Person::players[closest]->skeleton.free)
2225                         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;
2226                     if (Person::players[closest]->skeleton.free)
2227                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2228                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2229                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2230                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2231                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2232                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2233                 }
2234
2235                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2236                     if (!Person::players[closest]->skeleton.free)
2237                         flatvelocity2 = Person::players[closest]->velocity;
2238                     if (Person::players[closest]->skeleton.free)
2239                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2240                     if (!Person::players[closest]->skeleton.free)
2241                         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;
2242                     if (Person::players[closest]->skeleton.free)
2243                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2244                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2245                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2246                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2247                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2248                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2249                 }
2250
2251                 XYZ temppos;
2252                 for (unsigned j = 0; j < Person::players.size(); j++) {
2253                     if (int(j) != closest) {
2254                         if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2255                             Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2256                             if (Person::players[j]->skeleton.free == 2)
2257                                 Person::players[j]->skeleton.free = 1;
2258                             Person::players[j]->skeleton.longdead = 0;
2259                             Person::players[j]->RagDoll(0);
2260                             for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2261                                 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2262                                 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2263                                     flatvelocity2 = temppos - Person::players[closest]->coords;
2264                                     Normalise(&flatvelocity2);
2265                                     Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2266                                 }
2267                             }
2268                         }
2269                     }
2270                 }
2271
2272                 Person::players[closest]->DoDamage(10000);
2273                 Person::players[closest]->RagDoll(0);
2274                 Person::players[closest]->dead = 2;
2275                 Person::players[closest]->coords = 20;
2276                 Person::players[closest]->skeleton.free = 2;
2277
2278                 camerashake += .6;
2279
2280             }
2281         }
2282
2283         if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2284             Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2285             if (Person::players[0]->onfire) {
2286                 Person::players[0]->CatchFire();
2287             }
2288             if (!Person::players[0]->onfire) {
2289                 emit_sound_at(fireendsound, Person::players[0]->coords);
2290                 pause_sound(stream_firesound);
2291             }
2292         }
2293
2294         if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2295             Person::players[0]->RagDoll(0);
2296
2297             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2298         }
2299
2300         if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2301             for (int i = 0; i < objects.numobjects; i++) {
2302                 if (objects.type[i] == treeleavestype) {
2303                     objects.scale[i] *= .9;
2304                 }
2305             }
2306         }
2307
2308         if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2309             editorenabled = !editorenabled;
2310             if (editorenabled) {
2311                 Person::players[0]->damagetolerance = 100000;
2312             } else {
2313                 Person::players[0]->damagetolerance = 200;
2314             }
2315             Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2316             Person::players[0]->permanentdamage = 0;
2317             Person::players[0]->superpermanentdamage = 0;
2318             Person::players[0]->bloodloss = 0;
2319             Person::players[0]->deathbleeding = 0;
2320         }
2321
2322         //skip level
2323         if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2324             targetlevel++;
2325             if (targetlevel > numchallengelevels - 1)
2326                 targetlevel = 0;
2327             loading = 1;
2328             leveltime = 5;
2329         }
2330
2331         if (editorenabled) {
2332             if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2333                 int closest = findClosestPlayer();
2334                 if (closest >= 0) {
2335                     Person::players.erase(Person::players.begin()+closest);
2336                 }
2337             }
2338
2339             if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2340                 int closest = findClosestObject();
2341                 if (closest >= 0)
2342                     objects.position[closest].y -= 500;
2343             }
2344
2345             if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2346                 if (objects.numobjects < max_objects - 1) {
2347                     XYZ boxcoords;
2348                     boxcoords.x = Person::players[0]->coords.x;
2349                     boxcoords.z = Person::players[0]->coords.z;
2350                     boxcoords.y = Person::players[0]->coords.y - 3;
2351                     if (editortype == bushtype)
2352                         boxcoords.y = Person::players[0]->coords.y - .5;
2353                     if (editortype == firetype)
2354                         boxcoords.y = Person::players[0]->coords.y - .5;
2355                     //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
2356                     float temprotat, temprotat2;
2357                     temprotat = editoryaw;
2358                     temprotat2 = editorpitch;
2359                     if (temprotat < 0 || editortype == bushtype)
2360                         temprotat = Random() % 360;
2361                     if (temprotat2 < 0)
2362                         temprotat2 = Random() % 360;
2363
2364                     objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2365                     if (editortype == treetrunktype)
2366                         objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2367                 }
2368             }
2369
2370             if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2371                 Person::players.push_back(shared_ptr<Person>(new Person()));
2372
2373                 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2374                 Person::players.back()->creature = rabbittype;
2375                 Person::players.back()->howactive = editoractive;
2376                 Person::players.back()->skeleton.id = Person::players.size()-1;
2377                 Person::players.back()->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
2378
2379                 int k = abs(Random() % 2) + 1;
2380                 if (k == 0) {
2381                     Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2382                     Person::players.back()->whichskin = 0;
2383                 } else if (k == 1) {
2384                     Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2385                     Person::players.back()->whichskin = 1;
2386                 } else {
2387                     Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2388                     Person::players.back()->whichskin = 2;
2389                 }
2390
2391                 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2392                 Person::players.back()->power = 1;
2393                 Person::players.back()->speedmult = 1;
2394                 Person::players.back()->animCurrent = bounceidleanim;
2395                 Person::players.back()->animTarget = bounceidleanim;
2396                 Person::players.back()->frameCurrent = 0;
2397                 Person::players.back()->frameTarget = 1;
2398                 Person::players.back()->target = 0;
2399                 Person::players.back()->bled = 0;
2400                 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2401
2402                 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2403                 Person::players.back()->yaw = Person::players[0]->yaw;
2404
2405                 Person::players.back()->velocity = 0;
2406                 Person::players.back()->coords = Person::players[0]->coords;
2407                 Person::players.back()->oldcoords = Person::players.back()->coords;
2408                 Person::players.back()->realoldcoords = Person::players.back()->coords;
2409
2410                 Person::players.back()->id = Person::players.size()-1;
2411                 Person::players.back()->updatedelay = 0;
2412                 Person::players.back()->normalsupdatedelay = 0;
2413
2414                 Person::players.back()->aitype = passivetype;
2415
2416                 if (Person::players[0]->creature == wolftype) {
2417                     headprop = Person::players[0]->proportionhead.x / 1.1;
2418                     bodyprop = Person::players[0]->proportionbody.x / 1.1;
2419                     armprop = Person::players[0]->proportionarms.x / 1.1;
2420                     legprop = Person::players[0]->proportionlegs.x / 1.1;
2421                 }
2422
2423                 if (Person::players[0]->creature == rabbittype) {
2424                     headprop = Person::players[0]->proportionhead.x / 1.2;
2425                     bodyprop = Person::players[0]->proportionbody.x / 1.05;
2426                     armprop = Person::players[0]->proportionarms.x / 1.00;
2427                     legprop = Person::players[0]->proportionlegs.x / 1.1;
2428                 }
2429
2430                 if (Person::players.back()->creature == wolftype) {
2431                     Person::players.back()->proportionhead = 1.1 * headprop;
2432                     Person::players.back()->proportionbody = 1.1 * bodyprop;
2433                     Person::players.back()->proportionarms = 1.1 * armprop;
2434                     Person::players.back()->proportionlegs = 1.1 * legprop;
2435                 }
2436
2437                 if (Person::players.back()->creature == rabbittype) {
2438                     Person::players.back()->proportionhead = 1.2 * headprop;
2439                     Person::players.back()->proportionbody = 1.05 * bodyprop;
2440                     Person::players.back()->proportionarms = 1.00 * armprop;
2441                     Person::players.back()->proportionlegs = 1.1 * legprop;
2442                     Person::players.back()->proportionlegs.y = 1.05 * legprop;
2443                 }
2444
2445                 Person::players.back()->headless = 0;
2446                 Person::players.back()->onfire = 0;
2447
2448                 if (cellophane) {
2449                     Person::players.back()->proportionhead.z = 0;
2450                     Person::players.back()->proportionbody.z = 0;
2451                     Person::players.back()->proportionarms.z = 0;
2452                     Person::players.back()->proportionlegs.z = 0;
2453                 }
2454
2455                 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2456
2457                 Person::players.back()->damagetolerance = 200;
2458
2459                 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2460                 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2461                 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2462                 Person::players.back()->armorhead = Person::players[0]->armorhead;
2463                 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2464                 Person::players.back()->armorlow = Person::players[0]->armorlow;
2465                 Person::players.back()->metalhead = Person::players[0]->metalhead;
2466                 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2467                 Person::players.back()->metallow = Person::players[0]->metallow;
2468
2469                 Person::players.back()->immobile = Person::players[0]->immobile;
2470
2471                 Person::players.back()->numclothes = Person::players[0]->numclothes;
2472                 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2473                     strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2474                     Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2475                     Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2476                     Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2477                 }
2478                 Person::players.back()->addClothes();
2479
2480                 Person::players.back()->power = Person::players[0]->power;
2481                 Person::players.back()->speedmult = Person::players[0]->speedmult;
2482
2483                 Person::players.back()->damage = 0;
2484                 Person::players.back()->permanentdamage = 0;
2485                 Person::players.back()->superpermanentdamage = 0;
2486                 Person::players.back()->deathbleeding = 0;
2487                 Person::players.back()->bleeding = 0;
2488                 Person::players.back()->numwaypoints = 0;
2489                 Person::players.back()->waypoint = 0;
2490                 Person::players.back()->weaponstuck = -1;
2491                 Person::players.back()->weaponactive = -1;
2492                 Person::players.back()->num_weapons = 0;
2493                 Person::players.back()->bloodloss = 0;
2494                 Person::players.back()->dead = 0;
2495
2496                 Person::players.back()->loaded = 1;
2497             }
2498
2499             if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2500                 if (Person::players.back()->numwaypoints < 90) {
2501                     Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2502                     Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2503                     Person::players.back()->numwaypoints++;
2504                 }
2505             }
2506
2507             if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2508                 if (numpathpoints < 30) {
2509                     bool connected, alreadyconnected;
2510                     connected = 0;
2511                     if (numpathpoints > 1)
2512                         for (int i = 0; i < numpathpoints; i++) {
2513                             if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2514                                 alreadyconnected = 0;
2515                                 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2516                                     if (pathpointconnect[pathpointselected][j] == i)
2517                                         alreadyconnected = 1;
2518                                 }
2519                                 if (!alreadyconnected) {
2520                                     numpathpointconnect[pathpointselected]++;
2521                                     connected = 1;
2522                                     pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2523                                 }
2524                             }
2525                         }
2526                     if (!connected) {
2527                         numpathpoints++;
2528                         pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2529                         numpathpointconnect[numpathpoints - 1] = 0;
2530                         if (numpathpoints > 1 && pathpointselected != -1) {
2531                             numpathpointconnect[pathpointselected]++;
2532                             pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2533                         }
2534                         pathpointselected = numpathpoints - 1;
2535                     }
2536                 }
2537             }
2538
2539             if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2540                 pathpointselected++;
2541                 if (pathpointselected >= numpathpoints)
2542                     pathpointselected = -1;
2543             }
2544             if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2545                 pathpointselected--;
2546                 if (pathpointselected <= -2)
2547                     pathpointselected = numpathpoints - 1;
2548             }
2549             if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2550                 if (pathpointselected != -1) {
2551                     numpathpoints--;
2552                     pathpoint[pathpointselected] = pathpoint[numpathpoints];
2553                     numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2554                     for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2555                         pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2556                     }
2557                     for (int i = 0; i < numpathpoints; i++) {
2558                         for (int j = 0; j < numpathpointconnect[i]; j++) {
2559                             if (pathpointconnect[i][j] == pathpointselected) {
2560                                 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2561                                 numpathpointconnect[i]--;
2562                             }
2563                             if (pathpointconnect[i][j] == numpathpoints) {
2564                                 pathpointconnect[i][j] = pathpointselected;
2565                             }
2566                         }
2567                     }
2568                     pathpointselected = numpathpoints - 1;
2569                 }
2570             }
2571
2572             if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2573                 editortype--;
2574                 if (editortype == treeleavestype || editortype == 10)
2575                     editortype--;
2576                 if (editortype < 0)
2577                     editortype = firetype;
2578             }
2579
2580             if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2581                 editortype++;
2582                 if (editortype == treeleavestype || editortype == 10)
2583                     editortype++;
2584                 if (editortype > firetype)
2585                     editortype = 0;
2586             }
2587
2588             if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2589                 editoryaw -= multiplier * 100;
2590                 if (editoryaw < -.01)
2591                     editoryaw = -.01;
2592             }
2593
2594             if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2595                 editoryaw += multiplier * 100;
2596             }
2597
2598             if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2599                 editorsize += multiplier;
2600             }
2601
2602             if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2603                 editorsize -= multiplier;
2604                 if (editorsize < .1)
2605                     editorsize = .1;
2606             }
2607
2608
2609             if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2610                 mapradius -= multiplier * 10;
2611             }
2612
2613             if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2614                 mapradius += multiplier * 10;
2615             }
2616             if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2617                 editorpitch += multiplier * 100;
2618             }
2619
2620             if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2621                 editorpitch -= multiplier * 100;
2622                 if (editorpitch < -.01)
2623                     editorpitch = -.01;
2624             }
2625             if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2626                 int closest = findClosestObject();
2627                 if (closest >= 0)
2628                     objects.DeleteObject(closest);
2629             }
2630         }
2631     }
2632 }
2633
2634 void doJumpReversals()
2635 {
2636     for (unsigned k = 0; k < Person::players.size(); k++)
2637         for (unsigned i = k; i < Person::players.size(); i++) {
2638             if (i == k)
2639                 continue;
2640             if (     Person::players[k]->skeleton.free == 0 &&
2641                      Person::players[i]->skeleton.oldfree == 0 &&
2642                      (Person::players[i]->animTarget == jumpupanim ||
2643                       Person::players[k]->animTarget == jumpupanim) &&
2644                      (Person::players[i]->aitype == playercontrolled ||
2645                       Person::players[k]->aitype == playercontrolled) &&
2646                      ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2647                       (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2648                 if (     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2649                          distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2650                     //TODO: refactor two huge similar ifs
2651                     if (Person::players[i]->animTarget == jumpupanim &&
2652                             Person::players[k]->animTarget != getupfrombackanim &&
2653                             Person::players[k]->animTarget != getupfromfrontanim &&
2654                             animation[Person::players[k]->animTarget].height == middleheight &&
2655                             normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2656                             ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2657                              Person::players[k]->aitype != playercontrolled)) {
2658                         Person::players[i]->victim = Person::players[k];
2659                         Person::players[i]->velocity = 0;
2660                         Person::players[i]->animCurrent = jumpreversedanim;
2661                         Person::players[i]->animTarget = jumpreversedanim;
2662                         Person::players[i]->frameCurrent = 0;
2663                         Person::players[i]->frameTarget = 1;
2664                         Person::players[i]->targettilt2 = 0;
2665                         Person::players[k]->victim = Person::players[i];
2666                         Person::players[k]->velocity = 0;
2667                         Person::players[k]->animCurrent = jumpreversalanim;
2668                         Person::players[k]->animTarget = jumpreversalanim;
2669                         Person::players[k]->frameCurrent = 0;
2670                         Person::players[k]->frameTarget = 1;
2671                         Person::players[k]->targettilt2 = 0;
2672                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2673                             Person::players[i]->animCurrent = rabbitkickreversedanim;
2674                             Person::players[i]->animTarget = rabbitkickreversedanim;
2675                             Person::players[i]->frameCurrent = 1;
2676                             Person::players[i]->frameTarget = 2;
2677                             Person::players[k]->animCurrent = rabbitkickreversalanim;
2678                             Person::players[k]->animTarget = rabbitkickreversalanim;
2679                             Person::players[k]->frameCurrent = 1;
2680                             Person::players[k]->frameTarget = 2;
2681                         }
2682                         Person::players[i]->target = 0;
2683                         Person::players[k]->oldcoords = Person::players[k]->coords;
2684                         Person::players[i]->coords = Person::players[k]->coords;
2685                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2686                         Person::players[k]->yaw = Person::players[i]->targetyaw;
2687                         if (Person::players[k]->aitype == attacktypecutoff)
2688                             Person::players[k]->stunned = .5;
2689                     }
2690                     if (Person::players[k]->animTarget == jumpupanim &&
2691                             Person::players[i]->animTarget != getupfrombackanim &&
2692                             Person::players[i]->animTarget != getupfromfrontanim &&
2693                             animation[Person::players[i]->animTarget].height == middleheight &&
2694                             normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2695                             ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2696                              Person::players[i]->aitype != playercontrolled)) {
2697                         Person::players[k]->victim = Person::players[i];
2698                         Person::players[k]->velocity = 0;
2699                         Person::players[k]->animCurrent = jumpreversedanim;
2700                         Person::players[k]->animTarget = jumpreversedanim;
2701                         Person::players[k]->frameCurrent = 0;
2702                         Person::players[k]->frameTarget = 1;
2703                         Person::players[k]->targettilt2 = 0;
2704                         Person::players[i]->victim = Person::players[k];
2705                         Person::players[i]->velocity = 0;
2706                         Person::players[i]->animCurrent = jumpreversalanim;
2707                         Person::players[i]->animTarget = jumpreversalanim;
2708                         Person::players[i]->frameCurrent = 0;
2709                         Person::players[i]->frameTarget = 1;
2710                         Person::players[i]->targettilt2 = 0;
2711                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2712                             Person::players[k]->animTarget = rabbitkickreversedanim;
2713                             Person::players[k]->animCurrent = rabbitkickreversedanim;
2714                             Person::players[i]->animCurrent = rabbitkickreversalanim;
2715                             Person::players[i]->animTarget = rabbitkickreversalanim;
2716                             Person::players[k]->frameCurrent = 1;
2717                             Person::players[k]->frameTarget = 2;
2718                             Person::players[i]->frameCurrent = 1;
2719                             Person::players[i]->frameTarget = 2;
2720                         }
2721                         Person::players[k]->target = 0;
2722                         Person::players[i]->oldcoords = Person::players[i]->coords;
2723                         Person::players[k]->coords = Person::players[i]->coords;
2724                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2725                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2726                         if (Person::players[i]->aitype == attacktypecutoff)
2727                             Person::players[i]->stunned = .5;
2728                     }
2729                 }
2730             }
2731         }
2732 }
2733
2734 void doAerialAcrobatics()
2735 {
2736     static XYZ facing, flatfacing;
2737     for (unsigned k = 0; k < Person::players.size(); k++) {
2738         Person::players[k]->turnspeed = 500;
2739
2740         if ((Person::players[k]->isRun() &&
2741                 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2742                   Person::players[k]->targetyaw != wolfrunninganim) ||
2743                  Person::players[k]->frameTarget == 4)) ||
2744                 Person::players[k]->animTarget == removeknifeanim ||
2745                 Person::players[k]->animTarget == crouchremoveknifeanim ||
2746                 Person::players[k]->animTarget == flipanim ||
2747                 Person::players[k]->animTarget == fightsidestep ||
2748                 Person::players[k]->animTarget == walkanim) {
2749             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2750         }
2751
2752
2753         if (Person::players[k]->isStop() ||
2754                 Person::players[k]->isLanding() ||
2755                 Person::players[k]->animTarget == staggerbackhighanim ||
2756                 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2757                 Person::players[k]->animTarget == staggerbackhardanim ||
2758                 Person::players[k]->animTarget == backhandspringanim ||
2759                 Person::players[k]->animTarget == dodgebackanim ||
2760                 Person::players[k]->animTarget == rollanim ||
2761                 (animation[Person::players[k]->animTarget].attack &&
2762                  Person::players[k]->animTarget != rabbitkickanim &&
2763                  (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2764                  (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2765             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2766         }
2767
2768         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2769             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2770         }
2771
2772         Person::players[k]->DoStuff();
2773         if (Person::players[k]->immobile && k != 0)
2774             Person::players[k]->coords = Person::players[k]->realoldcoords;
2775
2776         //if player's position has changed (?)
2777         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2778                 !Person::players[k]->skeleton.free &&
2779                 Person::players[k]->animTarget != climbanim &&
2780                 Person::players[k]->animTarget != hanganim) {
2781             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2782             int whichhit;
2783             bool tempcollide = 0;
2784
2785             if (Person::players[k]->collide < -.3)
2786                 Person::players[k]->collide = -.3;
2787             if (Person::players[k]->collide > 1)
2788                 Person::players[k]->collide = 1;
2789             Person::players[k]->collide -= multiplier * 30;
2790
2791             //clip to terrain
2792             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2793
2794             for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2795                 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2796                 if (objects.type[i] != rocktype ||
2797                         objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2798                         objects.position[i].y > Person::players[k]->coords.y) {
2799                     lowpoint = Person::players[k]->coords;
2800                     if (Person::players[k]->animTarget != jumpupanim &&
2801                             Person::players[k]->animTarget != jumpdownanim &&
2802                             !Person::players[k]->isFlip())
2803                         lowpoint.y += 1.25;
2804                     else
2805                         lowpoint.y += 1.3;
2806                     if (     Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2807                              Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2808                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2809                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2810                         flatfacing = lowpoint - Person::players[k]->coords;
2811                         Person::players[k]->coords = lowpoint;
2812                         Person::players[k]->coords.y -= 1.3;
2813                         Person::players[k]->collide = 1;
2814                         tempcollide = 1;
2815                         //wall jumps
2816                         //TODO: refactor four similar blocks
2817                         if (Person::players[k]->aitype == playercontrolled &&
2818                                 (Person::players[k]->animTarget == jumpupanim ||
2819                                  Person::players[k]->animTarget == jumpdownanim ||
2820                                  Person::players[k]->isFlip()) &&
2821                                 !Person::players[k]->jumptogglekeydown &&
2822                                 Person::players[k]->jumpkeydown) {
2823                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2824                             XYZ tempcoords1 = lowpoint;
2825                             whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2826                             if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2827                                 Person::players[k]->setAnimation(walljumpleftanim);
2828                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2829                                 if (k == 0)
2830                                     pause_sound(whooshsound);
2831
2832                                 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2833                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2834                                 if (lowpointtarget.z < 0)
2835                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2836                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
2837                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
2838                                 if (k == 0)
2839                                     numwallflipped++;
2840                             } else {
2841                                 lowpoint = tempcoords1;
2842                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2843                                 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2844                                 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2845                                     Person::players[k]->setAnimation(walljumprightanim);
2846                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
2847                                     if (k == 0)
2848                                         pause_sound(whooshsound);
2849
2850                                     lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2851                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2852                                     if (lowpointtarget.z < 0)
2853                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2854                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
2855                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
2856                                     if (k == 0)
2857                                         numwallflipped++;
2858                                 } else {
2859                                     lowpoint = tempcoords1;
2860                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2861                                     whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2862                                     if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2863                                         Person::players[k]->setAnimation(walljumpbackanim);
2864                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
2865                                         if (k == 0)
2866                                             pause_sound(whooshsound);
2867
2868                                         lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2869                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2870                                         if (lowpointtarget.z < 0)
2871                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2872                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2873                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2874                                         if (k == 0)
2875                                             numwallflipped++;
2876                                     } else {
2877                                         lowpoint = tempcoords1;
2878                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2879                                         whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2880                                         if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2881                                             Person::players[k]->setAnimation(walljumpfrontanim);
2882                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
2883                                             if (k == 0)
2884                                                 pause_sound(whooshsound);
2885
2886                                             lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2887                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2888                                             if (lowpointtarget.z < 0)
2889                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2890                                             Person::players[k]->yaw += 180;
2891                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
2892                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
2893                                             if (k == 0)
2894                                                 numwallflipped++;
2895                                         }
2896                                     }
2897                                 }
2898                             }
2899                         }
2900                     }
2901                 } else if (objects.type[i] == rocktype) {
2902                     lowpoint2 = Person::players[k]->coords;
2903                     lowpoint = Person::players[k]->coords;
2904                     lowpoint.y += 2;
2905                     if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2906                         Person::players[k]->coords = colpoint;
2907                         Person::players[k]->collide = 1;
2908                         tempcollide = 1;
2909
2910                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2911                             //flipped into a rock
2912                             if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
2913                                 Person::players[k]->RagDoll(0);
2914
2915                             if (Person::players[k]->animTarget == jumpupanim) {
2916                                 Person::players[k]->jumppower = -4;
2917                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
2918                             }
2919                             Person::players[k]->target = 0;
2920                             Person::players[k]->frameTarget = 0;
2921                             Person::players[k]->onterrain = 1;
2922
2923                             if (Person::players[k]->id == 0) {
2924                                 pause_sound(whooshsound);
2925                                 OPENAL_SetVolume(channels[whooshsound], 0);
2926                             }
2927
2928                             //landing
2929                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2930                                 if (Person::players[k]->isFlip())
2931                                     Person::players[k]->jumppower = -4;
2932                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
2933                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2934                                 if (k == 0) {
2935                                     addEnvSound(Person::players[k]->coords);
2936                                 }
2937                             }
2938                         }
2939                     }
2940                 }
2941             }
2942
2943             if (tempcollide)
2944                 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2945                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2946                     lowpoint = Person::players[k]->coords;
2947                     lowpoint.y += 1.35;
2948                     if (objects.type[i] != rocktype)
2949                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2950                             if (Person::players[k]->animTarget != jumpupanim &&
2951                                     Person::players[k]->animTarget != jumpdownanim &&
2952                                     Person::players[k]->onterrain)
2953                                 Person::players[k]->avoidcollided = 1;
2954                             Person::players[k]->coords = lowpoint;
2955                             Person::players[k]->coords.y -= 1.35;
2956                             Person::players[k]->collide = 1;
2957
2958                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2959                                     (Person::players[k]->animCurrent != climbanim &&
2960                                      Person::players[k]->animCurrent != hanganim &&
2961                                      !Person::players[k]->isWallJump() ||
2962                                      Person::players[k]->animTarget == jumpupanim ||
2963                                      Person::players[k]->animTarget == jumpdownanim)) {
2964                                 lowpoint = Person::players[k]->coords;
2965                                 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2966                                 lowpoint = Person::players[k]->coords;
2967                                 lowpoint.y += .05;
2968                                 facing = 0;
2969                                 facing.z = -1;
2970                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2971                                 lowpointtarget = lowpoint + facing * 1.4;
2972                                 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2973                                 if (whichhit != -1) {
2974                                     lowpoint = Person::players[k]->coords;
2975                                     lowpoint.y += .1;
2976                                     lowpointtarget = lowpoint + facing * 1.4;
2977                                     lowpoint2 = lowpoint;
2978                                     lowpointtarget2 = lowpointtarget;
2979                                     lowpoint3 = lowpoint;
2980                                     lowpointtarget3 = lowpointtarget;
2981                                     lowpoint4 = lowpoint;
2982                                     lowpointtarget4 = lowpointtarget;
2983                                     lowpoint5 = lowpoint;
2984                                     lowpointtarget5 = lowpointtarget;
2985                                     lowpoint6 = lowpoint;
2986                                     lowpointtarget6 = lowpointtarget;
2987                                     lowpoint7 = lowpoint;
2988                                     lowpointtarget7 = lowpoint;
2989                                     lowpoint2.x += .1;
2990                                     lowpointtarget2.x += .1;
2991                                     lowpoint3.z += .1;
2992                                     lowpointtarget3.z += .1;
2993                                     lowpoint4.x -= .1;
2994                                     lowpointtarget4.x -= .1;
2995                                     lowpoint5.z -= .1;
2996                                     lowpointtarget5.z -= .1;
2997                                     lowpoint6.y += 45 / 13;
2998                                     lowpointtarget6.y += 45 / 13;
2999                                     lowpointtarget6 += facing * .6;
3000                                     lowpointtarget7.y += 90 / 13;
3001                                     whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3002                                     if (objects.friction[i] > .5)
3003                                         if (whichhit != -1) {
3004                                             if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3005                                                 Person::players[k]->collided = 1;
3006                                             if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3007                                                 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3008                                                     if (     objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3009                                                              &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3010                                                              objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3011                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3012                                                              objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3013                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3014                                                              objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3015                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3016                                                         for (int j = 0; j < 45; j++) {
3017                                                             lowpoint = Person::players[k]->coords;
3018                                                             lowpoint.y += (float)j / 13;
3019                                                             lowpointtarget = lowpoint + facing * 1.4;
3020                                                             if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3021                                                                                                    &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3022                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3023                                                                     break;
3024                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3025                                                                     lowpoint = Person::players[k]->coords;
3026                                                                     lowpoint.y += (float)j / 13;
3027                                                                     lowpointtarget = lowpoint + facing * 1.3;
3028                                                                     flatfacing = Person::players[k]->coords;
3029                                                                     Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3030                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
3031                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3032
3033                                                                     if (j > 10 || !Person::players[k]->isRun()) {
3034                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3035                                                                             if (k == 0)
3036                                                                                 pause_sound(whooshsound);
3037                                                                         }
3038                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3039
3040                                                                         lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3041                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3042                                                                         if (lowpointtarget.z < 0)
3043                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3044                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
3045                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
3046
3047                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
3048                                                                         Person::players[k]->velocity = 0;
3049
3050                                                                         //climb ledge (?)
3051                                                                         if (Person::players[k]->animTarget == jumpupanim) {
3052                                                                             Person::players[k]->animTarget = climbanim;
3053                                                                             Person::players[k]->jumppower = 0;
3054                                                                             Person::players[k]->jumpclimb = 1;
3055                                                                         }
3056                                                                         Person::players[k]->transspeed = 6;
3057                                                                         Person::players[k]->target = 0;
3058                                                                         Person::players[k]->frameTarget = 1;
3059                                                                         //hang ledge (?)
3060                                                                         if (j > 25) {
3061                                                                             Person::players[k]->setAnimation(hanganim);
3062                                                                             Person::players[k]->jumppower = 0;
3063                                                                         }
3064                                                                     }
3065                                                                     break;
3066                                                                 }
3067                                                             }
3068                                                         }
3069                                         }
3070                                 }
3071                             }
3072                         }
3073                 }
3074             if (Person::players[k]->collide <= 0) {
3075                 //in the air
3076                 if (!Person::players[k]->onterrain &&
3077                         Person::players[k]->animTarget != jumpupanim &&
3078                         Person::players[k]->animTarget != jumpdownanim &&
3079                         Person::players[k]->animTarget != climbanim &&
3080                         Person::players[k]->animTarget != hanganim &&
3081                         !Person::players[k]->isWallJump() &&
3082                         !Person::players[k]->isFlip()) {
3083                     if (Person::players[k]->animCurrent != climbanim &&
3084                             Person::players[k]->animCurrent != tempanim &&
3085                             Person::players[k]->animTarget != backhandspringanim &&
3086                             (Person::players[k]->animTarget != rollanim ||
3087                              Person::players[k]->frameTarget < 2 ||
3088                              Person::players[k]->frameTarget > 6)) {
3089                         //stagger off ledge (?)
3090                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
3091                             Person::players[k]->RagDoll(0);
3092                         Person::players[k]->setAnimation(jumpdownanim);
3093
3094                         if (!k)
3095                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
3096                     }
3097                     //gravity
3098                     Person::players[k]->velocity.y += gravity;
3099                 }
3100             }
3101         }
3102         Person::players[k]->realoldcoords = Person::players[k]->coords;
3103     }
3104 }
3105
3106 void doAttacks()
3107 {
3108     static int randattack;
3109     static bool playerrealattackkeydown = 0;
3110
3111     if (!Input::isKeyDown(attackkey))
3112         oldattackkey = 0;
3113     if (oldattackkey)
3114         Person::players[0]->attackkeydown = 0;
3115     if (oldattackkey)
3116         playerrealattackkeydown = 0;
3117     if (!oldattackkey)
3118         playerrealattackkeydown = Input::isKeyDown(attackkey);
3119     if ((Person::players[0]->parriedrecently <= 0 ||
3120             Person::players[0]->weaponactive == -1) &&
3121             (!oldattackkey ||
3122              (realthreat &&
3123               Person::players[0]->lastattack != swordslashanim &&
3124               Person::players[0]->lastattack != knifeslashstartanim &&
3125               Person::players[0]->lastattack != staffhitanim &&
3126               Person::players[0]->lastattack != staffspinhitanim)))
3127         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
3128     if (Input::isKeyDown(attackkey) &&
3129             !oldattackkey &&
3130             !Person::players[0]->backkeydown) {
3131         for (unsigned k = 0; k < Person::players.size(); k++) {
3132             if ((Person::players[k]->animTarget == swordslashanim ||
3133                     Person::players[k]->animTarget == staffhitanim ||
3134                     Person::players[k]->animTarget == staffspinhitanim) &&
3135                     Person::players[0]->animCurrent != dodgebackanim &&
3136                     !Person::players[k]->skeleton.free)
3137                 Person::players[k]->Reverse();
3138         }
3139     }
3140
3141     if (!hostile || indialogue != -1)
3142         Person::players[0]->attackkeydown = 0;
3143
3144     for (unsigned k = 0; k < Person::players.size(); k++) {
3145         if (indialogue != -1)
3146             Person::players[k]->attackkeydown = 0;
3147         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
3148             if (Person::players[k]->aitype != playercontrolled)
3149                 Person::players[k]->victim = Person::players[0];
3150             //attack key pressed
3151             if (Person::players[k]->attackkeydown) {
3152                 //dodge backward
3153                 if (Person::players[k]->backkeydown &&
3154                         Person::players[k]->animTarget != backhandspringanim &&
3155                         (Person::players[k]->isIdle() ||
3156                          Person::players[k]->isStop() ||
3157                          Person::players[k]->isRun() ||
3158                          Person::players[k]->animTarget == walkanim)) {
3159                     if (Person::players[k]->jumppower <= 1) {
3160                         Person::players[k]->jumppower -= 2;
3161                     } else {
3162                         for (unsigned i = 0; i < Person::players.size(); i++) {
3163                             if (i == k)
3164                                 continue;
3165                             if (Person::players[i]->animTarget == swordslashanim ||
3166                                     Person::players[i]->animTarget == knifeslashstartanim ||
3167                                     Person::players[i]->animTarget == staffhitanim ||
3168                                     Person::players[i]->animTarget == staffspinhitanim)
3169                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3170                                     Person::players[k]->setAnimation(dodgebackanim);
3171                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3172                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3173                                 }
3174                         }
3175                         if (Person::players[k]->animTarget != dodgebackanim) {
3176                             if (k == 0)
3177                                 numflipped++;
3178                             Person::players[k]->setAnimation(backhandspringanim);
3179                             Person::players[k]->targetyaw = -yaw + 180;
3180                             if (Person::players[k]->leftkeydown)
3181                                 Person::players[k]->targetyaw -= 45;
3182                             if (Person::players[k]->rightkeydown)
3183                                 Person::players[k]->targetyaw += 45;
3184                             Person::players[k]->yaw = Person::players[k]->targetyaw;
3185                             Person::players[k]->jumppower -= 2;
3186                         }
3187                     }
3188                 }
3189                 //attack
3190                 if (!animation[Person::players[k]->animTarget].attack &&
3191                         !Person::players[k]->backkeydown &&
3192                         (Person::players[k]->isIdle() ||
3193                          Person::players[k]->isRun() ||
3194                          Person::players[k]->animTarget == walkanim ||
3195                          Person::players[k]->animTarget == sneakanim ||
3196                          Person::players[k]->isCrouch())) {
3197                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3198                     //normal attacks (?)
3199                     Person::players[k]->hasvictim = 0;
3200                     if (Person::players.size() > 1)
3201                         for (unsigned i = 0; i < Person::players.size(); i++) {
3202                             if (i == k || !(k == 0 || i == 0))
3203                                 continue;
3204                             if (!Person::players[k]->hasvictim)
3205                                 if (animation[Person::players[k]->animTarget].attack != reversal) {
3206                                     //choose an attack
3207                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3208                                     if (distance < 4.5 &&
3209                                             !Person::players[i]->skeleton.free &&
3210                                             Person::players[i]->howactive < typedead1 &&
3211                                             Person::players[i]->animTarget != jumpreversedanim &&
3212                                             Person::players[i]->animTarget != rabbitkickreversedanim &&
3213                                             Person::players[i]->animTarget != rabbitkickanim &&
3214                                             Person::players[k]->animTarget != rabbitkickanim &&
3215                                             Person::players[i]->animTarget != getupfrombackanim &&
3216                                             (Person::players[i]->animTarget != staggerbackhighanim &&
3217                                              (Person::players[i]->animTarget != staggerbackhardanim ||
3218                                               animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3219                                             Person::players[i]->animTarget != jumpdownanim &&
3220                                             Person::players[i]->animTarget != jumpupanim &&
3221                                             Person::players[i]->animTarget != getupfromfrontanim) {
3222                                         Person::players[k]->victim = Person::players[i];
3223                                         Person::players[k]->hasvictim = 1;
3224                                         if (Person::players[k]->aitype == playercontrolled) { //human player
3225                                             //sweep
3226                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3227                                                     Person::players[k]->crouchkeydown &&
3228                                                     animation[Person::players[i]->animTarget].height != lowheight)
3229                                                 Person::players[k]->animTarget = sweepanim;
3230                                             //winduppunch
3231                                             else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3232                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3233                                                      !Person::players[k]->forwardkeydown &&
3234                                                      !Person::players[k]->leftkeydown &&
3235                                                      !Person::players[k]->rightkeydown &&
3236                                                      !Person::players[k]->crouchkeydown &&
3237                                                      !attackweapon &&
3238                                                      !reversaltrain)
3239                                                 Person::players[k]->animTarget = winduppunchanim;
3240                                             //upunch
3241                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3242                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3243                                                      !Person::players[k]->forwardkeydown &&
3244                                                      !Person::players[k]->leftkeydown &&
3245                                                      !Person::players[k]->rightkeydown &&
3246                                                      !Person::players[k]->crouchkeydown &&
3247                                                      !attackweapon)
3248                                                 Person::players[k]->animTarget = upunchanim;
3249                                             //knifefollow
3250                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3251                                                      Person::players[i]->staggerdelay > 0 &&
3252                                                      attackweapon == knife &&
3253                                                      Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3254                                                 Person::players[k]->animTarget = knifefollowanim;
3255                                             //knifeslashstart
3256                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3257                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3258                                                      !Person::players[k]->forwardkeydown &&
3259                                                      !Person::players[k]->leftkeydown &&
3260                                                      !Person::players[k]->rightkeydown &&
3261                                                      !Person::players[k]->crouchkeydown &&
3262                                                      attackweapon == knife &&
3263                                                      Person::players[k]->weaponmissdelay <= 0)
3264                                                 Person::players[k]->animTarget = knifeslashstartanim;
3265                                             //swordslash
3266                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3267                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3268                                                      !Person::players[k]->crouchkeydown &&
3269                                                      attackweapon == sword &&
3270                                                      Person::players[k]->weaponmissdelay <= 0)
3271                                                 Person::players[k]->animTarget = swordslashanim;
3272                                             //staffhit
3273                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3274                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3275                                                      !Person::players[k]->crouchkeydown &&
3276                                                      attackweapon == staff &&
3277                                                      Person::players[k]->weaponmissdelay <= 0 &&
3278                                                      !Person::players[k]->leftkeydown &&
3279                                                      !Person::players[k]->rightkeydown &&
3280                                                      !Person::players[k]->forwardkeydown)
3281                                                 Person::players[k]->animTarget = staffhitanim;
3282                                             //staffspinhit
3283                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3284                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3285                                                      !Person::players[k]->crouchkeydown &&
3286                                                      attackweapon == staff &&
3287                                                      Person::players[k]->weaponmissdelay <= 0)
3288                                                 Person::players[k]->animTarget = staffspinhitanim;
3289                                             //spinkick
3290                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3291                                                      animation[Person::players[i]->animTarget].height != lowheight)
3292                                                 Person::players[k]->animTarget = spinkickanim;
3293                                             //lowkick
3294                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3295                                                      animation[Person::players[i]->animTarget].height == lowheight &&
3296                                                      animation[Person::players[k]->animTarget].attack != normalattack)
3297                                                 Person::players[k]->animTarget = lowkickanim;
3298                                         } else { //AI player
3299                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3300                                                 randattack = abs(Random() % 5);
3301                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3302                                                     //sweep
3303                                                     if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3304                                                         Person::players[k]->animTarget = sweepanim;
3305                                                     //upunch
3306                                                     else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3307                                                              !attackweapon)
3308                                                         Person::players[k]->animTarget = upunchanim;
3309                                                     //spinkick
3310                                                     else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3311                                                         Person::players[k]->animTarget = spinkickanim;
3312                                                     //lowkick
3313                                                     else if (animation[Person::players[i]->animTarget].height == lowheight)
3314                                                         Person::players[k]->animTarget = lowkickanim;
3315                                                 }
3316                                                 if (attackweapon) {
3317                                                     //sweep
3318                                                     if ((tutoriallevel != 1 || !attackweapon) &&
3319                                                             distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3320                                                             randattack == 0 &&
3321                                                             animation[Person::players[i]->animTarget].height != lowheight)
3322                                                         Person::players[k]->animTarget = sweepanim;
3323                                                     //knifeslashstart
3324                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3325                                                              attackweapon == knife &&
3326                                                              Person::players[k]->weaponmissdelay <= 0)
3327                                                         Person::players[k]->animTarget = knifeslashstartanim;
3328                                                     //swordslash
3329                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
3330                                                                Person::players[0]->hasvictim &&
3331                                                                Person::players[0]->animTarget == swordslashanim) &&
3332                                                              attackweapon == sword &&
3333                                                              Person::players[k]->weaponmissdelay <= 0)
3334                                                         Person::players[k]->animTarget = swordslashanim;
3335                                                     //staffhit
3336                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
3337                                                                Person::players[0]->hasvictim &&
3338                                                                Person::players[0]->animTarget == swordslashanim) &&
3339                                                              attackweapon == staff &&
3340                                                              Person::players[k]->weaponmissdelay <= 0 &&
3341                                                              randattack < 3)
3342                                                         Person::players[k]->animTarget = staffhitanim;
3343                                                     //staffspinhit
3344                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
3345                                                                Person::players[0]->hasvictim &&
3346                                                                Person::players[0]->animTarget == swordslashanim) &&
3347                                                              attackweapon == staff &&
3348                                                              Person::players[k]->weaponmissdelay <= 0 &&
3349                                                              randattack >= 3)
3350                                                         Person::players[k]->animTarget = staffspinhitanim;
3351                                                     //spinkick
3352                                                     else if ((tutoriallevel != 1 || !attackweapon) &&
3353                                                              distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3354                                                              randattack == 1 &&
3355                                                              animation[Person::players[i]->animTarget].height != lowheight)
3356                                                         Person::players[k]->animTarget = spinkickanim;
3357                                                     //lowkick
3358                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3359                                                              animation[Person::players[i]->animTarget].height == lowheight &&
3360                                                              animation[Person::players[k]->animTarget].attack != normalattack)
3361                                                         Person::players[k]->animTarget = lowkickanim;
3362                                                 }
3363                                             }
3364                                         }
3365                                         //upunch becomes wolfslap
3366                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3367                                             Person::players[k]->animTarget = wolfslapanim;
3368                                     }
3369                                     //sneak attacks
3370                                     if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3371                                             Person::players[i]->howactive < typedead1 &&
3372                                             distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3373                                             !Person::players[i]->skeleton.free &&
3374                                             Person::players[i]->animTarget != getupfrombackanim &&
3375                                             Person::players[i]->animTarget != getupfromfrontanim &&
3376                                             (Person::players[i]->surprised > 0 ||
3377                                              Person::players[i]->aitype == passivetype ||
3378                                              attackweapon && Person::players[i]->stunned > 0) &&
3379                                             normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3380                                         //sneakattack
3381                                         if (!attackweapon) {
3382                                             Person::players[k]->animCurrent = sneakattackanim;
3383                                             Person::players[k]->animTarget = sneakattackanim;
3384                                             Person::players[i]->animCurrent = sneakattackedanim;
3385                                             Person::players[i]->animTarget = sneakattackedanim;
3386                                             Person::players[k]->oldcoords = Person::players[k]->coords;
3387                                             Person::players[k]->coords = Person::players[i]->coords;
3388                                         }
3389                                         //knifesneakattack
3390                                         if (attackweapon == knife) {
3391                                             Person::players[k]->animCurrent = knifesneakattackanim;
3392                                             Person::players[k]->animTarget = knifesneakattackanim;
3393                                             Person::players[i]->animCurrent = knifesneakattackedanim;
3394                                             Person::players[i]->animTarget = knifesneakattackedanim;
3395                                             Person::players[i]->oldcoords = Person::players[i]->coords;
3396                                             Person::players[i]->coords = Person::players[k]->coords;
3397                                         }
3398                                         //swordsneakattack
3399                                         if (attackweapon == sword) {
3400                                             Person::players[k]->animCurrent = swordsneakattackanim;
3401                                             Person::players[k]->animTarget = swordsneakattackanim;
3402                                             Person::players[i]->animCurrent = swordsneakattackedanim;
3403                                             Person::players[i]->animTarget = swordsneakattackedanim;
3404                                             Person::players[i]->oldcoords = Person::players[i]->coords;
3405                                             Person::players[i]->coords = Person::players[k]->coords;
3406                                         }
3407                                         if (attackweapon != staff) {
3408                                             Person::players[k]->victim = Person::players[i];
3409                                             Person::players[k]->hasvictim = 1;
3410                                             Person::players[i]->targettilt2 = 0;
3411                                             Person::players[i]->frameTarget = 1;
3412                                             Person::players[i]->frameCurrent = 0;
3413                                             Person::players[i]->target = 0;
3414                                             Person::players[i]->velocity = 0;
3415                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3416                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3417                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3418                                             Person::players[k]->target = Person::players[i]->target;
3419                                             Person::players[k]->velocity = 0;
3420                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
3421                                             Person::players[k]->yaw = Person::players[i]->yaw;
3422                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
3423                                         }
3424                                     }
3425                                     if (animation[Person::players[k]->animTarget].attack == normalattack &&
3426                                             Person::players[k]->victim == Person::players[i] &&
3427                                             (!Person::players[i]->skeleton.free)) {
3428                                         oldattackkey = 1;
3429                                         Person::players[k]->frameTarget = 0;
3430                                         Person::players[k]->target = 0;
3431
3432                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3433                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3434                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3435                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3436                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
3437                                     }
3438                                     if (Person::players[k]->animTarget == knifefollowanim &&
3439                                             Person::players[k]->victim == Person::players[i]) {
3440                                         oldattackkey = 1;
3441                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3442                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3443                                         Person::players[k]->victim = Person::players[i];
3444                                         Person::players[k]->hasvictim = 1;
3445                                         Person::players[i]->animTarget = knifefollowedanim;
3446                                         Person::players[i]->animCurrent = knifefollowedanim;
3447                                         Person::players[i]->targettilt2 = 0;
3448                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3449                                         Person::players[i]->frameTarget = 1;
3450                                         Person::players[i]->frameCurrent = 0;
3451                                         Person::players[i]->target = 0;
3452                                         Person::players[i]->velocity = 0;
3453                                         Person::players[k]->animCurrent = knifefollowanim;
3454                                         Person::players[k]->animTarget = knifefollowanim;
3455                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3456                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3457                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3458                                         Person::players[k]->target = Person::players[i]->target;
3459                                         Person::players[k]->velocity = 0;
3460                                         Person::players[k]->oldcoords = Person::players[k]->coords;
3461                                         Person::players[i]->coords = Person::players[k]->coords;
3462                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3463                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
3464                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
3465                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
3466                                     }
3467                                 }
3468                         }
3469                     const bool hasstaff = attackweapon == staff;
3470                     if (k == 0 && Person::players.size() > 1)
3471                         for (unsigned i = 0; i < Person::players.size(); i++) {
3472                             if (i == k)
3473                                 continue;
3474                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3475                                     animation[Person::players[k]->animTarget].attack == neutral) {
3476                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3477                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3478                                     if (Person::players[i]->skeleton.free)
3479                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3480                                                 (Person::players[i]->dead ||
3481                                                  Person::players[i]->skeleton.longdead > 1000 ||
3482                                                  Person::players[k]->isRun() ||
3483                                                  hasstaff ||
3484                                                  (attackweapon &&
3485                                                   (Person::players[i]->skeleton.longdead > 2000 ||
3486                                                    Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3487                                                    Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3488                                                   distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3489                                             Person::players[k]->victim = Person::players[i];
3490                                             Person::players[k]->hasvictim = 1;
3491                                             if (attackweapon && tutoriallevel != 1) {
3492                                                 //crouchstab
3493                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3494                                                     Person::players[k]->animTarget = crouchstabanim;
3495                                                 //swordgroundstab
3496                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3497                                                     Person::players[k]->animTarget = swordgroundstabanim;
3498                                                 //staffgroundsmash
3499                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3500                                                     Person::players[k]->animTarget = staffgroundsmashanim;
3501                                             }
3502                                             if (distance < 2.5 &&
3503                                                     Person::players[k]->crouchkeydown &&
3504                                                     Person::players[k]->animTarget != crouchstabanim &&
3505                                                     !attackweapon &&
3506                                                     Person::players[i]->dead &&
3507                                                     Person::players[i]->skeleton.free &&
3508                                                     Person::players[i]->skeleton.longdead > 1000) {
3509                                                 Person::players[k]->animTarget = killanim;
3510                                                 //TODO: refactor this out, what does it do?
3511                                                 for (int j = 0; j < terrain.numdecals; j++) {
3512                                                     if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3513                                                             terrain.decalalivetime[j] < 2)
3514                                                         terrain.DeleteDecal(j);
3515                                                 }
3516                                                 for (int l = 0; l < objects.numobjects; l++) {
3517                                                     if (objects.model[l].type == decalstype)
3518                                                         for (int j = 0; j < objects.model[l].numdecals; j++) {
3519                                                             if ((objects.model[l].decaltype[j] == blooddecal ||
3520                                                                     objects.model[l].decaltype[j] == blooddecalslow) &&
3521                                                                     objects.model[l].decalalivetime[j] < 2)
3522                                                                 objects.model[l].DeleteDecal(j);
3523                                                         }
3524                                                 }
3525                                             }
3526                                             if (!Person::players[i]->dead || musictype != 2)
3527                                                 if (distance < 3.5 &&
3528                                                         (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3529                                                         Person::players[k]->staggerdelay <= 0 &&
3530                                                         (Person::players[i]->dead ||
3531                                                          Person::players[i]->skeleton.longdead < 300 &&
3532                                                          Person::players[k]->lastattack != spinkickanim &&
3533                                                          Person::players[i]->skeleton.free) &&
3534                                                         (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3535                                                     Person::players[k]->animTarget = dropkickanim;
3536                                                     for (int j = 0; j < terrain.numdecals; j++) {
3537                                                         if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3538                                                                 terrain.decalalivetime[j] < 2) {
3539                                                             terrain.DeleteDecal(j);
3540                                                         }
3541                                                     }
3542                                                     for (int l = 0; l < objects.numobjects; l++) {
3543                                                         if (objects.model[l].type == decalstype)
3544                                                             for (int j = 0; j < objects.model[l].numdecals; j++) {
3545                                                                 if ((objects.model[l].decaltype[j] == blooddecal ||
3546                                                                         objects.model[l].decaltype[j] == blooddecalslow) &&
3547                                                                         objects.model[l].decalalivetime[j] < 2) {
3548                                                                     objects.model[l].DeleteDecal(j);
3549                                                                 }
3550                                                             }
3551                                                     }
3552                                                 }
3553                                         }
3554                                 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3555                                         Person::players[k]->victim == Person::players[i] &&
3556                                         (!Person::players[i]->skeleton.free ||
3557                                          Person::players[k]->animTarget == killanim ||
3558                                          Person::players[k]->animTarget == crouchstabanim ||
3559                                          Person::players[k]->animTarget == swordgroundstabanim ||
3560                                          Person::players[k]->animTarget == staffgroundsmashanim ||
3561                                          Person::players[k]->animTarget == dropkickanim)) {
3562                                     oldattackkey = 1;
3563                                     Person::players[k]->frameTarget = 0;
3564                                     Person::players[k]->target = 0;
3565
3566                                     XYZ targetpoint = Person::players[i]->coords;
3567                                     if (Person::players[k]->animTarget == crouchstabanim ||
3568                                             Person::players[k]->animTarget == swordgroundstabanim ||
3569                                             Person::players[k]->animTarget == staffgroundsmashanim) {
3570                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
3571                                                         Person::players[i]->jointPos(neck)) / 2 *
3572                                                        Person::players[i]->scale;
3573                                     }
3574                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3575                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3576
3577                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3578                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3579                                     }
3580
3581                                     if (Person::players[k]->animTarget == staffgroundsmashanim)
3582                                         Person::players[k]->targettilt2 += 10;
3583
3584                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3585                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3586                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
3587
3588                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
3589                                         Person::players[k]->targetyaw += 30;
3590                                     }
3591                                 }
3592                             }
3593                         }
3594                     if (!Person::players[k]->hasvictim) {
3595                         //find victim
3596                         for (unsigned i = 0; i < Person::players.size(); i++) {
3597                             if (i == k || !(i == 0 || k == 0))
3598                                 continue;
3599                             if (!Person::players[i]->skeleton.free) {
3600                                 if (Person::players[k]->hasvictim) {
3601                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3602                                             distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3603                                         Person::players[k]->victim = Person::players[i];
3604                                 } else {
3605                                     Person::players[k]->victim = Person::players[i];
3606                                     Person::players[k]->hasvictim = 1;
3607                                 }
3608                             }
3609                         }
3610                     }
3611                     if (Person::players[k]->aitype == playercontrolled)
3612                         //rabbit kick
3613                         if (Person::players[k]->attackkeydown &&
3614                                 Person::players[k]->isRun() &&
3615                                 Person::players[k]->wasRun() &&
3616                                 ((Person::players[k]->hasvictim &&
3617                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3618                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3619                                   !Person::players[k]->victim->skeleton.free &&
3620                                   Person::players[k]->victim->animTarget != getupfrombackanim &&
3621                                   Person::players[k]->victim->animTarget != getupfromfrontanim &&
3622                                   animation[Person::players[k]->victim->animTarget].height != lowheight &&
3623                                   Person::players[k]->aitype != playercontrolled && //wat???
3624                                   normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3625                                   Person::players[k]->rabbitkickenabled) ||
3626                                  Person::players[k]->jumpkeydown)) {
3627                             oldattackkey = 1;
3628                             Person::players[k]->setAnimation(rabbitkickanim);
3629                         }
3630                     //update counts
3631                     if (animation[Person::players[k]->animTarget].attack && k == 0) {
3632                         numattacks++;
3633                         switch (attackweapon) {
3634                         case 0:
3635                             numunarmedattack++;
3636                             break;
3637                         case knife:
3638                             numknifeattack++;
3639                             break;
3640                         case sword:
3641                             numswordattack++;
3642                             break;
3643                         case staff:
3644                             numstaffattack++;
3645                             break;
3646                         }
3647                     }
3648                 }
3649             }
3650         }
3651     }
3652 }
3653
3654 void doPlayerCollisions()
3655 {
3656     static XYZ rotatetarget;
3657     static float collisionradius;
3658     if (Person::players.size() > 1)
3659         for (unsigned k = 0; k < Person::players.size(); k++)
3660             for (unsigned i = k + 1; i < Person::players.size(); i++) {
3661                 //neither player is part of a reversal
3662                 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3663                         animation[Person::players[i]->animTarget].attack != reversal &&
3664                         animation[Person::players[k]->animTarget].attack != reversed &&
3665                         animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3666                     if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3667                             animation[Person::players[i]->animCurrent].attack != reversal &&
3668                             animation[Person::players[k]->animCurrent].attack != reversed &&
3669                             animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3670                         //neither is sleeping
3671                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3672                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3673                                 //in same patch, neither is climbing
3674                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3675                                         Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3676                                         Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3677                                         Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3678                                         Person::players[i]->animTarget != climbanim &&
3679                                         Person::players[i]->animTarget != hanganim &&
3680                                         Person::players[k]->animTarget != climbanim &&
3681                                         Person::players[k]->animTarget != hanganim)
3682                                     //players are close (bounding box test)
3683                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3684                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3685                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3686                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3687                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3688                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3689                                                             //spread fire from player to player
3690                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3691                                                                     < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3692                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3693                                                                     if (!Person::players[i]->onfire)
3694                                                                         Person::players[i]->CatchFire();
3695                                                                     if (!Person::players[k]->onfire)
3696                                                                         Person::players[k]->CatchFire();
3697                                                                 }
3698                                                             }
3699
3700                                                             XYZ tempcoords1 = Person::players[i]->coords;
3701                                                             XYZ tempcoords2 = Person::players[k]->coords;
3702                                                             if (!Person::players[i]->skeleton.oldfree)
3703                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3704                                                             if (!Person::players[k]->skeleton.oldfree)
3705                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3706                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3707                                                             if (Person::players[0]->hasvictim)
3708                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3709                                                                     collisionradius = 3;
3710                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3711                                                                     (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3712                                                                      distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3713                                                                 //jump down on a dead body
3714                                                                 if (k == 0 || i == 0) {
3715                                                                     int l = i ? i : k;
3716                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
3717                                                                             !Person::players[0]->skeleton.oldfree &&
3718                                                                             !Person::players[0]->skeleton.free &&
3719                                                                             Person::players[l]->skeleton.oldfree &&
3720                                                                             Person::players[l]->skeleton.free &&
3721                                                                             Person::players[l]->dead &&
3722                                                                             Person::players[0]->lastcollide <= 0 &&
3723                                                                             fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3724                                                                             distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3725                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
3726                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
3727                                                                         Person::players[l]->skeleton.free = 0;
3728                                                                         Person::players[l]->yaw = 0;
3729                                                                         Person::players[l]->RagDoll(0);
3730                                                                         Person::players[l]->DoDamage(20);
3731                                                                         camerashake += .3;
3732                                                                         Person::players[l]->skeleton.longdead = 0;
3733                                                                         Person::players[0]->lastcollide = 1;
3734                                                                     }
3735                                                                 }
3736
3737                                                                 if (     (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3738                                                                          (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3739                                                                          (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3740                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3741                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3742                                                                             Person::players[i]->skeleton.free) &&
3743                                                                             (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3744                                                                              Person::players[k]->skeleton.free))
3745                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3746                                                                                 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3747                                                                                 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3748                                                                                 (k == 0 ||
3749                                                                                  k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3750                                                                                  /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3751                                                                                 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3752                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3753                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3754                                                                             //If hit by body
3755                                                                             if (     (i != 0 || Person::players[i]->skeleton.free) &&
3756                                                                                      (k != 0 || Person::players[k]->skeleton.free) ||
3757                                                                                      (animation[Person::players[i]->animTarget].height == highheight &&
3758                                                                                       animation[Person::players[k]->animTarget].height == highheight)) {
3759                                                                                 if (tutoriallevel != 1) {
3760                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3761                                                                                 }
3762
3763                                                                                 Person::players[i]->RagDoll(0);
3764                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3765                                                                                     award_bonus(0, aimbonus);
3766                                                                                 }
3767                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3768                                                                                 Person::players[k]->RagDoll(0);
3769                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3770                                                                                     award_bonus(0, aimbonus); // Huh, again?
3771                                                                                 }
3772                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3773
3774                                                                                 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3775                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3776                                                                                 }
3777                                                                                 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3778                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3779                                                                                 }
3780
3781                                                                             }
3782                                                                         }
3783                                                                     if (     (animation[Person::players[i]->animTarget].attack == neutral ||
3784                                                                               animation[Person::players[i]->animTarget].attack == normalattack) &&
3785                                                                              (animation[Person::players[k]->animTarget].attack == neutral ||
3786                                                                               animation[Person::players[k]->animTarget].attack == normalattack)) {
3787                                                                         //If bumped
3788                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3789                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3790                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3791                                                                                 Normalise(&rotatetarget);
3792                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3793                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3794                                                                                                    * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3795                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3796                                                                                 if (Person::players[k]->howactive == typeactive || hostile)
3797                                                                                     if (Person::players[k]->isIdle()) {
3798                                                                                         if (Person::players[k]->howactive < typesleeping)
3799                                                                                             Person::players[k]->setAnimation(Person::players[k]->getStop());
3800                                                                                         else if (Person::players[k]->howactive == typesleeping)
3801                                                                                             Person::players[k]->setAnimation(getupfromfrontanim);
3802                                                                                         if (!editorenabled)
3803                                                                                             Person::players[k]->howactive = typeactive;
3804                                                                                     }
3805                                                                                 if (Person::players[i]->howactive == typeactive || hostile)
3806                                                                                     if (Person::players[i]->isIdle()) {
3807                                                                                         if (Person::players[i]->howactive < typesleeping)
3808                                                                                             Person::players[i]->setAnimation(Person::players[k]->getStop());
3809                                                                                         else
3810                                                                                             Person::players[i]->setAnimation(getupfromfrontanim);
3811                                                                                         if (!editorenabled)
3812                                                                                             Person::players[i]->howactive = typeactive;
3813                                                                                     }
3814                                                                             }
3815                                                                             //jump down on player
3816                                                                             if (hostile) {
3817                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3818                                                                                         !Person::players[i]->isCrouch() &&
3819                                                                                         Person::players[i]->animTarget != rollanim &&
3820                                                                                         !Person::players[k]->skeleton.oldfree && !
3821                                                                                         Person::players[k]->skeleton.free &&
3822                                                                                         Person::players[k]->lastcollide <= 0 &&
3823                                                                                         Person::players[k]->velocity.y < -10) {
3824                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
3825                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3826                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3827                                                                                     Person::players[i]->DoDamage(20);
3828                                                                                     Person::players[i]->RagDoll(0);
3829                                                                                     Person::players[k]->lastcollide = 1;
3830                                                                                     award_bonus(k, AboveBonus);
3831                                                                                 }
3832                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3833                                                                                         !Person::players[k]->isCrouch() &&
3834                                                                                         Person::players[k]->animTarget != rollanim &&
3835                                                                                         !Person::players[i]->skeleton.oldfree &&
3836                                                                                         !Person::players[i]->skeleton.free &&
3837                                                                                         Person::players[i]->lastcollide <= 0 &&
3838                                                                                         Person::players[i]->velocity.y < -10) {
3839                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
3840                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3841                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3842                                                                                     Person::players[k]->DoDamage(20);
3843                                                                                     Person::players[k]->RagDoll(0);
3844                                                                                     Person::players[i]->lastcollide = 1;
3845                                                                                     award_bonus(i, AboveBonus);
3846                                                                                 }
3847                                                                             }
3848                                                                         }
3849                                                                     }
3850                                                                 }
3851                                                                 Person::players[i]->CheckKick();
3852                                                                 Person::players[k]->CheckKick();
3853                                                             }
3854                                                         }
3855             }
3856 }
3857
3858 void doAI(unsigned i)
3859 {
3860     static bool connected;
3861     if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
3862         Person::players[i]->jumpclimb = 0;
3863         //disable movement in editor
3864         if (editorenabled)
3865             Person::players[i]->stunned = 1;
3866
3867         Person::players[i]->pause = 0;
3868         if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3869                 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3870                 !Person::players[0]->onterrain)
3871             Person::players[i]->pause = 1;
3872
3873         //pathfinding
3874         if (Person::players[i]->aitype == pathfindtype) {
3875             if (Person::players[i]->finalpathfindpoint == -1) {
3876                 float closestdistance;
3877                 float tempdist;
3878                 int closest;
3879                 XYZ colpoint;
3880                 closest = -1;
3881                 closestdistance = -1;
3882                 for (int j = 0; j < numpathpoints; j++)
3883                     if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3884                         closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3885                         closest = j;
3886                         Person::players[i]->finaltarget = pathpoint[j];
3887                     }
3888                 Person::players[i]->finalpathfindpoint = closest;
3889                 for (int j = 0; j < numpathpoints; j++)
3890                     for (int k = 0; k < numpathpointconnect[j]; k++) {
3891                         DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3892                         if (sq(tempdist) < closestdistance)
3893                             if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3894                                     findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3895                                 closestdistance = sq(tempdist);
3896                                 closest = j;
3897                                 Person::players[i]->finaltarget = colpoint;
3898                             }
3899                     }
3900                 Person::players[i]->finalpathfindpoint = closest;
3901
3902             }
3903             if (Person::players[i]->targetpathfindpoint == -1) {
3904                 float closestdistance;
3905                 float tempdist;
3906                 int closest;
3907                 XYZ colpoint;
3908                 closest = -1;
3909                 closestdistance = -1;
3910                 if (Person::players[i]->lastpathfindpoint == -1) {
3911                     for (int j = 0; j < numpathpoints; j++) {
3912                         if (j != Person::players[i]->lastpathfindpoint)
3913                             if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3914                                 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3915                                 closest = j;
3916                             }
3917                     }
3918                     Person::players[i]->targetpathfindpoint = closest;
3919                     for (int j = 0; j < numpathpoints; j++)
3920                         if (j != Person::players[i]->lastpathfindpoint)
3921                             for (int k = 0; k < numpathpointconnect[j]; k++) {
3922                                 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3923                                 if (sq(tempdist) < closestdistance) {
3924                                     if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3925                                             findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3926                                         closestdistance = sq(tempdist);
3927                                         closest = j;
3928                                     }
3929                                 }
3930                             }
3931                     Person::players[i]->targetpathfindpoint = closest;
3932                 } else {
3933                     for (int j = 0; j < numpathpoints; j++)
3934                         if (j != Person::players[i]->lastpathfindpoint &&
3935                                 j != Person::players[i]->lastpathfindpoint2 &&
3936                                 j != Person::players[i]->lastpathfindpoint3 &&
3937                                 j != Person::players[i]->lastpathfindpoint4) {
3938                             connected = 0;
3939                             if (numpathpointconnect[j])
3940                                 for (int k = 0; k < numpathpointconnect[j]; k++)
3941                                     if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3942                                         connected = 1;
3943                             if (!connected)
3944                                 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3945                                     for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3946                                         if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3947                                             connected = 1;
3948                             if (connected) {
3949                                 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3950                                 if (closest == -1 || tempdist < closestdistance) {
3951                                     closestdistance = tempdist;
3952                                     closest = j;
3953                                 }
3954                             }
3955                         }
3956                     Person::players[i]->targetpathfindpoint = closest;
3957                 }
3958             }
3959             Person::players[i]->losupdatedelay -= multiplier;
3960
3961             Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3962             Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3963
3964             //reached target point
3965             if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3966                 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3967                 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3968                 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3969                 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3970                 if (Person::players[i]->lastpathfindpoint2 == -1)
3971                     Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3972                 if (Person::players[i]->lastpathfindpoint3 == -1)
3973                     Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3974                 if (Person::players[i]->lastpathfindpoint4 == -1)
3975                     Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3976                 Person::players[i]->targetpathfindpoint = -1;
3977             }
3978             if (     distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3979                      distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3980                      distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3981                      Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3982                 Person::players[i]->aitype = passivetype;
3983             }
3984
3985             Person::players[i]->forwardkeydown = 1;
3986             Person::players[i]->leftkeydown = 0;
3987             Person::players[i]->backkeydown = 0;
3988             Person::players[i]->rightkeydown = 0;
3989             Person::players[i]->crouchkeydown = 0;
3990             Person::players[i]->attackkeydown = 0;
3991             Person::players[i]->throwkeydown = 0;
3992
3993             if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3994                 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3995
3996             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3997                 Person::players[i]->jumpkeydown = 0;
3998             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3999                 Person::players[i]->jumpkeydown = 1;
4000
4001             if ((tutoriallevel != 1 || cananger) &&
4002                     hostile &&
4003                     !Person::players[0]->dead &&
4004                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4005                     Person::players[i]->occluded < 25) {
4006                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4007                         animation[Person::players[0]->animTarget].height != lowheight &&
4008                         !editorenabled &&
4009                         (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4010                     Person::players[i]->aitype = attacktypecutoff;
4011                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4012                         animation[Person::players[0]->animTarget].height == highheight &&
4013                         !editorenabled)
4014                     Person::players[i]->aitype = attacktypecutoff;
4015
4016                 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4017                     Person::players[i]->losupdatedelay = .2;
4018                     for (unsigned j = 0; j < Person::players.size(); j++)
4019                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4020                             if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4021                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4022                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4023                                         if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4024                                             if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4025                                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4026                                                         *Person::players[i]->scale + Person::players[i]->coords,
4027                                                         DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4028                                                         *Person::players[j]->scale + Person::players[j]->coords) ||
4029                                                     (Person::players[j]->animTarget == hanganim &&
4030                                                      normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4031                                                 Person::players[i]->aitype = searchtype;
4032                                                 Person::players[i]->lastchecktime = 12;
4033                                                 Person::players[i]->lastseen = Person::players[j]->coords;
4034                                                 Person::players[i]->lastseentime = 12;
4035                                             }
4036                 }
4037             }
4038             if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4039                 if (Person::players[i]->creature != wolftype) {
4040                     Person::players[i]->stunned = .6;
4041                     Person::players[i]->surprised = .6;
4042                 }
4043         }
4044
4045         if (Person::players[i]->aitype != passivetype && leveltime > .5)
4046             Person::players[i]->howactive = typeactive;
4047
4048         if (Person::players[i]->aitype == passivetype) {
4049             Person::players[i]->aiupdatedelay -= multiplier;
4050             Person::players[i]->losupdatedelay -= multiplier;
4051             Person::players[i]->lastseentime += multiplier;
4052             Person::players[i]->pausetime -= multiplier;
4053             if (Person::players[i]->lastseentime > 1)
4054                 Person::players[i]->lastseentime = 1;
4055
4056             if (Person::players[i]->aiupdatedelay < 0) {
4057                 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
4058                     Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
4059                     Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4060                     Person::players[i]->aiupdatedelay = .05;
4061
4062                     if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
4063                         if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
4064                             Person::players[i]->pausetime = 4;
4065                         Person::players[i]->waypoint++;
4066                         if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
4067                             Person::players[i]->waypoint = 0;
4068
4069                     }
4070                 }
4071
4072                 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
4073                     Person::players[i]->forwardkeydown = 1;
4074                 else
4075                     Person::players[i]->forwardkeydown = 0;
4076                 Person::players[i]->leftkeydown = 0;
4077                 Person::players[i]->backkeydown = 0;
4078                 Person::players[i]->rightkeydown = 0;
4079                 Person::players[i]->crouchkeydown = 0;
4080                 Person::players[i]->attackkeydown = 0;
4081                 Person::players[i]->throwkeydown = 0;
4082
4083                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4084                     if (!Person::players[i]->avoidsomething)
4085                         Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4086                     else {
4087                         XYZ leftpos, rightpos;
4088                         float leftdist, rightdist;
4089                         leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4090                         rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4091                         leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4092                         rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4093                         if (leftdist < rightdist)
4094                             Person::players[i]->targetyaw += 90;
4095                         else
4096                             Person::players[i]->targetyaw -= 90;
4097                     }
4098                 }
4099             }
4100             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4101                 Person::players[i]->jumpkeydown = 0;
4102             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4103                 Person::players[i]->jumpkeydown = 1;
4104
4105
4106             //hearing sounds
4107             if (!editorenabled) {
4108                 if (Person::players[i]->howactive <= typesleeping)
4109                     if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
4110                         for (int j = 0; j < numenvsounds; j++) {
4111                             float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
4112                             if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
4113                                     2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
4114                                 Person::players[i]->aitype = attacktypecutoff;
4115                         }
4116
4117                 if (Person::players[i]->aitype != passivetype) {
4118                     if (Person::players[i]->howactive == typesleeping)
4119                         Person::players[i]->setAnimation(getupfromfrontanim);
4120                     Person::players[i]->howactive = typeactive;
4121                 }
4122             }
4123
4124             if (Person::players[i]->howactive < typesleeping &&
4125                     ((tutoriallevel != 1 || cananger) && hostile) &&
4126                     !Person::players[0]->dead &&
4127                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4128                     Person::players[i]->occluded < 25) {
4129                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4130                         animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
4131                     Person::players[i]->aitype = attacktypecutoff;
4132                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4133                         animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
4134                     Person::players[i]->aitype = attacktypecutoff;
4135
4136                 //wolf smell
4137                 if (Person::players[i]->creature == wolftype) {
4138                     XYZ windsmell;
4139                     for (unsigned j = 0; j < Person::players.size(); j++) {
4140                         if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
4141                             float smelldistance = 50;
4142                             if (j == 0 && Person::players[j]->num_weapons > 0) {
4143                                 if (weapons[Person::players[j]->weaponids[0]].bloody)
4144                                     smelldistance = 100;
4145                                 if (Person::players[j]->num_weapons == 2)
4146                                     if (weapons[Person::players[j]->weaponids[1]].bloody)
4147                                         smelldistance = 100;
4148                             }
4149                             if (j != 0)
4150                                 smelldistance = 100;
4151                             windsmell = windvector;
4152                             Normalise(&windsmell);
4153                             windsmell = windsmell * 2 + Person::players[j]->coords;
4154                             if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
4155                                 Person::players[i]->aitype = attacktypecutoff;
4156                         }
4157                     }
4158                 }
4159
4160                 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4161                     Person::players[i]->losupdatedelay = .2;
4162                     for (unsigned j = 0; j < Person::players.size(); j++) {
4163                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4164                             if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4165                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4166                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4167                                         if ((-1 == checkcollide(
4168                                                     DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4169                                                     Person::players[i]->scale + Person::players[i]->coords,
4170                                                     DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4171                                                     Person::players[j]->scale + Person::players[j]->coords) &&
4172                                                 !Person::players[j]->isWallJump()) ||
4173                                                 (Person::players[j]->animTarget == hanganim &&
4174                                                  normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4175                                             Person::players[i]->lastseentime -= .2;
4176                                             if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4177                                                 Person::players[i]->lastseentime -= .4;
4178                                             else
4179                                                 Person::players[i]->lastseentime -= .6;
4180                                         }
4181                             if (Person::players[i]->lastseentime <= 0) {
4182                                 Person::players[i]->aitype = searchtype;
4183                                 Person::players[i]->lastchecktime = 12;
4184                                 Person::players[i]->lastseen = Person::players[j]->coords;
4185                                 Person::players[i]->lastseentime = 12;
4186                             }
4187                         }
4188                     }
4189                 }
4190             }
4191             //alerted surprise
4192             if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4193                 if (Person::players[i]->creature != wolftype) {
4194                     Person::players[i]->stunned = .6;
4195                     Person::players[i]->surprised = .6;
4196                 }
4197                 if (Person::players[i]->creature == wolftype) {
4198                     Person::players[i]->stunned = .47;
4199                     Person::players[i]->surprised = .47;
4200                 }
4201                 numseen++;
4202             }
4203         }
4204
4205         //search for player
4206         int j;
4207         if (Person::players[i]->aitype == searchtype) {
4208             Person::players[i]->aiupdatedelay -= multiplier;
4209             Person::players[i]->losupdatedelay -= multiplier;
4210             if (!Person::players[i]->pause)
4211                 Person::players[i]->lastseentime -= multiplier;
4212             Person::players[i]->lastchecktime -= multiplier;
4213
4214             if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4215                 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4216                     XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4217                     test2.y += 5;
4218                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4219                     test.y -= 10;
4220                     j = checkcollide(test2, test, Person::players[i]->laststanding);
4221                     if (j == -1)
4222                         j = checkcollide(test2, test);
4223                     if (j == -1) {
4224                         Person::players[i]->velocity = 0;
4225                         Person::players[i]->setAnimation(Person::players[i]->getStop());
4226                         Person::players[i]->targetyaw += 180;
4227                         Person::players[i]->stunned = .5;
4228                         //Person::players[i]->aitype=passivetype;
4229                         Person::players[i]->aitype = pathfindtype;
4230                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4231                         Person::players[i]->finalpathfindpoint = -1;
4232                         Person::players[i]->targetpathfindpoint = -1;
4233                         Person::players[i]->lastpathfindpoint = -1;
4234                         Person::players[i]->lastpathfindpoint2 = -1;
4235                         Person::players[i]->lastpathfindpoint3 = -1;
4236                         Person::players[i]->lastpathfindpoint4 = -1;
4237                     } else
4238                         Person::players[i]->laststanding = j;
4239                 }
4240             }
4241             //check out last seen location
4242             if (Person::players[i]->aiupdatedelay < 0) {
4243                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4244                 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4245                 Person::players[i]->aiupdatedelay = .05;
4246                 Person::players[i]->forwardkeydown = 1;
4247
4248                 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4249                     Person::players[i]->forwardkeydown = 0;
4250                     Person::players[i]->aiupdatedelay = 1;
4251                     Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4252                     Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4253                     Person::players[i]->lastchecktime = 3;
4254                 }
4255
4256                 Person::players[i]->leftkeydown = 0;
4257                 Person::players[i]->backkeydown = 0;
4258                 Person::players[i]->rightkeydown = 0;
4259                 Person::players[i]->crouchkeydown = 0;
4260                 Person::players[i]->attackkeydown = 0;
4261                 Person::players[i]->throwkeydown = 0;
4262
4263                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4264                     if (!Person::players[i]->avoidsomething)
4265                         Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4266                     else {
4267                         XYZ leftpos, rightpos;
4268                         float leftdist, rightdist;
4269                         leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4270                         rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4271                         leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4272                         rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4273                         if (leftdist < rightdist)
4274                             Person::players[i]->targetyaw += 90;
4275                         else
4276                             Person::players[i]->targetyaw -= 90;
4277                     }
4278                 }
4279             }
4280             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4281                 Person::players[i]->jumpkeydown = 0;
4282             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4283                 Person::players[i]->jumpkeydown = 1;
4284
4285             if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4286                 for (int k = 0; k < numenvsounds; k++) {
4287                     if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4288                         Person::players[i]->aitype = attacktypecutoff;
4289                     }
4290                 }
4291
4292             if (!Person::players[0]->dead &&
4293                     Person::players[i]->losupdatedelay < 0 &&
4294                     !editorenabled &&
4295                     Person::players[i]->occluded < 2 &&
4296                     ((tutoriallevel != 1 || cananger) && hostile)) {
4297                 Person::players[i]->losupdatedelay = .2;
4298                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4299                     Person::players[i]->aitype = attacktypecutoff;
4300                     Person::players[i]->lastseentime = 1;
4301                 }
4302                 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4303                     //TODO: factor out canSeePlayer()
4304                     if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4305                         if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4306                             if ((checkcollide(
4307                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4308                                         Person::players[i]->scale + Person::players[i]->coords,
4309                                         DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4310                                         Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4311                                     (Person::players[0]->animTarget == hanganim && normaldotproduct(
4312                                          Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4313                                 /* //TODO: changed j to 0 on a whim, make sure this is correct
4314                                 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4315                                     Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4316                                 */
4317                                 Person::players[i]->aitype = attacktypecutoff;
4318                                 Person::players[i]->lastseentime = 1;
4319                             }
4320             }
4321             //player escaped
4322             if (Person::players[i]->lastseentime < 0) {
4323                 //Person::players[i]->aitype=passivetype;
4324                 numescaped++;
4325                 Person::players[i]->aitype = pathfindtype;
4326                 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4327                 Person::players[i]->finalpathfindpoint = -1;
4328                 Person::players[i]->targetpathfindpoint = -1;
4329                 Person::players[i]->lastpathfindpoint = -1;
4330                 Person::players[i]->lastpathfindpoint2 = -1;
4331                 Person::players[i]->lastpathfindpoint3 = -1;
4332                 Person::players[i]->lastpathfindpoint4 = -1;
4333             }
4334         }
4335
4336         if (Person::players[i]->aitype != gethelptype)
4337             Person::players[i]->runninghowlong = 0;
4338
4339         //get help from buddies
4340         if (Person::players[i]->aitype == gethelptype) {
4341             Person::players[i]->runninghowlong += multiplier;
4342             Person::players[i]->aiupdatedelay -= multiplier;
4343
4344             if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4345                 Person::players[i]->aiupdatedelay = .2;
4346
4347                 //find closest ally
4348                 //TODO: factor out closest search somehow
4349                 if (!Person::players[i]->ally) {
4350                     int closest = -1;
4351                     float closestdist = -1;
4352                     for (unsigned k = 0; k < Person::players.size(); k++) {
4353                         if (k != i && k != 0 && !Person::players[k]->dead &&
4354                                 Person::players[k]->howactive < typedead1 &&
4355                                 !Person::players[k]->skeleton.free &&
4356                                 Person::players[k]->aitype == passivetype) {
4357                             float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4358                             if (closestdist == -1 || distance < closestdist) {
4359                                 closestdist = distance;
4360                                 closest = k;
4361                             }
4362                             closest = k;
4363                         }
4364                     }
4365                     if (closest != -1)
4366                         Person::players[i]->ally = closest;
4367                     else
4368                         Person::players[i]->ally = 0;
4369                     Person::players[i]->lastseen = Person::players[0]->coords;
4370                     Person::players[i]->lastseentime = 12;
4371                 }
4372
4373
4374                 Person::players[i]->lastchecktime = 12;
4375
4376                 XYZ facing = Person::players[i]->coords;
4377                 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4378                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4379                 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4380                 if (-1 != checkcollide(facing, flatfacing))
4381                     Person::players[i]->lastseentime -= .1;
4382
4383                 //no available ally, run back to player
4384                 if (Person::players[i]->ally <= 0 ||
4385                         Person::players[Person::players[i]->ally]->skeleton.free ||
4386                         Person::players[Person::players[i]->ally]->aitype != passivetype ||
4387                         Person::players[i]->lastseentime <= 0) {
4388                     Person::players[i]->aitype = searchtype;
4389                     Person::players[i]->lastseentime = 12;
4390                 }
4391
4392                 //seek out ally
4393                 if (Person::players[i]->ally > 0) {
4394                     Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4395                     Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4396                     Person::players[i]->aiupdatedelay = .05;
4397                     Person::players[i]->forwardkeydown = 1;
4398
4399                     if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4400                         Person::players[i]->aitype = searchtype;
4401                         Person::players[i]->lastseentime = 12;
4402                         Person::players[Person::players[i]->ally]->aitype = searchtype;
4403                         if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4404                             Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4405                             Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4406                             Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4407                         }
4408                     }
4409
4410                     if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4411                         if (!Person::players[i]->avoidsomething)
4412                             Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4413                         else {
4414                             XYZ leftpos, rightpos;
4415                             float leftdist, rightdist;
4416                             leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4417                             rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4418                             leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4419                             rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4420                             if (leftdist < rightdist)
4421                                 Person::players[i]->targetyaw += 90;
4422                             else
4423                                 Person::players[i]->targetyaw -= 90;
4424                         }
4425                     }
4426                 }
4427
4428                 Person::players[i]->leftkeydown = 0;
4429                 Person::players[i]->backkeydown = 0;
4430                 Person::players[i]->rightkeydown = 0;
4431                 Person::players[i]->crouchkeydown = 0;
4432                 Person::players[i]->attackkeydown = 0;
4433             }
4434             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4435                 Person::players[i]->jumpkeydown = 0;
4436             if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4437                 Person::players[i]->jumpkeydown = 1;
4438         }
4439
4440         //retreiving a weapon on the ground
4441         if (Person::players[i]->aitype == getweapontype) {
4442             Person::players[i]->aiupdatedelay -= multiplier;
4443             Person::players[i]->lastchecktime -= multiplier;
4444
4445             if (Person::players[i]->aiupdatedelay < 0) {
4446                 Person::players[i]->aiupdatedelay = .2;
4447
4448                 //ALLY IS WEPON
4449                 if (Person::players[i]->ally < 0) {
4450                     int closest = -1;
4451                     float closestdist = -1;
4452                     for (unsigned k = 0; k < weapons.size(); k++)
4453                         if (weapons[k].owner == -1) {
4454                             float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4455                             if (closestdist == -1 || distance < closestdist) {
4456                                 closestdist = distance;
4457                                 closest = k;
4458                             }
4459                             closest = k;
4460                         }
4461                     if (closest != -1)
4462                         Person::players[i]->ally = closest;
4463                     else
4464                         Person::players[i]->ally = -1;
4465                 }
4466
4467                 Person::players[i]->lastseentime = 12;
4468
4469                 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4470                     if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4471                         Person::players[i]->aitype = attacktypecutoff;
4472                         Person::players[i]->lastseentime = 1;
4473                     }
4474                 if (!Person::players[0]->dead)
4475                     if (Person::players[i]->ally >= 0) {
4476                         if (weapons[Person::players[i]->ally].owner != -1 ||
4477                                 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4478                             Person::players[i]->aitype = attacktypecutoff;
4479                             Person::players[i]->lastseentime = 1;
4480                         }
4481                         //TODO: factor these out as moveToward()
4482                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4483                         Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4484                         Person::players[i]->aiupdatedelay = .05;
4485                         Person::players[i]->forwardkeydown = 1;
4486
4487
4488                         if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4489                             if (!Person::players[i]->avoidsomething)
4490                                 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4491                             else {
4492                                 XYZ leftpos, rightpos;
4493                                 float leftdist, rightdist;
4494                                 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4495                                 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4496                                 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4497                                 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4498                                 if (leftdist < rightdist)
4499                                     Person::players[i]->targetyaw += 90;
4500                                 else
4501                                     Person::players[i]->targetyaw -= 90;
4502                             }
4503                         }
4504                     }
4505
4506                 Person::players[i]->leftkeydown = 0;
4507                 Person::players[i]->backkeydown = 0;
4508                 Person::players[i]->rightkeydown = 0;
4509                 Person::players[i]->attackkeydown = 0;
4510                 Person::players[i]->throwkeydown = 1;
4511                 Person::players[i]->crouchkeydown = 0;
4512                 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4513                         Person::players[i]->animTarget != removeknifeanim)
4514                     Person::players[i]->throwtogglekeydown = 0;
4515                 Person::players[i]->drawkeydown = 0;
4516             }
4517             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4518                 Person::players[i]->jumpkeydown = 0;
4519             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4520                 Person::players[i]->jumpkeydown = 1;
4521         }
4522
4523         if (Person::players[i]->aitype == attacktypecutoff) {
4524             Person::players[i]->aiupdatedelay -= multiplier;
4525             //dodge or reverse rabbit kicks, knife throws, flips
4526             if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4527                 if ((Person::players[0]->animTarget == rabbitkickanim ||
4528                         Person::players[0]->animTarget == knifethrowanim ||
4529                         (Person::players[0]->isFlip() &&
4530                          normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4531                         !Person::players[0]->skeleton.free &&
4532                         (Person::players[i]->aiupdatedelay < .1)) {
4533                     Person::players[i]->attackkeydown = 0;
4534                     if (Person::players[i]->isIdle())
4535                         Person::players[i]->crouchkeydown = 1;
4536                     if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4537                         if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4538                             if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4539                                 if (abs(Random() % 2) == 0)
4540                                     Person::players[i]->setAnimation(backhandspringanim);
4541                                 else
4542                                     Person::players[i]->setAnimation(rollanim);
4543                                 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4544                                 Person::players[i]->wentforweapon = 0;
4545                             }
4546                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4547                                 Person::players[i]->setAnimation(flipanim);
4548                         }
4549                     }
4550                     Person::players[i]->forwardkeydown = 0;
4551                     Person::players[i]->aiupdatedelay = .02;
4552                 }
4553             //get confused by flips
4554             if (Person::players[0]->isFlip() &&
4555                     !Person::players[0]->skeleton.free &&
4556                     Person::players[0]->animTarget != walljumprightkickanim &&
4557                     Person::players[0]->animTarget != walljumpleftkickanim) {
4558                 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4559                     if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4560                         Person::players[i]->stunned = 1;
4561             }
4562             //go for weapon on the ground
4563             if (Person::players[i]->wentforweapon < 3)
4564                 for (unsigned k = 0; k < weapons.size(); k++)
4565                     if (Person::players[i]->creature != wolftype)
4566                         if (Person::players[i]->num_weapons == 0 &&
4567                                 weapons[k].owner == -1 &&
4568                                 weapons[i].velocity.x == 0 &&
4569                                 weapons[i].velocity.z == 0 &&
4570                                 weapons[i].velocity.y == 0) {
4571                             if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4572                                 Person::players[i]->wentforweapon++;
4573                                 Person::players[i]->lastchecktime = 6;
4574                                 Person::players[i]->aitype = getweapontype;
4575                                 Person::players[i]->ally = -1;
4576                             }
4577                         }
4578             //dodge/reverse walljump kicks
4579             if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4580                 if (animation[Person::players[i]->animTarget].height != highheight)
4581                     if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4582                             ((Person::players[0]->animTarget == walljumprightkickanim ||
4583                               Person::players[0]->animTarget == walljumpleftkickanim) &&
4584                              ((Person::players[i]->aiupdatedelay < .15 &&
4585                                difficulty == 2) ||
4586                               (Person::players[i]->aiupdatedelay < .08 &&
4587                                difficulty != 2)))) {
4588                         Person::players[i]->crouchkeydown = 1;
4589                     }
4590             //walked off a ledge (?)
4591             if (Person::players[i]->isRun() && !Person::players[i]->onground)
4592                 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4593                     XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4594                     test2.y += 5;
4595                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4596                     test.y -= 10;
4597                     j = checkcollide(test2, test, Person::players[i]->laststanding);
4598                     if (j == -1)
4599                         j = checkcollide(test2, test);
4600                     if (j == -1) {
4601                         Person::players[i]->velocity = 0;
4602                         Person::players[i]->setAnimation(Person::players[i]->getStop());
4603                         Person::players[i]->targetyaw += 180;
4604                         Person::players[i]->stunned = .5;
4605                         Person::players[i]->aitype = pathfindtype;
4606                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4607                         Person::players[i]->finalpathfindpoint = -1;
4608                         Person::players[i]->targetpathfindpoint = -1;
4609                         Person::players[i]->lastpathfindpoint = -1;
4610                         Person::players[i]->lastpathfindpoint2 = -1;
4611                         Person::players[i]->lastpathfindpoint3 = -1;
4612                         Person::players[i]->lastpathfindpoint4 = -1;
4613                     } else
4614                         Person::players[i]->laststanding = j;
4615                 }
4616             //lose sight of player in the air (?)
4617             if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4618                     animation[Person::players[0]->animTarget].height != highheight &&
4619                     !Person::players[0]->onterrain) {
4620                 Person::players[i]->aitype = pathfindtype;
4621                 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4622                 Person::players[i]->finalpathfindpoint = -1;
4623                 Person::players[i]->targetpathfindpoint = -1;
4624                 Person::players[i]->lastpathfindpoint = -1;
4625                 Person::players[i]->lastpathfindpoint2 = -1;
4626                 Person::players[i]->lastpathfindpoint3 = -1;
4627                 Person::players[i]->lastpathfindpoint4 = -1;
4628             }
4629             //it's time to think (?)
4630             if (Person::players[i]->aiupdatedelay < 0 &&
4631                     !animation[Person::players[i]->animTarget].attack &&
4632                     Person::players[i]->animTarget != staggerbackhighanim &&
4633                     Person::players[i]->animTarget != staggerbackhardanim &&
4634                     Person::players[i]->animTarget != backhandspringanim &&
4635                     Person::players[i]->animTarget != dodgebackanim) {
4636                 //draw weapon
4637                 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4638                     Person::players[i]->drawkeydown = Random() % 2;
4639                 else
4640                     Person::players[i]->drawkeydown = 0;
4641                 Person::players[i]->rabbitkickenabled = Random() % 2;
4642                 //chase player
4643                 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4644                 XYZ targetpoint = Person::players[0]->coords;
4645                 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4646                         distsq(&rotatetarget, &Person::players[i]->coords))
4647                     targetpoint += Person::players[0]->velocity *
4648                                    findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4649                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4650                 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4651                 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4652
4653                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4654                     Person::players[i]->forwardkeydown = 1;
4655                 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4656                           distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4657                          Person::players[0]->weaponactive != -1)
4658                     Person::players[i]->forwardkeydown = 1;
4659                 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4660                     Person::players[i]->forwardkeydown = 1;
4661                 else
4662                     Person::players[i]->forwardkeydown = 0;
4663                 //chill out around the corpse
4664                 if (Person::players[0]->dead) {
4665                     Person::players[i]->forwardkeydown = 0;
4666                     if (Random() % 10 == 0)
4667                         Person::players[i]->forwardkeydown = 1;
4668                     if (Random() % 100 == 0) {
4669                         Person::players[i]->aitype = pathfindtype;
4670                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4671                         Person::players[i]->finalpathfindpoint = -1;
4672                         Person::players[i]->targetpathfindpoint = -1;
4673                         Person::players[i]->lastpathfindpoint = -1;
4674                         Person::players[i]->lastpathfindpoint2 = -1;
4675                         Person::players[i]->lastpathfindpoint3 = -1;
4676                         Person::players[i]->lastpathfindpoint4 = -1;
4677                     }
4678                 }
4679                 Person::players[i]->leftkeydown = 0;
4680                 Person::players[i]->backkeydown = 0;
4681                 Person::players[i]->rightkeydown = 0;
4682                 Person::players[i]->crouchkeydown = 0;
4683                 Person::players[i]->throwkeydown = 0;
4684
4685                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4686                     Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4687                 //attack!!!
4688                 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4689                     Person::players[i]->attackkeydown = 1;
4690                 else
4691                     Person::players[i]->attackkeydown = 0;
4692                 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4693                     Person::players[i]->attackkeydown = 0;
4694
4695                 //TODO: wat
4696                 if (Person::players[i]->aitype != playercontrolled &&
4697                         (Person::players[i]->isIdle() ||
4698                          Person::players[i]->isCrouch() ||
4699                          Person::players[i]->isRun())) {
4700                     int target = -2;
4701                     for (unsigned j = 0; j < Person::players.size(); j++)
4702                         if (j != i && !Person::players[j]->skeleton.free &&
4703                                 Person::players[j]->hasvictim &&
4704                                 (tutoriallevel == 1 && reversaltrain ||
4705                                  Random() % 2 == 0 && difficulty == 2 ||
4706                                  Random() % 4 == 0 && difficulty == 1 ||
4707                                  Random() % 8 == 0 && difficulty == 0 ||
4708                                  Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4709                                  Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4710                                  (Random() % 2 == 0 || difficulty == 2) ||
4711                                  (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4712                                  Person::players[j]->weaponactive != -1 ||
4713                                  Person::players[j]->animTarget == swordslashanim &&
4714                                  Person::players[i]->weaponactive != -1 ||
4715                                  Person::players[j]->animTarget == staffhitanim ||
4716                                  Person::players[j]->animTarget == staffspinhitanim))
4717                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4718                                     Person::players[j]->victim == Person::players[i] &&
4719                                     (Person::players[j]->animTarget == sweepanim ||
4720                                      Person::players[j]->animTarget == spinkickanim ||
4721                                      Person::players[j]->animTarget == staffhitanim ||
4722                                      Person::players[j]->animTarget == staffspinhitanim ||
4723                                      Person::players[j]->animTarget == winduppunchanim ||
4724                                      Person::players[j]->animTarget == upunchanim ||
4725                                      Person::players[j]->animTarget == wolfslapanim ||
4726                                      Person::players[j]->animTarget == knifeslashstartanim ||
4727                                      Person::players[j]->animTarget == swordslashanim &&
4728                                      (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4729                                       Person::players[i]->weaponactive != -1))) {
4730                                 if (target >= 0)
4731                                     target = -1;
4732                                 else
4733                                     target = j;
4734                             }
4735                     if (target >= 0)
4736                         Person::players[target]->Reverse();
4737                 }
4738
4739                 if (Person::players[i]->collided < 1)
4740                     Person::players[i]->jumpkeydown = 0;
4741                 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4742                         distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4743                         Person::players[i]->onterrain &&
4744                         Person::players[i]->creature == rabbittype)
4745                     Person::players[i]->jumpkeydown = 1;
4746                 //TODO: why are we controlling the human?
4747                 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4748                     Person::players[0]->jumpkeydown = 0;
4749                 if (Person::players[0]->animTarget == jumpdownanim &&
4750                         distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4751                     Person::players[i]->crouchkeydown = 1;
4752                 if (Person::players[i]->jumpkeydown)
4753                     Person::players[i]->attackkeydown = 0;
4754
4755                 if (tutoriallevel == 1)
4756                     if (!canattack)
4757                         Person::players[i]->attackkeydown = 0;
4758
4759
4760                 XYZ facing = Person::players[i]->coords;
4761                 XYZ flatfacing = Person::players[0]->coords;
4762                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4763                 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4764                 if (Person::players[i]->occluded >= 2)
4765                     if (-1 != checkcollide(facing, flatfacing)) {
4766                         if (!Person::players[i]->pause)
4767                             Person::players[i]->lastseentime -= .2;
4768                         if (Person::players[i]->lastseentime <= 0 &&
4769                                 (Person::players[i]->creature != wolftype ||
4770                                  Person::players[i]->weaponstuck == -1)) {
4771                             Person::players[i]->aitype = searchtype;
4772                             Person::players[i]->lastchecktime = 12;
4773                             Person::players[i]->lastseen = Person::players[0]->coords;
4774                             Person::players[i]->lastseentime = 12;
4775                         }
4776                     } else
4777                         Person::players[i]->lastseentime = 1;
4778             }
4779         }
4780         if (animation[Person::players[0]->animTarget].height == highheight &&
4781                 (Person::players[i]->aitype == attacktypecutoff ||
4782                  Person::players[i]->aitype == searchtype))
4783             if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4784                 XYZ test = Person::players[0]->coords;
4785                 test.y -= 40;
4786                 if (-1 == checkcollide(Person::players[0]->coords, test))
4787                     Person::players[i]->stunned = 1;
4788             }
4789         //stunned
4790         if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4791                 Person::players[i]->stunned > 0 ||
4792                 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4793             if (Person::players[i]->pause)
4794                 Person::players[i]->lastseentime = 1;
4795             Person::players[i]->targetyaw = Person::players[i]->yaw;
4796             Person::players[i]->forwardkeydown = 0;
4797             Person::players[i]->leftkeydown = 0;
4798             Person::players[i]->backkeydown = 0;
4799             Person::players[i]->rightkeydown = 0;
4800             Person::players[i]->jumpkeydown = 0;
4801             Person::players[i]->attackkeydown = 0;
4802             Person::players[i]->crouchkeydown = 0;
4803             Person::players[i]->throwkeydown = 0;
4804         }
4805
4806
4807         XYZ facing;
4808         facing = 0;
4809         facing.z = -1;
4810
4811         XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4812         facing = flatfacing;
4813
4814         if (Person::players[i]->aitype == attacktypecutoff) {
4815             Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4816             Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4817         } else if (Person::players[i]->howactive >= typesleeping) {
4818             Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4819             Person::players[i]->targetheadpitch = 0;
4820         } else {
4821             if (Person::players[i]->interestdelay <= 0) {
4822                 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4823                 Person::players[i]->headtarget = Person::players[i]->coords;
4824                 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4825                 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4826                 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4827                 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4828             }
4829             Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4830             Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4831         }
4832     }
4833 }
4834
4835
4836
4837 void updateSettingsMenu()
4838 {
4839     char sbuf[256];
4840     if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4841         sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4842     else
4843         sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4844     Menu::setText(0, sbuf);
4845     Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4846     if (newdetail == 0) Menu::setText(1, "Detail: Low");
4847     if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4848     if (newdetail == 2) Menu::setText(1, "Detail: High");
4849     if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4850     if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4851     if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4852     if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4853     if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4854     if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4855     Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4856     Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4857     Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4858     Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4859     sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4860     Menu::setText(10, sbuf);
4861     sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4862     Menu::setText(11, sbuf);
4863     Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4864     if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4865         sprintf (sbuf, "Back");
4866     else
4867         sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4868     Menu::setText(8, sbuf);
4869 }
4870
4871 void updateStereoConfigMenu()
4872 {
4873     char sbuf[256];
4874     sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4875     Menu::setText(0, sbuf);
4876     sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4877     Menu::setText(1, sbuf);
4878     sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4879     Menu::setText(2, sbuf);
4880 }
4881
4882 void updateControlsMenu()
4883 {
4884     Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4885     Menu::setText(1, (string)"Back: "    + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4886     Menu::setText(2, (string)"Left: "    + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4887     Menu::setText(3, (string)"Right: "   + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4888     Menu::setText(4, (string)"Crouch: "  + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4889     Menu::setText(5, (string)"Jump: "    + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4890     Menu::setText(6, (string)"Draw: "    + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4891     Menu::setText(7, (string)"Throw: "   + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4892     Menu::setText(8, (string)"Attack: "  + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4893     if (debugmode)
4894         Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4895 }
4896
4897 /*
4898 Values of mainmenu :
4899 1 Main menu
4900 2 Menu pause (resume/end game)
4901 3 Option menu
4902 4 Controls configuration menu
4903 5 Main game menu (choose level or challenge)
4904 6 Deleting user menu
4905 7 User managment menu (select/add)
4906 8 Choose difficulty menu
4907 9 Challenge level selection menu
4908 10 End of the campaign congratulation (is that really a menu?)
4909 11 Same that 9 ??? => unused
4910 18 stereo configuration
4911 */
4912
4913 void Game::LoadMenu()
4914 {
4915     Menu::clearMenu();
4916     switch (mainmenu) {
4917     case 1:
4918     case 2:
4919         Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4920         Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4921         Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4922         Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4923         break;
4924     case 3:
4925         Menu::addButton( 0, "", 10 + 20, 440);
4926         Menu::addButton(14, "", 10 + 400, 440);
4927         Menu::addButton( 1, "", 10 + 60, 405);
4928         Menu::addButton( 2, "", 10 + 70, 370);
4929         Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4930         Menu::addButton( 4, "", 10   , 335);
4931         Menu::addButton( 5, "", 10 + 60, 300);
4932         Menu::addButton( 6, "", 10 + 70, 265);
4933         Menu::addButton( 9, "", 10   , 230);
4934         Menu::addButton(10, "", 20   , 195);
4935         Menu::addButton(11, "", 10 + 60, 160);
4936         Menu::addButton(13, "", 30   , 125);
4937         Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4938         Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4939         Menu::addButton(8, "Back", 10, 10);
4940         updateSettingsMenu();
4941         break;
4942     case 4:
4943         Menu::addButton(0, "", 10   , 400);
4944         Menu::addButton(1, "", 10 + 40, 360);
4945         Menu::addButton(2, "", 10 + 40, 320);
4946         Menu::addButton(3, "", 10 + 30, 280);
4947         Menu::addButton(4, "", 10 + 20, 240);
4948         Menu::addButton(5, "", 10 + 40, 200);
4949         Menu::addButton(6, "", 10 + 40, 160);
4950         Menu::addButton(7, "", 10 + 30, 120);
4951         Menu::addButton(8, "", 10 + 20, 80);
4952         if (debugmode)
4953             Menu::addButton(9, "", 10 + 10, 40);
4954         Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4955         updateControlsMenu();
4956         break;
4957     case 5: {
4958         LoadCampaign();
4959         Menu::addLabel(-1, accountactive->getName(), 5, 400);
4960         Menu::addButton(1, "Tutorial", 5, 300);
4961         Menu::addButton(2, "Challenge", 5, 240);
4962         Menu::addButton(3, "Delete User", 400, 10);
4963         Menu::addButton(4, "Main Menu", 5, 10);
4964         Menu::addButton(5, "Change User", 5, 180);
4965         Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4966
4967         //show campaign map
4968         //with (2,-5) offset from old code
4969         Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4970         //show levels
4971         int numlevels = accountactive->getCampaignChoicesMade();
4972         numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4973         for (int i = 0; i < numlevels; i++) {
4974             XYZ midpoint = campaignlevels[i].getCenter();
4975             float itemsize = campaignlevels[i].getWidth();
4976             const bool active = i >= accountactive->getCampaignChoicesMade();
4977             if (!active)
4978                 itemsize /= 2;
4979
4980             if (i >= 1) {
4981                 XYZ start = campaignlevels[i - 1].getCenter();
4982                 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);
4983             }
4984             Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4985                                midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4986
4987             if (active) {
4988                 Menu::addMapLabel(-2, campaignlevels[i].description,
4989                                   campaignlevels[i].getStartX() + 10,
4990                                   campaignlevels[i].getStartY() - 4);
4991             }
4992         }
4993     }
4994     break;
4995     case 6:
4996         Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4997         Menu::addButton(1, "Yes", 10, 360);
4998         Menu::addButton(2, "No", 10, 320);
4999         break;
5000     case 7:
5001         if (Account::getNbAccounts() < 8)
5002             Menu::addButton(0, "New User", 10, 400);
5003         else
5004             Menu::addLabel(0, "No More Users", 10, 400);
5005         Menu::addLabel(-2, "", 20, 400);
5006         Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5007         for (int i = 0; i < Account::getNbAccounts(); i++)
5008             Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5009         break;
5010     case 8:
5011         Menu::addButton(0, "Easier", 10, 400);
5012         Menu::addButton(1, "Difficult", 10, 360);
5013         Menu::addButton(2, "Insane", 10, 320);
5014         break;
5015     case 9:
5016         for (int i = 0; i < numchallengelevels; i++) {
5017             char temp[255];
5018             string name = "";
5019             sprintf (temp, "Level %d", i + 1);
5020             for (int j = strlen(temp); j < 17; j++)
5021                 strcat(temp, " ");
5022             name += temp;
5023             sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5024             for (int j = strlen(temp); j < (32 - 17); j++)
5025                 strcat(temp, " ");
5026             name += temp;
5027             sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5028             if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5029                 strcat(temp, "0");
5030             name += temp;
5031             sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5032             name += temp;
5033
5034             Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5035         }
5036
5037         Menu::addButton(-1, "             High Score      Best Time", 10, 440);
5038         Menu::addButton(numchallengelevels, "Back", 10, 10);
5039         break;
5040     case 10: {
5041         Menu::addLabel(0, "Congratulations!", 220, 330);
5042         Menu::addLabel(1, "You have avenged your family and", 140, 300);
5043         Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5044         Menu::addButton(3, "Back", 10, 10);
5045         char sbuf[256];
5046         sprintf(sbuf, "Your score:         %d", (int)accountactive->getCampaignScore());
5047         Menu::addLabel(4, sbuf, 190, 200);
5048         sprintf(sbuf, "Highest score:      %d", (int)accountactive->getCampaignHighScore());
5049         Menu::addLabel(5, sbuf, 190, 180);
5050     }
5051     break;
5052     case 18:
5053         Menu::addButton(0, "", 70, 400);
5054         Menu::addButton(1, "", 10, 360);
5055         Menu::addButton(2, "", 40, 320);
5056         Menu::addButton(3, "Back", 10, 10);
5057         updateStereoConfigMenu();
5058         break;
5059     }
5060 }
5061
5062 extern set<pair<int,int>> resolutions;
5063
5064 void MenuTick()
5065 {
5066     //menu buttons
5067     selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
5068
5069     // some specific case where we do something even if the left mouse button is not pressed.
5070     if ((mainmenu == 5) && (endgame == 2)) {
5071         accountactive->endGame();
5072         endgame = 0;
5073     }
5074     if (mainmenu == 10)
5075         endgame = 2;
5076     if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
5077         stereoseparation -= 0.001;
5078         updateStereoConfigMenu();
5079     }
5080
5081     static int oldmainmenu = mainmenu;
5082
5083     if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
5084         set<pair<int,int>>::iterator newscreenresolution;
5085         switch (mainmenu) {
5086         case 1:
5087         case 2:
5088             switch (selected) {
5089             case 1:
5090                 if (gameon) { //resume
5091                     mainmenu = 0;
5092                     pause_sound(stream_menutheme);
5093                     resume_stream(leveltheme);
5094                 } else { //new game
5095                     fireSound(firestartsound);
5096                     flash();
5097                     mainmenu = (accountactive ? 5 : 7);
5098                     selected = -1;
5099                 }
5100                 break;
5101             case 2: //options
5102                 fireSound();
5103                 flash();
5104                 mainmenu = 3;
5105                 if (newdetail > 2)
5106                     newdetail = detail;
5107                 if (newdetail < 0)
5108                     newdetail = detail;
5109                 if (newscreenwidth > 3000)
5110                     newscreenwidth = screenwidth;
5111                 if (newscreenwidth < 0)
5112                     newscreenwidth = screenwidth;
5113                 if (newscreenheight > 3000)
5114                     newscreenheight = screenheight;
5115                 if (newscreenheight < 0)
5116                     newscreenheight = screenheight;
5117                 break;
5118             case 3:
5119                 fireSound();
5120                 flash();
5121                 if (gameon) { //end game
5122                     gameon = 0;
5123                     mainmenu = 1;
5124                 } else { //quit
5125                     tryquit = 1;
5126                     pause_sound(stream_menutheme);
5127                 }
5128                 break;
5129             }
5130             break;
5131         case 3:
5132             fireSound();
5133             switch (selected) {
5134             case 0:
5135                 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
5136                 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
5137                 newscreenresolution++;
5138                 if (newscreenresolution == resolutions.end()) {
5139                     /* It was the last one (or not found), go back to the beginning */
5140                     newscreenresolution = resolutions.begin();
5141                 }
5142                 newscreenwidth  = newscreenresolution->first;
5143                 newscreenheight = newscreenresolution->second;
5144                 break;
5145             case 1:
5146                 newdetail++;
5147                 if (newdetail > 2)
5148                     newdetail = 0;
5149                 break;
5150             case 2:
5151                 bloodtoggle++;
5152                 if (bloodtoggle > 2)
5153                     bloodtoggle = 0;
5154                 break;
5155             case 3:
5156                 difficulty++;
5157                 if (difficulty > 2)
5158                     difficulty = 0;
5159                 break;
5160             case 4:
5161                 ismotionblur = !ismotionblur;
5162                 break;
5163             case 5:
5164                 decals = !decals;
5165                 break;
5166             case 6:
5167                 musictoggle = !musictoggle;
5168                 if (musictoggle) {
5169                     emit_stream_np(stream_menutheme);
5170                 } else {
5171                     pause_sound(leveltheme);
5172                     pause_sound(stream_fighttheme);
5173                     pause_sound(stream_menutheme);
5174
5175                     for (int i = 0; i < 4; i++) {
5176                         oldmusicvolume[i] = 0;
5177                         musicvolume[i] = 0;
5178                     }
5179                 }
5180                 break;
5181             case 7: // controls
5182                 flash();
5183                 mainmenu = 4;
5184                 selected = -1;
5185                 keyselect = -1;
5186                 break;
5187             case 8:
5188                 flash();
5189                 SaveSettings();
5190                 mainmenu = gameon ? 2 : 1;
5191                 break;
5192             case 9:
5193                 invertmouse = !invertmouse;
5194                 break;
5195             case 10:
5196                 usermousesensitivity += .2;
5197                 if (usermousesensitivity > 2)
5198                     usermousesensitivity = .2;
5199                 break;
5200             case 11:
5201                 volume += .1f;
5202                 if (volume > 1.0001f)
5203                     volume = 0;
5204                 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5205                 break;
5206             case 12:
5207                 flash();
5208                 newstereomode = stereomode;
5209                 mainmenu = 18;
5210                 keyselect = -1;
5211                 break;
5212             case 13:
5213                 showdamagebar = !showdamagebar;
5214                 break;
5215             case 14:
5216                 toggleFullscreen();
5217                 break;
5218             }
5219             updateSettingsMenu();
5220             break;
5221         case 4:
5222             if (!waiting) {
5223                 fireSound();
5224                 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5225                     keyselect = selected;
5226                 if (keyselect != -1)
5227                     setKeySelected();
5228                 if (selected == (debugmode ? 10 : 9)) {
5229                     flash();
5230                     mainmenu = 3;
5231                 }
5232             }
5233             updateControlsMenu();
5234             break;
5235         case 5:
5236             fireSound();
5237             flash();
5238             if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5239                 startbonustotal = 0;
5240
5241                 loading = 2;
5242                 loadtime = 0;
5243                 targetlevel = 7;
5244                 if (firstload)
5245                     TickOnceAfter();
5246                 else
5247                     LoadStuff();
5248                 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5249                 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5250                 visibleloading = 1;
5251                 stillloading = 1;
5252                 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5253                 campaign = 1;
5254                 mainmenu = 0;
5255                 gameon = 1;
5256                 pause_sound(stream_menutheme);
5257             }
5258             switch (selected) {
5259             case 1:
5260                 startbonustotal = 0;
5261
5262                 loading = 2;
5263                 loadtime = 0;
5264                 targetlevel = -1;
5265                 if (firstload) {
5266                     TickOnceAfter();
5267                 } else
5268                     LoadStuff();
5269                 Loadlevel(-1);
5270
5271                 mainmenu = 0;
5272                 gameon = 1;
5273                 pause_sound(stream_menutheme);
5274                 break;
5275             case 2:
5276                 mainmenu = 9;
5277                 break;
5278             case 3:
5279                 mainmenu = 6;
5280                 break;
5281             case 4:
5282                 mainmenu = (gameon ? 2 : 1);
5283                 break;
5284             case 5:
5285                 mainmenu = 7;
5286                 break;
5287             case 6:
5288                 vector<string> campaigns = ListCampaigns();
5289                 vector<string>::iterator c;
5290                 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5291                     if (!campaigns.empty())
5292                         accountactive->setCurrentCampaign(campaigns.front());
5293                 } else {
5294                     c++;
5295                     if (c == campaigns.end())
5296                         c = campaigns.begin();
5297                     accountactive->setCurrentCampaign(*c);
5298                 }
5299                 LoadMenu();
5300                 break;
5301             }
5302             break;
5303         case 6:
5304             fireSound();
5305             if (selected == 1) {
5306                 flash();
5307                 accountactive = Account::destroy(accountactive);
5308                 mainmenu = 7;
5309             } else if (selected == 2) {
5310                 flash();
5311                 mainmenu = 5;
5312             }
5313             break;
5314         case 7:
5315             fireSound();
5316             if (selected == 0 && Account::getNbAccounts() < 8) {
5317                 entername = 1;
5318             } else if (selected < Account::getNbAccounts() + 1) {
5319                 flash();
5320                 mainmenu = 5;
5321                 accountactive = Account::get(selected - 1);
5322             } else if (selected == Account::getNbAccounts() + 1) {
5323                 flash();
5324                 if (accountactive)
5325                     mainmenu = 5;
5326                 else
5327                     mainmenu = 1;
5328                 displaytext[0].clear();
5329                 displayselected = 0;
5330                 entername = 0;
5331             }
5332             break;
5333         case 8:
5334             fireSound();
5335             flash();
5336             if (selected <= 2)
5337                 accountactive->setDifficulty(selected);
5338             mainmenu = 5;
5339             break;
5340         case 9:
5341             if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5342                 fireSound();
5343                 flash();
5344
5345                 startbonustotal = 0;
5346
5347                 loading = 2;
5348                 loadtime = 0;
5349                 targetlevel = selected;
5350                 if (firstload)
5351                     TickOnceAfter();
5352                 else
5353                     LoadStuff();
5354                 Loadlevel(selected);
5355                 campaign = 0;
5356
5357                 mainmenu = 0;
5358                 gameon = 1;
5359                 pause_sound(stream_menutheme);
5360             }
5361             if (selected == numchallengelevels) {
5362                 fireSound();
5363                 flash();
5364                 mainmenu = 5;
5365             }
5366             break;
5367         case 10:
5368             if (selected == 3) {
5369                 fireSound();
5370                 flash();
5371                 mainmenu = 5;
5372             }
5373             break;
5374         case 18:
5375             if (selected == 1)
5376                 stereoseparation += 0.001;
5377             else {
5378                 fireSound();
5379                 if (selected == 0) {
5380                     newstereomode = (StereoMode)(newstereomode + 1);
5381                     while (!CanInitStereo(newstereomode)) {
5382                         printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5383                         newstereomode = (StereoMode)(newstereomode + 1);
5384                         if (newstereomode >= stereoCount)
5385                             newstereomode = stereoNone;
5386                     }
5387                 } else if (selected == 2) {
5388                     stereoreverse = !stereoreverse;
5389                 } else if (selected == 3) {
5390                     flash();
5391                     mainmenu = 3;
5392
5393                     stereomode = newstereomode;
5394                     InitStereo(stereomode);
5395                 }
5396             }
5397             updateStereoConfigMenu();
5398             break;
5399         }
5400     }
5401
5402     OPENAL_SetFrequency(channels[stream_menutheme], 22050);
5403
5404     if (entername) {
5405         inputText(displaytext[0], &displayselected);
5406         if (!waiting) { // the input as finished
5407             if (!displaytext[0].empty()) { // with enter
5408                 accountactive = Account::add(string(displaytext[0]));
5409
5410                 mainmenu = 8;
5411
5412                 flash();
5413
5414                 fireSound(firestartsound);
5415
5416                 displaytext[0].clear();
5417
5418                 displayselected = 0;
5419             }
5420             entername = 0;
5421             LoadMenu();
5422         }
5423
5424         displayblinkdelay -= multiplier;
5425         if (displayblinkdelay <= 0) {
5426             displayblinkdelay = .3;
5427             displayblink = !displayblink;
5428         }
5429     }
5430
5431     if (entername) {
5432         Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5433         Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5434     }
5435
5436     if (oldmainmenu != mainmenu)
5437         LoadMenu();
5438     oldmainmenu = mainmenu;
5439
5440 }
5441
5442 void Game::Tick()
5443 {
5444     static XYZ facing, flatfacing;
5445     static int target;
5446
5447     for (int i = 0; i < 15; i++) {
5448         displaytime[i] += multiplier;
5449     }
5450
5451     Input::Tick();
5452
5453     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5454         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5455             stereoreverse = true;
5456         else
5457             stereoreverse = false;
5458
5459         if (stereoreverse)
5460             printf("Stereo reversed\n");
5461         else
5462             printf("Stereo unreversed\n");
5463     }
5464
5465     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5466         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5467             stereoseparation -= 0.001;
5468         else
5469             stereoseparation -= 0.010;
5470         printf("Stereo decreased increased to %f\n", stereoseparation);
5471     }
5472
5473     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5474         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5475             stereoseparation += 0.001;
5476         else
5477             stereoseparation += 0.010;
5478         printf("Stereo separation increased to %f\n", stereoseparation);
5479     }
5480
5481
5482     if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5483         if (tutorialstage != 51)
5484             tutorialstagetime = tutorialmaxtime;
5485         emit_sound_np(consolefailsound, 128.);
5486     }
5487
5488     /*
5489     Values of mainmenu :
5490     1 Main menu
5491     2 Menu pause (resume/end game)
5492     3 Option menu
5493     4 Controls configuration menu
5494     5 Main game menu (choose level or challenge)
5495     6 Deleting user menu
5496     7 User managment menu (select/add)
5497     8 Choose difficulty menu
5498     9 Challenge level selection menu
5499     10 End of the campaign congratulation (is that really a menu?)
5500     11 Same that 9 ??? => unused
5501     18 stereo configuration
5502     */
5503
5504     if (!console) {
5505         //campaign over?
5506         if (mainmenu && endgame == 1)
5507             mainmenu = 10;
5508         //go to level select after completing a campaign level
5509         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5510             mainmenu = 5;
5511             gameon = 0;
5512             winfreeze = 0;
5513             fireSound();
5514             flash();
5515             if (musictoggle) {
5516                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5517                 emit_stream_np(stream_menutheme);
5518                 pause_sound(leveltheme);
5519             }
5520             LoadMenu();
5521         }
5522         //escape key pressed
5523         if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5524                 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5525             selected = -1;
5526             if (mainmenu == 0 && !winfreeze)
5527                 mainmenu = 2; //pause
5528             else if (mainmenu == 1 || mainmenu == 2) {
5529                 mainmenu = 0; //unpause
5530             }
5531             //play menu theme
5532             if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5533                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5534                 emit_stream_np(stream_menutheme);
5535                 pause_sound(leveltheme);
5536             }
5537             //on resume, play level music
5538             if (!mainmenu) {
5539                 pause_sound(stream_menutheme);
5540                 resume_stream(leveltheme);
5541             }
5542             //finished with settings menu
5543             if (mainmenu == 3) {
5544                 SaveSettings();
5545             }
5546             //effects
5547             if (mainmenu >= 3 && mainmenu != 8) {
5548                 fireSound();
5549                 flash();
5550             }
5551             //go back
5552             switch (mainmenu) {
5553             case 3:
5554             case 5:
5555                 mainmenu = gameon ? 2 : 1;
5556                 break;
5557             case 4:
5558             case 18:
5559                 mainmenu = 3;
5560                 break;
5561             case 6:
5562             case 7:
5563             case 9:
5564             case 10:
5565                 mainmenu = 5;
5566                 break;
5567             }
5568         }
5569     }
5570
5571     if (mainmenu) {
5572         MenuTick();
5573     }
5574
5575     if (!mainmenu) {
5576         if (hostile == 1)
5577             hostiletime += multiplier;
5578         else
5579             hostiletime = 0;
5580         if (!winfreeze)
5581             leveltime += multiplier;
5582
5583         //keys
5584         if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5585             freeze = !freeze;
5586             if (freeze) {
5587                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5588             }
5589         }
5590
5591         if (Input::isKeyPressed(consolekey) && debugmode) {
5592             console = !console;
5593             if (console) {
5594                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5595             } else {
5596                 freeze = 0;
5597                 waiting = false;
5598             }
5599         }
5600
5601         if (console)
5602             freeze = 1;
5603         if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5604             inputText(consoletext[0], &consoleselected);
5605             if (!waiting) {
5606                 if (!consoletext[0].empty()) {
5607                     cmd_dispatch(consoletext[0]);
5608                     for (int k = 14; k >= 1; k--) {
5609                         consoletext[k] = consoletext[k - 1];
5610                     }
5611                     consoletext[0].clear();
5612                     consoleselected = 0;
5613                 }
5614             }
5615
5616             consoleblinkdelay -= multiplier;
5617             if (consoleblinkdelay <= 0) {
5618                 consoleblinkdelay = .3;
5619                 consoleblink = !consoleblink;
5620             }
5621         }
5622
5623         static int oldwinfreeze;
5624         if (winfreeze && !oldwinfreeze) {
5625             OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5626             emit_sound_np(consolesuccesssound);
5627         }
5628         if (winfreeze == 0)
5629             oldwinfreeze = winfreeze;
5630         else
5631             oldwinfreeze++;
5632
5633         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5634             if (winfreeze)
5635                 winfreeze = 0;
5636         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5637             if (console) {
5638                 console = false;
5639                 freeze = 0;
5640             } else if (winfreeze) {
5641                 mainmenu = 9;
5642                 gameon = 0;
5643             }
5644         }
5645
5646
5647
5648         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5649
5650             //dialogues
5651             static float talkdelay = 0;
5652
5653             if (indialogue != -1)
5654                 talkdelay = 1;
5655             talkdelay -= multiplier;
5656
5657             if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
5658                 for (int i = 0; i < numdialogues; i++) {
5659                     unsigned realdialoguetype;
5660                     bool special;
5661                     /* FIXME - Seems like modulo done with ifs */
5662                     if (dialoguetype[i] > 49) {
5663                         realdialoguetype = dialoguetype[i] - 50;
5664                         special = 1;
5665                     } else if (dialoguetype[i] > 39) {
5666                         realdialoguetype = dialoguetype[i] - 40;
5667                         special = 1;
5668                     } else if (dialoguetype[i] > 29) {
5669                         realdialoguetype = dialoguetype[i] - 30;
5670                         special = 1;
5671                     } else if (dialoguetype[i] > 19) {
5672                         realdialoguetype = dialoguetype[i] - 20;
5673                         special = 1;
5674                     } else if (dialoguetype[i] > 9) {
5675                         realdialoguetype = dialoguetype[i] - 10;
5676                         special = 1;
5677                     } else {
5678                         realdialoguetype = dialoguetype[i];
5679                         special = 0;
5680                     }
5681                     if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
5682                             realdialoguetype < Person::players.size() &&
5683                             realdialoguetype > 0 &&
5684                             (dialoguegonethrough[i] == 0 || !special) &&
5685                             (special || Input::isKeyPressed(attackkey))) {
5686                         if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
5687                                 Person::players[realdialoguetype]->howactive >= typedead1 ||
5688                                 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
5689                             whichdialogue = i;
5690                             for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
5691                                 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
5692                                 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5693                                 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5694                                 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
5695                                 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
5696                                 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
5697                             }
5698                             directing = 0;
5699                             indialogue = 0;
5700                             dialoguetime = 0;
5701                             dialoguegonethrough[i]++;
5702                             if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5703                                 playdialogueboxsound();
5704                             }
5705                         }
5706                     }
5707                 }
5708
5709             windvar += multiplier;
5710             smoketex += multiplier;
5711             tutorialstagetime += multiplier;
5712
5713             //hotspots
5714             static float hotspotvisual[40];
5715             if (numhotspots) {
5716                 XYZ hotspotsprite;
5717                 if (editorenabled)
5718                     for (int i = 0; i < numhotspots; i++)
5719                         hotspotvisual[i] -= multiplier / 320;
5720
5721                 for (int i = 0; i < numhotspots; i++) {
5722                     while (hotspotvisual[i] < 0) {
5723                         hotspotsprite = 0;
5724                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5725                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5726                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5727                         hotspotsprite += hotspot[i];
5728                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5729                         hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5730                     }
5731                 }
5732
5733                 for (int i = 0; i < numhotspots; i++) {
5734                     if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5735                         hotspot[i] = Person::players[hotspottype[i]]->coords;
5736                     }
5737                 }
5738             }
5739
5740             //Tutorial
5741             if (tutoriallevel) {
5742                 doTutorial();
5743             }
5744
5745             //bonuses
5746             if (tutoriallevel != 1) {
5747                 if (bonustime == 0 &&
5748                         bonus != solidhit &&
5749                         bonus != spinecrusher &&
5750                         bonus != tracheotomy &&
5751                         bonus != backstab &&
5752                         bonusvalue > 10) {
5753                     emit_sound_np(consolesuccesssound);
5754                 }
5755             } else if (bonustime == 0) {
5756                 emit_sound_np(fireendsound);
5757             }
5758             if (bonustime == 0) {
5759                 if (bonus != solidhit &&
5760                         bonus != twoxcombo &&
5761                         bonus != threexcombo &&
5762                         bonus != fourxcombo &&
5763                         bonus != megacombo)
5764                     bonusnum[bonus]++;
5765                 else
5766                     bonusnum[bonus] += 0.15;
5767                 if (tutoriallevel)
5768                     bonusvalue = 0;
5769                 bonusvalue /= bonusnum[bonus];
5770                 bonustotal += bonusvalue;
5771             }
5772             bonustime += multiplier;
5773
5774             //snow effects
5775             if (environment == snowyenvironment) {
5776                 precipdelay -= multiplier;
5777                 while (precipdelay < 0) {
5778                     precipdelay += .04;
5779                     if (!detail)
5780                         precipdelay += .04;
5781                     XYZ footvel, footpoint;
5782
5783                     footvel = 0;
5784                     footpoint = viewer + viewerfacing * 6;
5785                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5786                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5787                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5788                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5789                 }
5790             }
5791
5792
5793             doAerialAcrobatics();
5794
5795
5796             static XYZ oldviewer;
5797
5798             //control keys
5799             if (indialogue == -1) {
5800                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5801                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5802                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5803                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5804                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5805                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5806                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5807                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5808             } else {
5809                 Person::players[0]->forwardkeydown = 0;
5810                 Person::players[0]->leftkeydown = 0;
5811                 Person::players[0]->backkeydown = 0;
5812                 Person::players[0]->rightkeydown = 0;
5813                 Person::players[0]->jumpkeydown = 0;
5814                 Person::players[0]->crouchkeydown = 0;
5815                 Person::players[0]->drawkeydown = 0;
5816                 Person::players[0]->throwkeydown = 0;
5817             }
5818
5819             if (!Person::players[0]->jumpkeydown)
5820                 Person::players[0]->jumpclimb = 0;
5821
5822
5823             if (indialogue != -1) {
5824                 cameramode = 1;
5825                 if (directing) {
5826                     facing = 0;
5827                     facing.z = -1;
5828
5829                     facing = DoRotation(facing, -pitch, 0, 0);
5830                     facing = DoRotation(facing, 0, 0 - yaw, 0);
5831
5832                     flatfacing = 0;
5833                     flatfacing.z = -1;
5834
5835                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5836
5837                     if (Input::isKeyDown(forwardkey))
5838                         viewer += facing * multiplier * 4;
5839                     if (Input::isKeyDown(backkey))
5840                         viewer -= facing * multiplier * 4;
5841                     if (Input::isKeyDown(leftkey))
5842                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5843                     if (Input::isKeyDown(rightkey))
5844                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5845                     if (Input::isKeyDown(jumpkey))
5846                         viewer.y += multiplier * 4;
5847                     if (Input::isKeyDown(crouchkey))
5848                         viewer.y -= multiplier * 4;
5849                     if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
5850                              Input::isKeyPressed(SDL_SCANCODE_2) ||
5851                              Input::isKeyPressed(SDL_SCANCODE_3) ||
5852                              Input::isKeyPressed(SDL_SCANCODE_4) ||
5853                              Input::isKeyPressed(SDL_SCANCODE_5) ||
5854                              Input::isKeyPressed(SDL_SCANCODE_6) ||
5855                              Input::isKeyPressed(SDL_SCANCODE_7) ||
5856                              Input::isKeyPressed(SDL_SCANCODE_8) ||
5857                              Input::isKeyPressed(SDL_SCANCODE_9) ||
5858                              Input::isKeyPressed(SDL_SCANCODE_0) ||
5859                              Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5860                         int whichend;
5861                         if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5862                         if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5863                         if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5864                         if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5865                         if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5866                         if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5867                         if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5868                         if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5869                         if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5870                         if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5871                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5872                             whichend = -1;
5873                         if (whichend != -1) {
5874                             participantfocus[whichdialogue][indialogue] = whichend;
5875                             participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
5876                             participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
5877                         }
5878                         if (whichend == -1) {
5879                             participantfocus[whichdialogue][indialogue] = -1;
5880                         }
5881                         if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5882                             indialogue = -1;
5883                             directing = 0;
5884                             cameramode = 0;
5885                         }
5886                         dialoguecamera[whichdialogue][indialogue] = viewer;
5887                         dialoguecamerayaw[whichdialogue][indialogue] = yaw;
5888                         dialoguecamerapitch[whichdialogue][indialogue] = pitch;
5889                         indialogue++;
5890                         if (indialogue < numdialogueboxes[whichdialogue]) {
5891                             if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5892                                 playdialogueboxsound();
5893                             }
5894                         }
5895
5896                         for (unsigned j = 0; j < Person::players.size(); j++) {
5897                             participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
5898                         }
5899                     }
5900                     //TODO: should these be KeyDown or KeyPressed?
5901                     if (     Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5902                              Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5903                              Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5904                              Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5905                              Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5906                              Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5907                              Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5908                              Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5909                              Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5910                              Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5911                         int whichend;
5912                         if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5913                         if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5914                         if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5915                         if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5916                         if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5917                         if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5918                         if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5919                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5920                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5921                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5922                         participantfacing[whichdialogue][indialogue][whichend] = facing;
5923                     }
5924                     if (indialogue >= numdialogueboxes[whichdialogue]) {
5925                         indialogue = -1;
5926                         directing = 0;
5927                         cameramode = 0;
5928                     }
5929                 }
5930                 if (!directing) {
5931                     pause_sound(whooshsound);
5932                     viewer = dialoguecamera[whichdialogue][indialogue];
5933                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5934                     yaw = dialoguecamerayaw[whichdialogue][indialogue];
5935                     pitch = dialoguecamerapitch[whichdialogue][indialogue];
5936                     if (dialoguetime > 0.5)
5937                         if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
5938                                  Input::isKeyPressed(SDL_SCANCODE_2) ||
5939                                  Input::isKeyPressed(SDL_SCANCODE_3) ||
5940                                  Input::isKeyPressed(SDL_SCANCODE_4) ||
5941                                  Input::isKeyPressed(SDL_SCANCODE_5) ||
5942                                  Input::isKeyPressed(SDL_SCANCODE_6) ||
5943                                  Input::isKeyPressed(SDL_SCANCODE_7) ||
5944                                  Input::isKeyPressed(SDL_SCANCODE_8) ||
5945                                  Input::isKeyPressed(SDL_SCANCODE_9) ||
5946                                  Input::isKeyPressed(SDL_SCANCODE_0) ||
5947                                  Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
5948                                  Input::isKeyPressed(attackkey)) {
5949                             indialogue++;
5950                             if (indialogue < numdialogueboxes[whichdialogue]) {
5951                                 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5952                                     playdialogueboxsound();
5953                                     if (dialogueboxsound[whichdialogue][indialogue] == -5) {
5954                                         hotspot[numhotspots] = Person::players[0]->coords;
5955                                         hotspotsize[numhotspots] = 10;
5956                                         hotspottype[numhotspots] = -1;
5957
5958                                         numhotspots++;
5959                                     }
5960                                     if (dialogueboxsound[whichdialogue][indialogue] == -6) {
5961                                         hostile = 1;
5962                                     }
5963
5964                                     if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5965                                         indialogue = -1;
5966                                         directing = 0;
5967                                         cameramode = 0;
5968                                     }
5969                                 }
5970                             }
5971                         }
5972                     if (indialogue >= numdialogueboxes[whichdialogue]) {
5973                         indialogue = -1;
5974                         directing = 0;
5975                         cameramode = 0;
5976                         if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
5977                             hostile = 1;
5978                         }
5979                         if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
5980                             windialogue = true;
5981                         }
5982                         if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
5983                             hostile = 1;
5984                             for (unsigned i = 1; i < Person::players.size(); i++) {
5985                                 Person::players[i]->aitype = attacktypecutoff;
5986                             }
5987                         }
5988                     }
5989                 }
5990             }
5991
5992             if (!Person::players[0]->jumpkeydown) {
5993                 Person::players[0]->jumptogglekeydown = 0;
5994             }
5995             if (Person::players[0]->jumpkeydown &&
5996                     Person::players[0]->animTarget != jumpupanim &&
5997                     Person::players[0]->animTarget != jumpdownanim &&
5998                     !Person::players[0]->isFlip())
5999                 Person::players[0]->jumptogglekeydown = 1;
6000
6001
6002             dialoguetime += multiplier;
6003             hawkyaw += multiplier * 25;
6004             realhawkcoords = 0;
6005             realhawkcoords.x = 25;
6006             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
6007             hawkcalldelay -= multiplier / 2;
6008
6009             if (hawkcalldelay <= 0) {
6010                 emit_sound_at(hawksound, realhawkcoords);
6011
6012                 hawkcalldelay = 16 + abs(Random() % 8);
6013             }
6014
6015             doDebugKeys();
6016
6017             doAttacks();
6018
6019             doPlayerCollisions();
6020
6021             doJumpReversals();
6022
6023             for (unsigned k = 0; k < Person::players.size(); k++)
6024                 if (k != 0 && Person::players[k]->immobile)
6025                     Person::players[k]->coords = Person::players[k]->realoldcoords;
6026
6027             for (unsigned k = 0; k < Person::players.size(); k++) {
6028                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6029                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6030                         Person::players[k]->DoDamage(1000);
6031                     }
6032                 }
6033             }
6034
6035             //respawn
6036             static bool respawnkeydown;
6037             if (!editorenabled &&
6038                     (whichlevel != -2 &&
6039                      (Input::isKeyDown(SDL_SCANCODE_Z) &&
6040                       Input::isKeyDown(SDL_SCANCODE_LGUI) &&
6041                       debugmode) ||
6042                      (Input::isKeyDown(jumpkey) &&
6043                       !respawnkeydown &&
6044                       !oldattackkey &&
6045                       Person::players[0]->dead))) {
6046                 targetlevel = whichlevel;
6047                 loading = 1;
6048                 leveltime = 5;
6049             }
6050             if (!Input::isKeyDown(jumpkey))
6051                 respawnkeydown = 0;
6052             if (Input::isKeyDown(jumpkey))
6053                 respawnkeydown = 1;
6054
6055
6056
6057
6058             static bool movekey;
6059
6060             //?
6061             for (unsigned i = 0; i < Person::players.size(); i++) {
6062                 static float oldtargetyaw;
6063                 if (!Person::players[i]->skeleton.free) {
6064                     oldtargetyaw = Person::players[i]->targetyaw;
6065                     if (i == 0 && indialogue == -1) {
6066                         //TODO: refactor repetitive code
6067                         if (!animation[Person::players[0]->animTarget].attack &&
6068                                 Person::players[0]->animTarget != staggerbackhighanim &&
6069                                 Person::players[0]->animTarget != staggerbackhardanim &&
6070                                 Person::players[0]->animTarget != crouchremoveknifeanim &&
6071                                 Person::players[0]->animTarget != removeknifeanim &&
6072                                 Person::players[0]->animTarget != backhandspringanim &&
6073                                 Person::players[0]->animTarget != dodgebackanim &&
6074                                 Person::players[0]->animTarget != walljumprightkickanim &&
6075                                 Person::players[0]->animTarget != walljumpleftkickanim) {
6076                             if (cameramode)
6077                                 Person::players[0]->targetyaw = 0;
6078                             else
6079                                 Person::players[0]->targetyaw = -yaw + 180;
6080                         }
6081
6082                         facing = 0;
6083                         facing.z = -1;
6084
6085                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6086                         if (cameramode) {
6087                             facing = flatfacing;
6088                         } else {
6089                             facing = DoRotation(facing, -pitch, 0, 0);
6090                             facing = DoRotation(facing, 0, 0 - yaw, 0);
6091                         }
6092
6093                         Person::players[0]->lookyaw = -yaw;
6094
6095                         Person::players[i]->targetheadyaw = yaw;
6096                         Person::players[i]->targetheadpitch = pitch;
6097                     }
6098                     if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
6099                         if (!animation[Person::players[i]->animTarget].attack &&
6100                                 Person::players[i]->animTarget != staggerbackhighanim &&
6101                                 Person::players[i]->animTarget != staggerbackhardanim &&
6102                                 Person::players[i]->animTarget != crouchremoveknifeanim &&
6103                                 Person::players[i]->animTarget != removeknifeanim &&
6104                                 Person::players[i]->animTarget != backhandspringanim &&
6105                                 Person::players[i]->animTarget != dodgebackanim &&
6106                                 Person::players[i]->animTarget != walljumprightkickanim &&
6107                                 Person::players[i]->animTarget != walljumpleftkickanim) {
6108                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
6109                         }
6110
6111                         facing = 0;
6112                         facing.z = -1;
6113
6114                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6115
6116                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
6117                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
6118
6119                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
6120                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
6121                     }
6122                     if (indialogue != -1) {
6123                         Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
6124                         Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
6125                     }
6126
6127                     if (leveltime < .5)
6128                         numenvsounds = 0;
6129
6130                     Person::players[i]->avoidsomething = 0;
6131
6132                     //avoid flaming things
6133                     for (int j = 0; j < objects.numobjects; j++)
6134                         if (objects.onfire[j])
6135                             if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
6136                                 if (     distsq(&Person::players[i]->coords, &objects.position[j]) <
6137                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6138                                     Person::players[i]->collided = 0;
6139                                     Person::players[i]->avoidcollided = 1;
6140                                     if (Person::players[i]->avoidsomething == 0 ||
6141                                             distsq(&Person::players[i]->coords, &objects.position[j]) <
6142                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6143                                         Person::players[i]->avoidwhere = objects.position[j];
6144                                         Person::players[i]->avoidsomething = 1;
6145                                     }
6146                                 }
6147
6148                     //avoid flaming players
6149                     for (unsigned j = 0; j < Person::players.size(); j++)
6150                         if (Person::players[j]->onfire)
6151                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
6152                                 if (     distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6153                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6154                                     Person::players[i]->collided = 0;
6155                                     Person::players[i]->avoidcollided = 1;
6156                                     if (Person::players[i]->avoidsomething == 0 ||
6157                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6158                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6159                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
6160                                         Person::players[i]->avoidsomething = 1;
6161                                     }
6162                                 }
6163
6164                     if (Person::players[i]->collided > .8)
6165                         Person::players[i]->avoidcollided = 0;
6166
6167                     doAI(i);
6168
6169                     if (animation[Person::players[i]->animTarget].attack == reversed) {
6170                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
6171                         Person::players[i]->forwardkeydown = 0;
6172                         Person::players[i]->leftkeydown = 0;
6173                         Person::players[i]->backkeydown = 0;
6174                         Person::players[i]->rightkeydown = 0;
6175                         Person::players[i]->jumpkeydown = 0;
6176                         Person::players[i]->attackkeydown = 0;
6177                         //Person::players[i]->crouchkeydown=0;
6178                         Person::players[i]->throwkeydown = 0;
6179                     }
6180
6181                     if (indialogue != -1) {
6182                         Person::players[i]->forwardkeydown = 0;
6183                         Person::players[i]->leftkeydown = 0;
6184                         Person::players[i]->backkeydown = 0;
6185                         Person::players[i]->rightkeydown = 0;
6186                         Person::players[i]->jumpkeydown = 0;
6187                         Person::players[i]->crouchkeydown = 0;
6188                         Person::players[i]->drawkeydown = 0;
6189                         Person::players[i]->throwkeydown = 0;
6190                     }
6191
6192                     if (Person::players[i]->collided < -.3)
6193                         Person::players[i]->collided = -.3;
6194                     if (Person::players[i]->collided > 1)
6195                         Person::players[i]->collided = 1;
6196                     Person::players[i]->collided -= multiplier * 4;
6197                     Person::players[i]->whichdirectiondelay -= multiplier;
6198                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
6199                         Person::players[i]->avoidcollided = -.3;
6200                         Person::players[i]->whichdirection = abs(Random() % 2);
6201                         Person::players[i]->whichdirectiondelay = .4;
6202                     }
6203                     if (Person::players[i]->avoidcollided > 1)
6204                         Person::players[i]->avoidcollided = 1;
6205                     Person::players[i]->avoidcollided -= multiplier / 4;
6206                     if (!Person::players[i]->skeleton.free) {
6207                         Person::players[i]->stunned -= multiplier;
6208                         Person::players[i]->surprised -= multiplier;
6209                     }
6210                     if (i != 0 && Person::players[i]->surprised <= 0 &&
6211                             Person::players[i]->aitype == attacktypecutoff &&
6212                             !Person::players[i]->dead &&
6213                             !Person::players[i]->skeleton.free &&
6214                             animation[Person::players[i]->animTarget].attack == neutral)
6215                         numresponded = 1;
6216
6217                     if (!Person::players[i]->throwkeydown)
6218                         Person::players[i]->throwtogglekeydown = 0;
6219
6220                     //pick up weapon
6221                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6222                         if (Person::players[i]->weaponactive == -1 &&
6223                                 Person::players[i]->num_weapons < 2 &&
6224                                 (Person::players[i]->isIdle() ||
6225                                  Person::players[i]->isCrouch() ||
6226                                  Person::players[i]->animTarget == sneakanim ||
6227                                  Person::players[i]->animTarget == rollanim ||
6228                                  Person::players[i]->animTarget == backhandspringanim ||
6229                                  Person::players[i]->isFlip() ||
6230                                  Person::players[i]->aitype != playercontrolled)) {
6231                             for (unsigned j = 0; j < weapons.size(); j++) {
6232                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6233                                         Person::players[i]->aitype == playercontrolled) &&
6234                                         weapons[j].owner == -1 &&
6235                                         Person::players[i]->weaponactive == -1)
6236                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6237                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6238                                             if (Person::players[i]->isCrouch() ||
6239                                                     Person::players[i]->animTarget == sneakanim ||
6240                                                     Person::players[i]->isRun() ||
6241                                                     Person::players[i]->isIdle() ||
6242                                                     Person::players[i]->aitype != playercontrolled) {
6243                                                 Person::players[i]->throwtogglekeydown = 1;
6244                                                 Person::players[i]->setAnimation(crouchremoveknifeanim);
6245                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6246                                                 Person::players[i]->hasvictim = 0;
6247                                             }
6248                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6249                                                 Person::players[i]->throwtogglekeydown = 1;
6250                                                 Person::players[i]->hasvictim = 0;
6251
6252                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6253                                                         Person::players[i]->aitype == playercontrolled) &&
6254                                                         weapons[j].owner == -1 ||
6255                                                         Person::players[i]->victim &&
6256                                                         weapons[j].owner == int(Person::players[i]->victim->id))
6257                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6258                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6259                                                             if (weapons[j].getType() != staff)
6260                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6261
6262                                                             Person::players[i]->takeWeapon(j);
6263                                                         }
6264                                             }
6265                                         } else if ((Person::players[i]->isIdle() ||
6266                                                     Person::players[i]->isFlip() ||
6267                                                     Person::players[i]->aitype != playercontrolled) &&
6268                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6269                                                    Person::players[i]->coords.y < weapons[j].position.y) {
6270                                             if (!Person::players[i]->isFlip()) {
6271                                                 Person::players[i]->throwtogglekeydown = 1;
6272                                                 Person::players[i]->setAnimation(removeknifeanim);
6273                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6274                                             }
6275                                             if (Person::players[i]->isFlip()) {
6276                                                 Person::players[i]->throwtogglekeydown = 1;
6277                                                 Person::players[i]->hasvictim = 0;
6278
6279                                                 for (unsigned k = 0; k < weapons.size(); k++) {
6280                                                     if (Person::players[i]->weaponactive == -1)
6281                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6282                                                                 Person::players[i]->aitype == playercontrolled) &&
6283                                                                 weapons[k].owner == -1 ||
6284                                                                 Person::players[i]->victim &&
6285                                                                 weapons[k].owner == int(Person::players[i]->victim->id))
6286                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6287                                                                     Person::players[i]->weaponactive == -1) {
6288                                                                 if (weapons[k].getType() != staff)
6289                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6290
6291                                                                 Person::players[i]->takeWeapon(k);
6292                                                             }
6293                                                 }
6294                                             }
6295                                         }
6296                                     }
6297                             }
6298                             if (Person::players[i]->isCrouch() ||
6299                                     Person::players[i]->animTarget == sneakanim ||
6300                                     Person::players[i]->isRun() ||
6301                                     Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6302                                     Person::players[i]->animTarget == backhandspringanim) {
6303                                 if (Person::players.size() > 1)
6304                                     for (unsigned j = 0; j < Person::players.size(); j++) {
6305                                         if (Person::players[i]->weaponactive == -1)
6306                                             if (j != i)
6307                                                 if (Person::players[j]->num_weapons &&
6308                                                         Person::players[j]->skeleton.free &&
6309                                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6310                                                         (((Person::players[j]->skeleton.forward.y < 0 &&
6311                                                            Person::players[j]->weaponstuckwhere == 0) ||
6312                                                           (Person::players[j]->skeleton.forward.y > 0 &&
6313                                                            Person::players[j]->weaponstuckwhere == 1)) ||
6314                                                          Person::players[j]->weaponstuck == -1 ||
6315                                                          Person::players[j]->num_weapons > 1)) {
6316                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6317                                                         Person::players[i]->throwtogglekeydown = 1;
6318                                                         Person::players[i]->victim = Person::players[j];
6319                                                         Person::players[i]->hasvictim = 1;
6320                                                         Person::players[i]->setAnimation(crouchremoveknifeanim);
6321                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6322                                                     }
6323                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6324                                                         Person::players[i]->throwtogglekeydown = 1;
6325                                                         Person::players[i]->victim = Person::players[j];
6326                                                         Person::players[i]->hasvictim = 1;
6327                                                         int k = Person::players[j]->weaponids[0];
6328                                                         if (Person::players[i]->hasvictim) {
6329                                                             bool fleshstuck;
6330                                                             fleshstuck = 0;
6331                                                             if (Person::players[i]->victim->weaponstuck != -1) {
6332                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6333                                                                     fleshstuck = 1;
6334                                                                 }
6335                                                             }
6336                                                             if (!fleshstuck) {
6337                                                                 if (weapons[k].getType() != staff)
6338                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6339                                                             }
6340                                                             if (fleshstuck)
6341                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6342
6343                                                             if (weapons[k].owner != -1) {
6344                                                                 if (Person::players[i]->victim->num_weapons == 1)
6345                                                                     Person::players[i]->victim->num_weapons = 0;
6346                                                                 else
6347                                                                     Person::players[i]->victim->num_weapons = 1;
6348
6349                                                                 Person::players[i]->victim->skeleton.longdead = 0;
6350                                                                 Person::players[i]->victim->skeleton.free = 1;
6351                                                                 Person::players[i]->victim->skeleton.broken = 0;
6352
6353                                                                 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6354                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6355                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
6356                                                                 }
6357
6358                                                                 XYZ relative;
6359                                                                 relative = 0;
6360                                                                 relative.y = 10;
6361                                                                 Normalise(&relative);
6362                                                                 XYZ footvel, footpoint;
6363                                                                 footvel = 0;
6364                                                                 footpoint = weapons[k].position;
6365                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
6366                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6367                                                                         if (bloodtoggle)
6368                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6369                                                                         weapons[k].bloody = 2;
6370                                                                         weapons[k].blooddrip = 5;
6371                                                                         Person::players[i]->victim->weaponstuck = -1;
6372                                                                         Person::players[i]->victim->bloodloss += 2000;
6373                                                                         Person::players[i]->victim->DoDamage(2000);
6374                                                                     }
6375                                                                 }
6376                                                                 if (Person::players[i]->victim->num_weapons > 0) {
6377                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6378                                                                         Person::players[i]->victim->weaponstuck = 0;
6379                                                                     if (Person::players[i]->victim->weaponids[0] == k)
6380                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6381                                                                 }
6382
6383                                                                 Person::players[i]->victim->weaponactive = -1;
6384
6385                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6386                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
6387                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6388                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6389                                                             }
6390                                                             Person::players[i]->takeWeapon(k);
6391                                                         }
6392                                                     }
6393                                                 }
6394                                     }
6395                             }
6396                         }
6397                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6398                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6399                                 if (Person::players[i]->isIdle() ||
6400                                         Person::players[i]->isRun() ||
6401                                         Person::players[i]->isCrouch() ||
6402                                         Person::players[i]->animTarget == sneakanim ||
6403                                         Person::players[i]->isFlip())
6404                                     if (Person::players.size() > 1)
6405                                         for (unsigned j = 0; j < Person::players.size(); j++) {
6406                                             if (i != j)
6407                                                 if (tutoriallevel != 1 || tutorialstage == 49)
6408                                                     if (hostile)
6409                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6410                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6411                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6412                                                                 !Person::players[j]->skeleton.free &&
6413                                                                 -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)) {
6414                                                             if (!Person::players[i]->isFlip()) {
6415                                                                 Person::players[i]->throwtogglekeydown = 1;
6416                                                                 Person::players[i]->victim = Person::players[j];
6417                                                                 Person::players[i]->setAnimation(knifethrowanim);
6418                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6419                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6420                                                             }
6421                                                             if (Person::players[i]->isFlip()) {
6422                                                                 if (Person::players[i]->weaponactive != -1) {
6423                                                                     Person::players[i]->throwtogglekeydown = 1;
6424                                                                     Person::players[i]->victim = Person::players[j];
6425                                                                     XYZ aim;
6426                                                                     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);
6427                                                                     Normalise(&aim);
6428
6429                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6430
6431                                                                     weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6432                                                                     Person::players[i]->num_weapons--;
6433                                                                     if (Person::players[i]->num_weapons) {
6434                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6435                                                                     }
6436                                                                     Person::players[i]->weaponactive = -1;
6437                                                                 }
6438                                                             }
6439                                                         }
6440                                         }
6441                             }
6442                         }
6443                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6444                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6445                                 Person::players[i]->throwtogglekeydown = 1;
6446                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
6447                                 if (tempVelocity.x == 0)
6448                                     tempVelocity.x = .1;
6449                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6450                                 Person::players[i]->num_weapons--;
6451                                 if (Person::players[i]->num_weapons) {
6452                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6453                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6454                                         Person::players[i]->weaponstuck = 0;
6455                                 }
6456
6457                                 Person::players[i]->weaponactive = -1;
6458                                 for (unsigned j = 0; j < Person::players.size(); j++) {
6459                                     Person::players[j]->wentforweapon = 0;
6460                                 }
6461                             }
6462                         }
6463
6464                     }
6465
6466                     //draw weapon
6467                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6468                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6469                                 (Person::players[i]->num_weapons == 2) &&
6470                                 (Person::players[i]->weaponactive == -1) &&
6471                                 Person::players[i]->isIdle() ||
6472                                 Person::players[0]->dead &&
6473                                 (Person::players[i]->weaponactive != -1) &&
6474                                 i != 0) {
6475                             bool isgood = true;
6476                             if (Person::players[i]->weaponactive != -1)
6477                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6478                                     isgood = false;
6479                             if (isgood && Person::players[i]->creature != wolftype) {
6480                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6481                                     Person::players[i]->setAnimation(drawrightanim);
6482                                     Person::players[i]->drawtogglekeydown = 1;
6483                                 }
6484                                 if ((Person::players[i]->isIdle() ||
6485                                         (Person::players[i]->aitype != playercontrolled &&
6486                                          Person::players[0]->weaponactive != -1 &&
6487                                          Person::players[i]->isRun())) &&
6488                                         Person::players[i]->num_weapons &&
6489                                         weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6490                                     Person::players[i]->setAnimation(drawleftanim);
6491                                     Person::players[i]->drawtogglekeydown = 1;
6492                                 }
6493                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6494                                     Person::players[i]->setAnimation(crouchdrawrightanim);
6495                                     Person::players[i]->drawtogglekeydown = 1;
6496                                 }
6497                             }
6498                         }
6499                     }
6500
6501                     //clean weapon
6502                     if (Person::players[i]->weaponactive != -1) {
6503                         if (Person::players[i]->isCrouch() &&
6504                                 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6505                                 bloodtoggle &&
6506                                 Person::players[i]->onterrain &&
6507                                 Person::players[i]->num_weapons &&
6508                                 Person::players[i]->attackkeydown &&
6509                                 musictype != stream_fighttheme) {
6510                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6511                                 Person::players[i]->setAnimation(crouchstabanim);
6512                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6513                                 Person::players[i]->setAnimation(swordgroundstabanim);
6514                             Person::players[i]->hasvictim = 0;
6515                         }
6516                     }
6517
6518                     if (!Person::players[i]->drawkeydown)
6519                         Person::players[i]->drawtogglekeydown = 0;
6520
6521                     XYZ absflatfacing;
6522                     if (i == 0) {
6523                         absflatfacing = 0;
6524                         absflatfacing.z = -1;
6525
6526                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6527                     } else
6528                         absflatfacing = flatfacing;
6529
6530                     if (indialogue != -1) {
6531                         Person::players[i]->forwardkeydown = 0;
6532                         Person::players[i]->leftkeydown = 0;
6533                         Person::players[i]->backkeydown = 0;
6534                         Person::players[i]->rightkeydown = 0;
6535                         Person::players[i]->jumpkeydown = 0;
6536                         Person::players[i]->crouchkeydown = 0;
6537                         Person::players[i]->drawkeydown = 0;
6538                         Person::players[i]->throwkeydown = 0;
6539                     }
6540                     movekey = 0;
6541                     //Do controls
6542                     if (!animation[Person::players[i]->animTarget].attack &&
6543                             Person::players[i]->animTarget != staggerbackhighanim &&
6544                             Person::players[i]->animTarget != staggerbackhardanim &&
6545                             Person::players[i]->animTarget != backhandspringanim &&
6546                             Person::players[i]->animTarget != dodgebackanim) {
6547                         if (!Person::players[i]->forwardkeydown)
6548                             Person::players[i]->forwardstogglekeydown = 0;
6549                         if (Person::players[i]->crouchkeydown) {
6550                             //Crouch
6551                             target = -2;
6552                             if (i == 0) {
6553                                 Person::players[i]->superruntoggle = 1;
6554                                 if (Person::players.size() > 1)
6555                                     for (unsigned j = 0; j < Person::players.size(); j++)
6556                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6557                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6558                                                 Person::players[i]->superruntoggle = 0;
6559                             }
6560
6561                             if (Person::players.size() > 1)
6562                                 for (unsigned j = 0; j < Person::players.size(); j++) {
6563                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6564                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6565                                                 Person::players[j]->victim == Person::players[i] &&
6566                                                 (Person::players[j]->animTarget == sweepanim ||
6567                                                  Person::players[j]->animTarget == upunchanim ||
6568                                                  Person::players[j]->animTarget == wolfslapanim ||
6569                                                  ((Person::players[j]->animTarget == swordslashanim ||
6570                                                    Person::players[j]->animTarget == knifeslashstartanim ||
6571                                                    Person::players[j]->animTarget == staffhitanim ||
6572                                                    Person::players[j]->animTarget == staffspinhitanim) &&
6573                                                   distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6574                                             if (target >= 0)
6575                                                 target = -1;
6576                                             else
6577                                                 target = j;
6578                                         }
6579                                     }
6580                                 }
6581                             if (target >= 0)
6582                                 Person::players[target]->Reverse();
6583                             Person::players[i]->lowreversaldelay = .5;
6584
6585                             if (Person::players[i]->isIdle()) {
6586                                 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6587                                 Person::players[i]->transspeed = 10;
6588                             }
6589                             if (Person::players[i]->isRun() ||
6590                                     (Person::players[i]->isStop() &&
6591                                      (Person::players[i]->leftkeydown ||
6592                                       Person::players[i]->rightkeydown ||
6593                                       Person::players[i]->forwardkeydown ||
6594                                       Person::players[i]->backkeydown))) {
6595                                 Person::players[i]->setAnimation(rollanim);
6596                                 Person::players[i]->transspeed = 20;
6597                             }
6598                         }
6599                         if (!Person::players[i]->crouchkeydown) {
6600                             //Uncrouch
6601                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6602                                 Person::players[i]->superruntoggle = 0;
6603                             target = -2;
6604                             if (Person::players[i]->isCrouch()) {
6605                                 if (Person::players.size() > 1)
6606                                     for (unsigned j = 0; j < Person::players.size(); j++) {
6607                                         if (j != i &&
6608                                                 !Person::players[j]->skeleton.free &&
6609                                                 Person::players[j]->victim &&
6610                                                 Person::players[i]->highreversaldelay <= 0) {
6611                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6612                                                     Person::players[j]->victim == Person::players[i] &&
6613                                                     (Person::players[j]->animTarget == spinkickanim) &&
6614                                                     Person::players[i]->isCrouch()) {
6615                                                 if (target >= 0)
6616                                                     target = -1;
6617                                                 else
6618                                                     target = j;
6619                                             }
6620                                         }
6621                                     }
6622                                 if (target >= 0)
6623                                     Person::players[target]->Reverse();
6624                                 Person::players[i]->highreversaldelay = .5;
6625
6626                                 if (Person::players[i]->isCrouch()) {
6627                                     if (!Person::players[i]->wasCrouch()) {
6628                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6629                                         Person::players[i]->frameCurrent = 0;
6630                                     }
6631                                     Person::players[i]->setAnimation(Person::players[i]->getIdle());
6632                                     Person::players[i]->transspeed = 10;
6633                                 }
6634                             }
6635                             if (Person::players[i]->animTarget == sneakanim) {
6636                                 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6637                                 Person::players[i]->transspeed = 10;
6638                             }
6639                         }
6640                         if (Person::players[i]->forwardkeydown) {
6641                             if (Person::players[i]->isIdle() ||
6642                                     (Person::players[i]->isStop() &&
6643                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6644                                     (Person::players[i]->isLanding() &&
6645                                      Person::players[i]->frameTarget > 0 &&
6646                                      !Person::players[i]->jumpkeydown) ||
6647                                     (Person::players[i]->isLandhard() &&
6648                                      Person::players[i]->frameTarget > 0 &&
6649                                      !Person::players[i]->jumpkeydown &&
6650                                      Person::players[i]->crouchkeydown)) {
6651                                 if (Person::players[i]->aitype == passivetype)
6652                                     Person::players[i]->setAnimation(walkanim);
6653                                 else
6654                                     Person::players[i]->setAnimation(Person::players[i]->getRun());
6655                             }
6656                             if (Person::players[i]->isCrouch()) {
6657                                 Person::players[i]->animTarget = sneakanim;
6658                                 if (Person::players[i]->wasCrouch())
6659                                     Person::players[i]->target = 0;
6660                                 Person::players[i]->frameTarget = 0;
6661                             }
6662                             if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6663                                 Person::players[i]->setAnimation(climbanim);
6664                                 Person::players[i]->frameTarget = 1;
6665                                 Person::players[i]->jumpclimb = 1;
6666                             }
6667                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6668                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6669                             }
6670                             Person::players[i]->forwardstogglekeydown = 1;
6671                             movekey = 1;
6672                         }
6673                         if (Person::players[i]->rightkeydown) {
6674                             if (Person::players[i]->isIdle() ||
6675                                     (Person::players[i]->isStop() &&
6676                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6677                                     (Person::players[i]->isLanding() &&
6678                                      Person::players[i]->frameTarget > 0 &&
6679                                      !Person::players[i]->jumpkeydown) ||
6680                                     (Person::players[i]->isLandhard() &&
6681                                      Person::players[i]->frameTarget > 0 &&
6682                                      !Person::players[i]->jumpkeydown &&
6683                                      Person::players[i]->crouchkeydown)) {
6684                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
6685                             }
6686                             if (Person::players[i]->isCrouch()) {
6687                                 Person::players[i]->animTarget = sneakanim;
6688                                 if (Person::players[i]->wasCrouch())
6689                                     Person::players[i]->target = 0;
6690                                 Person::players[i]->frameTarget = 0;
6691                             }
6692                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6693                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6694                             }
6695                             Person::players[i]->targetyaw -= 90;
6696                             if (Person::players[i]->forwardkeydown)
6697                                 Person::players[i]->targetyaw += 45;
6698                             if (Person::players[i]->backkeydown)
6699                                 Person::players[i]->targetyaw -= 45;
6700                             movekey = 1;
6701                         }
6702                         if ( Person::players[i]->leftkeydown) {
6703                             if (Person::players[i]->isIdle() ||
6704                                     (Person::players[i]->isStop() &&
6705                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6706                                     (Person::players[i]->isLanding() &&
6707                                      Person::players[i]->frameTarget > 0 &&
6708                                      !Person::players[i]->jumpkeydown) ||
6709                                     (Person::players[i]->isLandhard() &&
6710                                      Person::players[i]->frameTarget > 0 &&
6711                                      !Person::players[i]->jumpkeydown &&
6712                                      Person::players[i]->crouchkeydown)) {
6713                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
6714                             }
6715                             if (Person::players[i]->isCrouch()) {
6716                                 Person::players[i]->animTarget = sneakanim;
6717                                 if (Person::players[i]->wasCrouch())
6718                                     Person::players[i]->target = 0;
6719                                 Person::players[i]->frameTarget = 0;
6720                             }
6721                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6722                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6723                             }
6724                             Person::players[i]->targetyaw += 90;
6725                             if (Person::players[i]->forwardkeydown)
6726                                 Person::players[i]->targetyaw -= 45;
6727                             if (Person::players[i]->backkeydown)
6728                                 Person::players[i]->targetyaw += 45;
6729                             movekey = 1;
6730                         }
6731                         if (Person::players[i]->backkeydown) {
6732                             if (Person::players[i]->isIdle() ||
6733                                     (Person::players[i]->isStop() &&
6734                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6735                                     (Person::players[i]->isLanding() &&
6736                                      Person::players[i]->frameTarget > 0 &&
6737                                      !Person::players[i]->jumpkeydown) ||
6738                                     (Person::players[i]->isLandhard() &&
6739                                      Person::players[i]->frameTarget > 0 &&
6740                                      !Person::players[i]->jumpkeydown &&
6741                                      Person::players[i]->crouchkeydown)) {
6742                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
6743                             }
6744                             if (Person::players[i]->isCrouch()) {
6745                                 Person::players[i]->animTarget = sneakanim;
6746                                 if (Person::players[i]->wasCrouch())
6747                                     Person::players[i]->target = 0;
6748                                 Person::players[i]->frameTarget = 0;
6749                             }
6750                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6751                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6752                             }
6753                             if (Person::players[i]->animTarget == hanganim) {
6754                                 Person::players[i]->animCurrent = jumpdownanim;
6755                                 Person::players[i]->animTarget = jumpdownanim;
6756                                 Person::players[i]->target = 0;
6757                                 Person::players[i]->frameCurrent = 0;
6758                                 Person::players[i]->frameTarget = 1;
6759                                 Person::players[i]->velocity = 0;
6760                                 Person::players[i]->velocity.y += gravity;
6761                                 Person::players[i]->coords.y -= 1.4;
6762                                 Person::players[i]->grabdelay = 1;
6763                             }
6764                             if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6765                                 Person::players[i]->targetyaw += 180;
6766                             movekey = 1;
6767                         }
6768                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6769                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6770                                     Person::players[i]->isRun() ||
6771                                     Person::players[i]->animTarget == walkanim ||
6772                                     Person::players[i]->isCrouch() ||
6773                                     Person::players[i]->animTarget == sneakanim) &&
6774                                     Person::players[i]->jumppower > 1) &&
6775                                     ((Person::players[i]->animTarget != rabbitrunninganim &&
6776                                       Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6777                                 Person::players[i]->jumpstart = 0;
6778                                 Person::players[i]->setAnimation(jumpupanim);
6779                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
6780                                 Person::players[i]->transspeed = 20;
6781                                 Person::players[i]->FootLand(0, 1);
6782                                 Person::players[i]->FootLand(1, 1);
6783
6784                                 facing = 0;
6785                                 facing.z = -1;
6786                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6787
6788                                 if (movekey)
6789                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6790                                 if (!movekey)
6791                                     Person::players[i]->velocity = 0;
6792
6793                                 //Dodge sweep?
6794                                 target = -2;
6795                                 if (Person::players.size() > 1)
6796                                     for (unsigned j = 0; j < Person::players.size(); j++) {
6797                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6798                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6799                                                     (Person::players[j]->victim == Person::players[i]) &&
6800                                                     (Person::players[j]->animTarget == sweepanim)) {
6801                                                 if (target >= 0)
6802                                                     target = -1;
6803                                                 else
6804                                                     target = j;
6805                                             }
6806                                         }
6807                                     }
6808                                 if (target >= 0)
6809                                     Person::players[i]->velocity.y = 1;
6810                                 else
6811                                     if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6812                                     Person::players[i]->velocity.y = 7;
6813                                     Person::players[i]->crouchtogglekeydown = 1;
6814                                 } else Person::players[i]->velocity.y = 5;
6815
6816                                 if (mousejump && i == 0 && debugmode) {
6817                                     if (!Person::players[i]->isLanding())
6818                                         Person::players[i]->tempdeltav = deltav;
6819                                     if (Person::players[i]->tempdeltav < 0)
6820                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6821                                 }
6822
6823                                 Person::players[i]->coords.y += .2;
6824                                 Person::players[i]->jumppower -= 1;
6825
6826                                 if (!i)
6827                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6828
6829                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6830                             }
6831                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6832                                 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6833                                 Person::players[i]->frameTarget = 2;
6834                                 Person::players[i]->landhard = 0;
6835                                 Person::players[i]->jumpstart = 1;
6836                                 Person::players[i]->tempdeltav = deltav;
6837                             }
6838                             if (Person::players[i]->animTarget == jumpupanim &&
6839                                     (((!floatjump &&
6840                                        !editorenabled) ||
6841                                       !debugmode) ||
6842                                      Person::players[i]->aitype != playercontrolled)) {
6843                                 if (Person::players[i]->jumppower > multiplier * 6) {
6844                                     Person::players[i]->velocity.y += multiplier * 6;
6845                                     Person::players[i]->jumppower -= multiplier * 6;
6846                                 }
6847                                 if (Person::players[i]->jumppower <= multiplier * 6) {
6848                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
6849                                     Person::players[i]->jumppower = 0;
6850                                 }
6851                             }
6852                             if (((floatjump || editorenabled) && debugmode) && i == 0)
6853                                 Person::players[i]->velocity.y += multiplier * 30;
6854                         }
6855
6856                         if (!movekey) {
6857                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6858                                 Person::players[i]->setAnimation(Person::players[i]->getStop());
6859                             if (Person::players[i]->animTarget == sneakanim) {
6860                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6861                                 if (Person::players[i]->animCurrent == sneakanim)
6862                                     Person::players[i]->target = 0;
6863                                 Person::players[i]->frameTarget = 0;
6864                             }
6865                         }
6866                         if (Person::players[i]->animTarget == walkanim &&
6867                                 (Person::players[i]->aitype == attacktypecutoff ||
6868                                  Person::players[i]->aitype == searchtype ||
6869                                  (Person::players[i]->aitype == passivetype &&
6870                                   Person::players[i]->numwaypoints <= 1)))
6871                             Person::players[i]->setAnimation(Person::players[i]->getStop());
6872                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6873                             Person::players[i]->setAnimation(Person::players[i]->getStop());
6874                     }
6875                 }
6876                 if (Person::players[i]->animTarget == rollanim)
6877                     Person::players[i]->targetyaw = oldtargetyaw;
6878             }
6879
6880             //Rotation
6881             for (unsigned k = 0; k < Person::players.size(); k++) {
6882                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6883                     if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6884                         Person::players[k]->yaw -= 360;
6885                     else
6886                         Person::players[k]->yaw += 360;
6887                 }
6888
6889                 //stop to turn in right direction
6890                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6891                     Person::players[k]->setAnimation(Person::players[k]->getStop());
6892
6893                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6894                     Person::players[k]->targettilt = 0;
6895
6896                 if (Person::players[k]->animTarget != jumpupanim &&
6897                         Person::players[k]->animTarget != backhandspringanim &&
6898                         Person::players[k]->animTarget != jumpdownanim &&
6899                         !Person::players[k]->isFlip()) {
6900                     Person::players[k]->targettilt = 0;
6901                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6902                         Person::players[k]->jumppower = 0;
6903                     Person::players[k]->jumppower += multiplier * 7;
6904                     if (Person::players[k]->isCrouch())
6905                         Person::players[k]->jumppower += multiplier * 7;
6906                     if (Person::players[k]->jumppower > 5)
6907                         Person::players[k]->jumppower = 5;
6908                 }
6909
6910                 if (Person::players[k]->isRun())
6911                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6912
6913                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6914                 Person::players[k]->grabdelay -= multiplier;
6915             }
6916
6917             //do animations
6918             for (unsigned k = 0; k < Person::players.size(); k++) {
6919                 Person::players[k]->DoAnimations();
6920                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6921                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6922             }
6923
6924             //do stuff
6925             objects.DoStuff();
6926
6927             for (int j = numenvsounds - 1; j >= 0; j--) {
6928                 envsoundlife[j] -= multiplier;
6929                 if (envsoundlife[j] < 0) {
6930                     numenvsounds--;
6931                     envsoundlife[j] = envsoundlife[numenvsounds];
6932                     envsound[j] = envsound[numenvsounds];
6933                 }
6934             }
6935             if (slomo)
6936                 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
6937             else
6938                 OPENAL_SetFrequency(OPENAL_ALL, 22050);
6939
6940             if (tutoriallevel == 1) {
6941                 XYZ temp;
6942                 XYZ temp2;
6943                 XYZ temp3;
6944                 XYZ oldtemp;
6945                 XYZ oldtemp2;
6946                 temp.x = 1011;
6947                 temp.y = 84;
6948                 temp.z = 491;
6949                 temp2.x = 1025;
6950                 temp2.y = 75;
6951                 temp2.z = 447;
6952                 temp3.x = 1038;
6953                 temp3.y = 76;
6954                 temp3.z = 453;
6955                 oldtemp = temp;
6956                 oldtemp2 = temp2;
6957                 if (tutorialstage >= 51)
6958                     if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6959                         OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6960                         OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6961
6962                         emit_stream_np(stream_menutheme);
6963
6964                         gameon = 0;
6965                         mainmenu = 5;
6966
6967                         fireSound();
6968
6969                         flash();
6970                     }
6971                 if (tutorialstage < 51)
6972                     if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6973                         emit_sound_at(fireendsound, Person::players[0]->coords);
6974
6975                         Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6976
6977                         flash();
6978                     }
6979                 if (tutorialstage >= 14 && tutorialstage < 50)
6980                     if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6981                         emit_sound_at(fireendsound, Person::players[1]->coords);
6982
6983                         for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6984                             if (Random() % 2 == 0) {
6985                                 if (!Person::players[1]->skeleton.free)
6986                                     temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6987                                 if (Person::players[1]->skeleton.free)
6988                                     temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6989                                 if (!Person::players[1]->skeleton.free)
6990                                     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;
6991                                 if (Person::players[1]->skeleton.free)
6992                                     temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6993                                 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6994                             }
6995                         }
6996
6997                         Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6998                         for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6999                             Person::players[1]->skeleton.joints[i].velocity = 0;
7000                             if (Random() % 2 == 0) {
7001                                 if (!Person::players[1]->skeleton.free)
7002                                     temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7003                                 if (Person::players[1]->skeleton.free)
7004                                     temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7005                                 if (!Person::players[1]->skeleton.free)
7006                                     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;
7007                                 if (Person::players[1]->skeleton.free)
7008                                     temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7009                                 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7010                             }
7011                         }
7012                     }
7013             }
7014
7015
7016             //3d sound
7017             static float gLoc[3];
7018             gLoc[0] = viewer.x;
7019             gLoc[1] = viewer.y;
7020             gLoc[2] = viewer.z;
7021             static float vel[3];
7022             vel[0] = (viewer.x - oldviewer.x) / multiplier;
7023             vel[1] = (viewer.y - oldviewer.y) / multiplier;
7024             vel[2] = (viewer.z - oldviewer.z) / multiplier;
7025
7026             //Set orientation with forward and up vectors
7027             static XYZ upvector;
7028             upvector = 0;
7029             upvector.z = -1;
7030
7031             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
7032             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
7033
7034             facing = 0;
7035             facing.z = -1;
7036
7037             facing = DoRotation(facing, -pitch, 0, 0);
7038             facing = DoRotation(facing, 0, 0 - yaw, 0);
7039
7040
7041             static float ori[6];
7042             ori[0] = -facing.x;
7043             ori[1] = facing.y;
7044             ori[2] = -facing.z;
7045             ori[3] = -upvector.x;
7046             ori[4] = upvector.y;
7047             ori[5] = -upvector.z;
7048
7049             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7050             OPENAL_Update();
7051
7052             oldviewer = viewer;
7053         }
7054     }
7055
7056     if (Input::isKeyPressed(SDL_SCANCODE_F1))
7057         Screenshot();
7058 }
7059
7060 void Game::TickOnce()
7061 {
7062     if (mainmenu)
7063         yaw += multiplier * 5;
7064     else if (directing || indialogue == -1) {
7065         yaw += deltah * .7;
7066         if (!invertmouse)
7067             pitch += deltav * .7;
7068         if (invertmouse)
7069             pitch -= deltav * .7;
7070         if (pitch > 90)
7071             pitch = 90;
7072         if (pitch < -70)
7073             pitch = -70;
7074     }
7075 }
7076
7077 void Game::TickOnceAfter()
7078 {
7079     static XYZ colviewer;
7080     static XYZ coltarget;
7081     static XYZ target;
7082     static XYZ col;
7083     static XYZ facing;
7084     static float changedelay;
7085     static bool alldead;
7086     static float unseendelay;
7087     static float cameraspeed;
7088
7089     if (!mainmenu) {
7090         static int oldmusictype = musictype;
7091
7092         if (environment == snowyenvironment)
7093             leveltheme = stream_snowtheme;
7094         if (environment == grassyenvironment)
7095             leveltheme = stream_grasstheme;
7096         if (environment == desertenvironment)
7097             leveltheme = stream_deserttheme;
7098
7099         realthreat = 0;
7100
7101         musictype = leveltheme;
7102         for (unsigned i = 0; i < Person::players.size(); i++) {
7103             if ((Person::players[i]->aitype == attacktypecutoff ||
7104                     Person::players[i]->aitype == getweapontype ||
7105                     Person::players[i]->aitype == gethelptype ||
7106                     Person::players[i]->aitype == searchtype) &&
7107                     !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
7108                     (Person::players[i]->animTarget != sneakattackedanim &&
7109                      Person::players[i]->animTarget != knifesneakattackedanim &&
7110                      Person::players[i]->animTarget != swordsneakattackedanim)) {
7111                 musictype = stream_fighttheme;
7112                 realthreat = 1;
7113             }
7114         }
7115         if (Person::players[0]->dead)
7116             musictype = stream_menutheme;
7117
7118
7119         if (musictype == stream_fighttheme)
7120             unseendelay = 1;
7121
7122         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
7123             unseendelay -= multiplier;
7124             if (unseendelay > 0)
7125                 musictype = stream_fighttheme;
7126         }
7127
7128
7129         if (loading == 2) {
7130             musictype = stream_menutheme;
7131             musicvolume[2] = 512;
7132             musicvolume[0] = 0;
7133             musicvolume[1] = 0;
7134             musicvolume[3] = 0;
7135         }
7136
7137         if (musictoggle)
7138             if (musictype != oldmusictype && musictype == stream_fighttheme)
7139                 emit_sound_np(alarmsound);
7140         musicselected = musictype;
7141
7142         if (musicselected == leveltheme)
7143             musicvolume[0] += multiplier * 450;
7144         else
7145             musicvolume[0] -= multiplier * 450;
7146         if (musicselected == stream_fighttheme)
7147             musicvolume[1] += multiplier * 450;
7148         else
7149             musicvolume[1] -= multiplier * 450;
7150         if (musicselected == stream_menutheme)
7151             musicvolume[2] += multiplier * 450;
7152         else
7153             musicvolume[2] -= multiplier * 450;
7154
7155         for (int i = 0; i < 3; i++) {
7156             if (musicvolume[i] < 0)
7157                 musicvolume[i] = 0;
7158             if (musicvolume[i] > 512)
7159                 musicvolume[i] = 512;
7160         }
7161
7162         if (musicvolume[2] > 128 && !loading && !mainmenu)
7163             musicvolume[2] = 128;
7164
7165         if (musictoggle) {
7166             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
7167                 emit_stream_np(leveltheme, musicvolume[0]);
7168             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
7169                 emit_stream_np(stream_fighttheme, musicvolume[1]);
7170             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
7171                 emit_stream_np(stream_menutheme, musicvolume[2]);
7172             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
7173                 pause_sound(leveltheme);
7174             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
7175                 pause_sound(stream_fighttheme);
7176             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
7177                 pause_sound(stream_menutheme);
7178
7179             if (musicvolume[0] != oldmusicvolume[0])
7180                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7181             if (musicvolume[1] != oldmusicvolume[1])
7182                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7183             if (musicvolume[2] != oldmusicvolume[2])
7184                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7185
7186             for (int i = 0; i < 3; i++)
7187                 oldmusicvolume[i] = musicvolume[i];
7188         } else {
7189             pause_sound(leveltheme);
7190             pause_sound(stream_fighttheme);
7191             pause_sound(stream_menutheme);
7192
7193             for (int i = 0; i < 4; i++) {
7194                 oldmusicvolume[i] = 0;
7195                 musicvolume[i] = 0;
7196             }
7197         }
7198
7199         killhotspot = 2;
7200         for (int i = 0; i < numhotspots; i++) {
7201             if (hotspottype[i] > 10 && hotspottype[i] < 20) {
7202                 if (Person::players[hotspottype[i] - 10]->dead == 0)
7203                     killhotspot = 0;
7204                 else if (killhotspot == 2)
7205                     killhotspot = 1;
7206             }
7207         }
7208         if (killhotspot == 2)
7209             killhotspot = 0;
7210
7211
7212         winhotspot = false;
7213         for (int i = 0; i < numhotspots; i++)
7214             if (hotspottype[i] == -1)
7215                 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
7216                     winhotspot = true;
7217
7218         int numalarmed = 0;
7219         for (unsigned i = 1; i < Person::players.size(); i++)
7220             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7221                 numalarmed++;
7222         if (numalarmed > maxalarmed)
7223             maxalarmed = numalarmed;
7224
7225         if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7226             if (Person::players[0]->dead && changedelay <= 0) {
7227                 changedelay = 1;
7228                 targetlevel = whichlevel;
7229             }
7230             alldead = true;
7231             for (unsigned i = 1; i < Person::players.size(); i++) {
7232                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7233                     alldead = false;
7234                     break;
7235                 }
7236             }
7237
7238
7239             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7240                 changedelay = 1;
7241                 targetlevel = whichlevel + 1;
7242                 if (targetlevel > numchallengelevels - 1)
7243                     targetlevel = 0;
7244             }
7245             if (winhotspot || windialogue) {
7246                 changedelay = 0.1;
7247                 targetlevel = whichlevel + 1;
7248                 if (targetlevel > numchallengelevels - 1)
7249                     targetlevel = 0;
7250             }
7251
7252
7253             if (killhotspot) {
7254                 changedelay = 1;
7255                 targetlevel = whichlevel + 1;
7256                 if (targetlevel > numchallengelevels - 1)
7257                     targetlevel = 0;
7258             }
7259
7260             if (changedelay > 0 && !Person::players[0]->dead && !won) {
7261                 //high scores, awards, win
7262                 if (campaign) {
7263                     accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7264                     scoreadded = 1;
7265                 } else {
7266                     accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7267                 }
7268                 won = 1;
7269             }
7270         }
7271
7272         if (!winfreeze) {
7273
7274             if (leveltime < 1) {
7275                 loading = 0;
7276                 changedelay = .1;
7277                 alldead = false;
7278                 winhotspot = false;
7279                 killhotspot = 0;
7280             }
7281
7282             if (!editorenabled && gameon && !mainmenu) {
7283                 if (changedelay != -999)
7284                     changedelay -= multiplier / 7;
7285                 if (Person::players[0]->dead)
7286                     targetlevel = whichlevel;
7287                 if (loading == 2 && !campaign) {
7288                     flash();
7289
7290                     fireSound(firestartsound);
7291
7292                     if (!Person::players[0]->dead && targetlevel != whichlevel)
7293                         startbonustotal = bonustotal;
7294                     if (Person::players[0]->dead)
7295                         Loadlevel(whichlevel);
7296                     else
7297                         Loadlevel(targetlevel);
7298
7299                     fireSound();
7300
7301                     loading = 3;
7302                 }
7303                 if (loading == 2 && targetlevel == whichlevel) {
7304                     flash();
7305                     loadtime = 0;
7306
7307                     fireSound(firestartsound);
7308
7309                     Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7310
7311                     fireSound();
7312
7313                     loading = 3;
7314                 }
7315                 if (changedelay <= -999 &&
7316                         whichlevel != -2 &&
7317                         !loading &&
7318                         (Person::players[0]->dead ||
7319                          (alldead && maptype == mapkilleveryone) ||
7320                          (winhotspot) ||
7321                          (killhotspot)))
7322                     loading = 1;
7323                 if ((Person::players[0]->dead ||
7324                         (alldead && maptype == mapkilleveryone) ||
7325                         (winhotspot) ||
7326                         (windialogue) ||
7327                         (killhotspot)) &&
7328                         changedelay <= 0) {
7329                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7330                         winfreeze = true;
7331                         changedelay = -999;
7332                     }
7333                     if (Person::players[0]->dead)
7334                         loading = 1;
7335                 }
7336             }
7337
7338             if (campaign) {
7339                 // campaignchoosenext determines what to do when the level is complete:
7340                 // 0 = load next level
7341                 // 1 = go back to level select screen
7342                 // 2 = stealthload next level
7343                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7344                     if (campaignlevels[actuallevel].nextlevel.empty())
7345                         endgame = 1;
7346                 } else if (mainmenu == 0 && winfreeze) {
7347                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7348
7349                     if (!stealthloading) {
7350                         fireSound(firestartsound);
7351
7352                         flash();
7353                     }
7354
7355                     startbonustotal = 0;
7356
7357                     LoadCampaign();
7358
7359                     loading = 2;
7360                     loadtime = 0;
7361                     targetlevel = 7;
7362                     if (!firstload)
7363                         LoadStuff();
7364                     whichchoice = 0;
7365                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
7366                     visibleloading = 1;
7367                     stillloading = 1;
7368                     Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7369                     campaign = 1;
7370                     mainmenu = 0;
7371                     gameon = 1;
7372                     pause_sound(stream_menutheme);
7373
7374                     stealthloading = 0;
7375                 }
7376             }
7377
7378             if (loading == 3)
7379                 loading = 0;
7380
7381         }
7382
7383         oldmusictype = musictype;
7384     }
7385
7386     facing = 0;
7387     facing.z = -1;
7388
7389     facing = DoRotation(facing, -pitch, 0, 0);
7390     facing = DoRotation(facing, 0, 0 - yaw, 0);
7391     viewerfacing = facing;
7392
7393     if (!cameramode) {
7394         if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7395             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;
7396         else
7397             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;
7398         target.y += .1;
7399         if (Person::players[0]->skeleton.free) {
7400             for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7401                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7402                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7403             }
7404             target.y += .1;
7405         }
7406         if (Person::players[0]->skeleton.free != 2) {
7407             cameraspeed = 20;
7408             if (findLengthfast(&Person::players[0]->velocity) > 400) {
7409                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7410             }
7411             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7412                 target.y += 1.4;
7413             coltarget = target - cameraloc;
7414             if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7415                 cameraloc = target;
7416             else {
7417                 Normalise(&coltarget);
7418                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7419                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7420                 else
7421                     cameraloc = cameraloc + coltarget * multiplier * 8;
7422             }
7423             if (editorenabled)
7424                 cameraloc = target;
7425             cameradist += multiplier * 5;
7426             if (cameradist > 2.3)
7427                 cameradist = 2.3;
7428             viewer = cameraloc - facing * cameradist;
7429             colviewer = viewer;
7430             coltarget = cameraloc;
7431             objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7432             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7433                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7434                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7435                     colviewer = viewer;
7436                     coltarget = cameraloc;
7437                     if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7438                         viewer = col;
7439                 }
7440             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7441                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7442                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7443                     colviewer = viewer;
7444                     if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7445                         viewer = colviewer;
7446                     }
7447                 }
7448             cameradist = findDistance(&viewer, &target);
7449             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7450             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7451                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7452             }
7453         }
7454         if (camerashake > .8)
7455             camerashake = .8;
7456         woozy += multiplier;
7457         if (Person::players[0]->dead)
7458             camerashake = 0;
7459         if (Person::players[0]->dead)
7460             woozy = 0;
7461         camerashake -= multiplier * 2;
7462         blackout -= multiplier * 2;
7463         if (camerashake < 0)
7464             camerashake = 0;
7465         if (blackout < 0)
7466             blackout = 0;
7467         if (camerashake) {
7468             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7469             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7470             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
7471         }
7472     }
7473 }
7474