]> git.jsancho.org Git - lugaru.git/blob - Source/GameTick.cpp
Removed unused members of Person class
[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 bool keyboardfrozen;
89 extern bool loadingstuff;
90 extern XYZ windvector;
91 extern bool debugmode;
92 static int leveltheme;
93 extern int mainmenu;
94 extern int oldmainmenu;
95 extern bool visibleloading;
96 extern XYZ envsound[30];
97 extern float envsoundvol[30];
98 extern int numenvsounds;
99 extern float envsoundlife[30];
100 extern float usermousesensitivity;
101 extern bool ismotionblur;
102 extern bool showdamagebar; // (des)activate the damage bar
103 extern bool decals;
104 extern bool skyboxtexture;
105 extern float skyboxr;
106 extern float skyboxg;
107 extern float skyboxb;
108 extern float skyboxlightr;
109 extern float skyboxlightg;
110 extern float skyboxlightb;
111 extern float fadestart;
112 extern float slomospeed;
113 extern float slomofreq;
114 extern int tutoriallevel;
115 extern float smoketex;
116 extern float tutorialstagetime;
117 extern int tutorialstage;
118 extern float tutorialmaxtime;
119 extern float tutorialsuccess;
120 extern bool againbonus;
121 extern bool reversaltrain;
122 extern bool canattack;
123 extern bool cananger;
124 extern float damagedealt;
125 extern int maptype;
126 extern int editoractive;
127 extern int editorpathtype;
128
129 extern float hostiletime;
130
131 extern bool gamestarted;
132
133 extern int numhotspots;
134 extern int killhotspot;
135 extern XYZ hotspot[40];
136 extern int hotspottype[40];
137 extern float hotspotsize[40];
138 extern char hotspottext[40][256];
139 extern int currenthotspot;
140
141 extern int hostile;
142
143 extern bool stillloading;
144 extern bool winfreeze;
145
146 extern bool campaign;
147
148 extern void toggleFullscreen();
149
150 class CampaignLevel
151 {
152 private:
153     int width;
154     struct Position {
155         int x, y;
156     };
157 public:
158     std::string mapname;
159     std::string description;
160     int choosenext;
161     /*
162     0 = Immediately load next level at the end of this one.
163     1 = Go back to the world map.
164     2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
165     */
166     //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
167     std::vector<int> nextlevel;
168     Position location;
169     CampaignLevel() : width(10) {
170         choosenext = 1;
171         location.x = 0;
172         location.y = 0;
173     }
174     int getStartX() {
175         return 30 + 120 + location.x * 400 / 512;
176     }
177     int getStartY() {
178         return 30 + 30 + (512 - location.y) * 400 / 512;
179     }
180     int getEndX() {
181         return getStartX() + width;
182     }
183     int getEndY() {
184         return getStartY() + width;
185     }
186     XYZ getCenter() {
187         XYZ center;
188         center.x = getStartX() + width / 2;
189         center.y = getStartY() + width / 2;
190         return center;
191     }
192     int getWidth() {
193         return width;
194     }
195     istream& operator<< (istream& is) {
196         is.ignore(256, ':');
197         is.ignore(256, ':');
198         is.ignore(256, ' ');
199         is >> mapname;
200         is.ignore(256, ':');
201         is >> description;
202         for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
203             description.replace(pos, 1, 1, ' ');
204         }
205         is.ignore(256, ':');
206         is >> choosenext;
207         is.ignore(256, ':');
208         int numnext, next;
209         is >> numnext;
210         for (int j = 0; j < numnext; j++) {
211             is.ignore(256, ':');
212             is >> next;
213             nextlevel.push_back(next - 1);
214         }
215         is.ignore(256, ':');
216         is >> location.x;
217         is.ignore(256, ':');
218         is >> location.y;
219         return is;
220     }
221     friend istream& operator>> (istream& is, CampaignLevel& cl) {
222         return cl << is;
223     }
224 };
225
226 bool won = false;
227 int entername = 0;
228 vector<CampaignLevel> campaignlevels;
229 int whichchoice = 0;
230 int actuallevel = 0;
231 bool winhotspot = false;
232 bool windialogue = false;
233 bool realthreat = 0;
234 XYZ cameraloc;
235 float cameradist = 0;
236 bool oldattackkey = 0;
237 int whichlevel = 0;
238 float musicvolume[4] = {};
239 float oldmusicvolume[4] = {};
240 int musicselected = 0;
241
242 const char *rabbitskin[] = {
243     ":Data:Textures:Fur3.jpg",
244     ":Data:Textures:Fur.jpg",
245     ":Data:Textures:Fur2.jpg",
246     ":Data:Textures:Lynx.jpg",
247     ":Data:Textures:Otter.jpg",
248     ":Data:Textures:Opal.jpg",
249     ":Data:Textures:Sable.jpg",
250     ":Data:Textures:Chocolate.jpg",
251     ":Data:Textures:BW2.jpg",
252     ":Data:Textures:WB2.jpg"
253 };
254
255 const char *wolfskin[] = {
256     ":Data:Textures:Wolf.jpg",
257     ":Data:Textures:Darkwolf.jpg",
258     ":Data:Textures:Snowwolf.jpg"
259 };
260
261 const char **creatureskin[] = {rabbitskin, wolfskin};
262
263 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
264 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
265
266 // utility functions
267
268 // TODO: this is slightly incorrect
269 inline float roughDirection(XYZ vec)
270 {
271     Normalise(&vec);
272     float angle = -asin(-vec.x) * 180 / M_PI;
273     if (vec.z < 0)
274         angle = 180 - angle;
275     return angle;
276 }
277 inline float roughDirectionTo(XYZ start, XYZ end)
278 {
279     return roughDirection(end - start);
280 }
281 inline float pitchOf(XYZ vec)
282 {
283     Normalise(&vec);
284     return -asin(vec.y) * 180 / M_PI;
285 }
286 inline float pitchTo(XYZ start, XYZ end)
287 {
288     return pitchOf(end - start);
289 }
290 inline float sq(float n)
291 {
292     return n * n;
293 }
294 inline float stepTowardf(float from, float to, float by)
295 {
296     if (fabs(from - to) < by)
297         return to;
298     else if (from > to)
299         return from - by;
300     else
301         return from + by;
302 }
303
304 void Game::playdialogueboxsound()
305 {
306     XYZ temppos;
307     temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
308     temppos = temppos - viewer;
309     Normalise(&temppos);
310     temppos += viewer;
311
312     int sound = -1;
313     switch (dialogueboxsound[whichdialogue][indialogue]) {
314     case -6:
315         sound = alarmsound;
316         break;
317     case -4:
318         sound = consolefailsound;
319         break;
320     case -3:
321         sound = consolesuccesssound;
322         break;
323     case -2:
324         sound = firestartsound;
325         break;
326     case -1:
327         sound = fireendsound;
328         break;
329     case 1:
330         sound = rabbitchitter;
331         break;
332     case 2:
333         sound = rabbitchitter2;
334         break;
335     case 3:
336         sound = rabbitpainsound;
337         break;
338     case 4:
339         sound = rabbitpain1sound;
340         break;
341     case 5:
342         sound = rabbitattacksound;
343         break;
344     case 6:
345         sound = rabbitattack2sound;
346         break;
347     case 7:
348         sound = rabbitattack3sound;
349         break;
350     case 8:
351         sound = rabbitattack4sound;
352         break;
353     case 9:
354         sound = growlsound;
355         break;
356     case 10:
357         sound = growl2sound;
358         break;
359     case 11:
360         sound = snarlsound;
361         break;
362     case 12:
363         sound = snarl2sound;
364         break;
365     case 13:
366         sound = barksound;
367         break;
368     case 14:
369         sound = bark2sound;
370         break;
371     case 15:
372         sound = bark3sound;
373         break;
374     case 16:
375         sound = barkgrowlsound;
376         break;
377     default:
378         break;
379     }
380     if (sound != -1)
381         emit_sound_at(sound, temppos);
382 }
383
384 // ================================================================
385
386 int Game::findClosestPlayer()
387 {
388     int closest = -1;
389     float closestdist = std::numeric_limits<float>::max();
390
391     for (unsigned i = 1; i < Person::players.size(); i++) {
392         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
393         if (distance < closestdist) {
394             closestdist = distance;
395             closest = i;
396         }
397     }
398     return closest;
399 }
400
401 static int findClosestObject()
402 {
403     int closest = -1;
404     float closestdist = std::numeric_limits<float>::max();
405
406     for (int i = 0; i < objects.numobjects; i++) {
407         float distance = distsq(&objects.position[i], &Person::players[0]->coords);
408         if (distance < closestdist) {
409             closestdist = distance;
410             closest = i;
411         }
412     }
413     return closest;
414 }
415
416 static void cmd_dispatch(const string cmd)
417 {
418     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
419
420     for (i = 0; i < n_cmds; i++)
421         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
422             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
423             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
424             break;
425         }
426     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
427 }
428
429 /********************> Tick() <*****/
430 extern bool save_screenshot(const char * fname);
431 void Screenshot (void)
432 {
433     char filename[1024];
434     time_t t = time(NULL);
435     struct tm *tme = localtime(&t);
436     sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
437             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
438
439 #if defined(_WIN32)
440     mkdir("Screenshots");
441 #endif
442
443     save_screenshot(filename);
444 }
445
446 void Game::SetUpLighting()
447 {
448     if (environment == snowyenvironment)
449         light.setColors(.65, .65, .7, .4, .4, .44);
450     if (environment == desertenvironment)
451         light.setColors(.95, .95, .95, .4, .35, .3);
452     if (environment == grassyenvironment)
453         light.setColors(.95, .95, 1, .4, .4, .44);
454     if (!skyboxtexture)
455         light.setColors(1, 1, 1, .4, .4, .4);
456     float average;
457     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
458     light.color[0] *= (skyboxlightr + average) / 2;
459     light.color[1] *= (skyboxlightg + average) / 2;
460     light.color[2] *= (skyboxlightb + average) / 2;
461     light.ambient[0] *= (skyboxlightr + average) / 2;
462     light.ambient[1] *= (skyboxlightg + average) / 2;
463     light.ambient[2] *= (skyboxlightb + average) / 2;
464 }
465
466 int findPathDist(int start, int end)
467 {
468     int smallestcount, count, connected;
469     int last, last2, last3, last4;
470     int closest;
471
472     smallestcount = 1000;
473     for (int i = 0; i < 50; i++) {
474         count = 0;
475         last = start;
476         last2 = -1;
477         last3 = -1;
478         last4 = -1;
479         while (last != end && count < 30) {
480             closest = -1;
481             for (int j = 0; j < numpathpoints; j++) {
482                 if (j != last && j != last2 && j != last3 && j != last4) {
483                     connected = 0;
484                     if (numpathpointconnect[j])
485                         for (int k = 0; k < numpathpointconnect[j]; k++) {
486                             if (pathpointconnect[j][k] == last)connected = 1;
487                         }
488                     if (!connected)
489                         if (numpathpointconnect[last])
490                             for (int k = 0; k < numpathpointconnect[last]; k++) {
491                                 if (pathpointconnect[last][k] == j)connected = 1;
492                             }
493                     if (connected)
494                         if (closest == -1 || Random() % 2 == 0) {
495                             closest = j;
496                         }
497                 }
498             }
499             last4 = last3;
500             last3 = last2;
501             last2 = last;
502             last = closest;
503             count++;
504         }
505         if (count < smallestcount)
506             smallestcount = count;
507     }
508     return smallestcount;
509 }
510
511 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
512 {
513     static XYZ colpoint, colviewer, coltarget;
514     static float minx, minz, maxx, maxz, miny, maxy;
515
516     minx = min(startpoint.x, endpoint.x) - 1;
517     miny = min(startpoint.y, endpoint.y) - 1;
518     minz = min(startpoint.z, endpoint.z) - 1;
519     maxx = max(startpoint.x, endpoint.x) + 1;
520     maxy = max(startpoint.y, endpoint.y) + 1;
521     maxz = max(startpoint.z, endpoint.z) + 1;
522
523     for (int i = 0; i < objects.numobjects; i++) {
524         if (     objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
525                  objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
526                  objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
527                  objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
528                  objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
529                  objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
530             if (     objects.type[i] != treeleavestype &&
531                      objects.type[i] != bushtype &&
532                      objects.type[i] != firetype) {
533                 colviewer = startpoint;
534                 coltarget = endpoint;
535                 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
536                     return i;
537             }
538         }
539     }
540
541     return -1;
542 }
543
544 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
545 {
546     static XYZ colpoint, colviewer, coltarget;
547     static float minx, minz, maxx, maxz, miny, maxy;
548     static int i; //FIXME: see below
549
550     minx = min(startpoint.x, endpoint.x) - 1;
551     miny = min(startpoint.y, endpoint.y) - 1;
552     minz = min(startpoint.z, endpoint.z) - 1;
553     maxx = max(startpoint.x, endpoint.x) + 1;
554     maxy = max(startpoint.y, endpoint.y) + 1;
555     maxz = max(startpoint.z, endpoint.z) + 1;
556
557     if (what != 1000) {
558         if (     objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
559                  objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
560                  objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
561                  objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
562                  objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
563                  objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
564             if (     objects.type[what] != treeleavestype &&
565                      objects.type[what] != bushtype &&
566                      objects.type[what] != firetype) {
567                 colviewer = startpoint;
568                 coltarget = endpoint;
569                 //FIXME: i/what
570                 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
571                     return i;
572             }
573         }
574     }
575
576     if (what == 1000)
577         if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
578             return 1000;
579
580     return -1;
581 }
582
583 void Setenvironment(int which)
584 {
585     LOGFUNC;
586
587     LOG(" Setting environment...");
588
589     float temptexdetail;
590     environment = which;
591
592     pause_sound(stream_snowtheme);
593     pause_sound(stream_grasstheme);
594     pause_sound(stream_deserttheme);
595     pause_sound(stream_wind);
596     pause_sound(stream_desertambient);
597
598
599     if (environment == snowyenvironment) {
600         windvector = 0;
601         windvector.z = 3;
602         if (ambientsound)
603             emit_stream_np(stream_wind);
604
605         objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
606         objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
607         objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
608         objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
609
610         footstepsound = footstepsn1;
611         footstepsound2 = footstepsn2;
612         footstepsound3 = footstepst1;
613         footstepsound4 = footstepst2;
614
615         terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
616         terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
617
618
619         temptexdetail = texdetail;
620         if (texdetail > 1)
621             texdetail = 4;
622         skybox->load(   ":Data:Textures:Skybox(snow):Front.jpg",
623                         ":Data:Textures:Skybox(snow):Left.jpg",
624                         ":Data:Textures:Skybox(snow):Back.jpg",
625                         ":Data:Textures:Skybox(snow):Right.jpg",
626                         ":Data:Textures:Skybox(snow):Up.jpg",
627                         ":Data:Textures:Skybox(snow):Down.jpg");
628
629
630
631
632         texdetail = temptexdetail;
633     } else if (environment == desertenvironment) {
634         windvector = 0;
635         windvector.z = 2;
636         objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
637         objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
638         objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
639         objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
640
641
642         if (ambientsound)
643             emit_stream_np(stream_desertambient);
644
645         footstepsound = footstepsn1;
646         footstepsound2 = footstepsn2;
647         footstepsound3 = footstepsn1;
648         footstepsound4 = footstepsn2;
649
650         terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
651         terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
652
653
654         temptexdetail = texdetail;
655         if (texdetail > 1)
656             texdetail = 4;
657         skybox->load(   ":Data:Textures:Skybox(sand):Front.jpg",
658                         ":Data:Textures:Skybox(sand):Left.jpg",
659                         ":Data:Textures:Skybox(sand):Back.jpg",
660                         ":Data:Textures:Skybox(sand):Right.jpg",
661                         ":Data:Textures:Skybox(sand):Up.jpg",
662                         ":Data:Textures:Skybox(sand):Down.jpg");
663
664
665
666
667         texdetail = temptexdetail;
668     } else if (environment == grassyenvironment) {
669         windvector = 0;
670         windvector.z = 2;
671         objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
672         objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
673         objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
674         objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
675
676         if (ambientsound)
677             emit_stream_np(stream_wind, 100.);
678
679         footstepsound = footstepgr1;
680         footstepsound2 = footstepgr2;
681         footstepsound3 = footstepst1;
682         footstepsound4 = footstepst2;
683
684         terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
685         terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
686
687
688         temptexdetail = texdetail;
689         if (texdetail > 1)
690             texdetail = 4;
691         skybox->load(   ":Data:Textures:Skybox(grass):Front.jpg",
692                         ":Data:Textures:Skybox(grass):Left.jpg",
693                         ":Data:Textures:Skybox(grass):Back.jpg",
694                         ":Data:Textures:Skybox(grass):Right.jpg",
695                         ":Data:Textures:Skybox(grass):Up.jpg",
696                         ":Data:Textures:Skybox(grass):Down.jpg");
697
698
699
700         texdetail = temptexdetail;
701     }
702     temptexdetail = texdetail;
703     texdetail = 1;
704     terrain.load(":Data:Textures:heightmap.png");
705
706     texdetail = temptexdetail;
707 }
708
709 void LoadCampaign()
710 {
711     if (!accountactive)
712         return;
713     ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
714     if (!ipstream.good()) {
715         if (accountactive->getCurrentCampaign() == "main") {
716             cerr << "Could not found main campaign!" << endl;
717             return;
718         }
719         cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
720         accountactive->setCurrentCampaign("main");
721         return LoadCampaign();
722     }
723     ipstream.ignore(256, ':');
724     int numlevels;
725     ipstream >> numlevels;
726     campaignlevels.clear();
727     for (int i = 0; i < numlevels; i++) {
728         CampaignLevel cl;
729         ipstream >> cl;
730         campaignlevels.push_back(cl);
731     }
732     ipstream.close();
733
734     ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
735     if (test.good()) {
736         Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
737     } else {
738         Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
739     }
740
741     if (accountactive->getCampaignChoicesMade() == 0) {
742         accountactive->setCampaignScore(0);
743         accountactive->resetFasttime();
744     }
745 }
746
747 vector<string> ListCampaigns()
748 {
749     DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
750     struct dirent *campaign = NULL;
751     if (!campaigns) {
752         perror("Problem while loading campaigns");
753         cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
754         exit(EXIT_FAILURE);
755     }
756     vector<string> campaignNames;
757     while ((campaign = readdir(campaigns)) != NULL) {
758         string name(campaign->d_name);
759         if (name.length() < 5)
760             continue;
761         if (!name.compare(name.length() - 4, 4, ".txt")) {
762             campaignNames.push_back(name.substr(0, name.length() - 4));
763         }
764     }
765     closedir(campaigns);
766     return campaignNames;
767 }
768
769 void Game::Loadlevel(int which)
770 {
771     stealthloading = 0;
772     whichlevel = which;
773
774     if (which == -1) {
775         tutoriallevel = -1;
776         Loadlevel("tutorial");
777     } else if (which >= 0 && which <= 15) {
778         char buf[32];
779         snprintf(buf, 32, "map%d", which + 1); // challenges
780         Loadlevel(buf);
781     } else
782         Loadlevel("mapsave");
783 }
784
785 void Game::Loadlevel(const char *name)
786 {
787     int indemo; // FIXME this should be removed
788     int templength;
789     float lamefloat;
790     static const char *pfx = ":Data:Maps:";
791     char *buf;
792
793     float headprop, legprop, armprop, bodyprop;
794
795     LOGFUNC;
796
797     LOG(std::string("Loading level...") + name);
798
799     if (!gameon)
800         visibleloading = 1;
801     if (stealthloading)
802         visibleloading = 0;
803     if (!stillloading)
804         loadtime = 0;
805     gamestarted = 1;
806
807     numenvsounds = 0;
808
809     if (tutoriallevel != -1)
810         tutoriallevel = 0;
811     else
812         tutoriallevel = 1;
813
814     if (tutoriallevel == 1)
815         tutorialstage = 0;
816     if (tutorialstage == 0) {
817         tutorialstagetime = 0;
818         tutorialmaxtime = 1;
819     }
820     loadingstuff = 1;
821     pause_sound(whooshsound);
822     pause_sound(stream_firesound);
823
824     // Change the map filename into something that is os specific
825     buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
826     sprintf(buf, "%s%s", pfx, name);
827     const char *FixedFN = ConvertFileName(buf);
828
829     int mapvers;
830     FILE *tfile;
831     tfile = fopen( FixedFN, "rb" );
832     if (tfile) {
833         pause_sound(stream_firesound);
834         scoreadded = 0;
835         windialogue = false;
836         hostiletime = 0;
837         won = 0;
838
839         animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
840
841         numdialogues = 0;
842
843         for (int i = 0; i < 20; i++)
844             dialoguegonethrough[i] = 0;
845
846         indialogue = -1;
847         cameramode = 0;
848
849         damagedealt = 0;
850         damagetaken = 0;
851
852         if (accountactive)
853             difficulty = accountactive->getDifficulty();
854
855         numhotspots = 0;
856         currenthotspot = -1;
857         bonustime = 1;
858
859         skyboxtexture = 1;
860         skyboxr = 1;
861         skyboxg = 1;
862         skyboxb = 1;
863
864         freeze = 0;
865         winfreeze = 0;
866
867         for (int i = 0; i < 100; i++)
868             bonusnum[i] = 0;
869
870         numfalls = 0;
871         numflipfail = 0;
872         numseen = 0;
873         numstaffattack = 0;
874         numswordattack = 0;
875         numknifeattack = 0;
876         numunarmedattack = 0;
877         numescaped = 0;
878         numflipped = 0;
879         numwallflipped = 0;
880         numthrowkill = 0;
881         numafterkill = 0;
882         numreversals = 0;
883         numattacks = 0;
884         maxalarmed = 0;
885         numresponded = 0;
886
887         bonustotal = startbonustotal;
888         bonus = 0;
889         gameon = 1;
890         changedelay = 0;
891         if (console) {
892             emit_sound_np(consolesuccesssound);
893             freeze = 0;
894             console = false;
895         }
896
897         if (!stealthloading) {
898             terrain.numdecals = 0;
899             Sprite::deleteSprites();
900             for (int i = 0; i < objects.numobjects; i++)
901                 objects.model[i].numdecals = 0;
902
903             int j = objects.numobjects;
904             for (int i = 0; i < j; i++) {
905                 objects.DeleteObject(0);
906                 if (visibleloading)
907                     LoadingScreen();
908             }
909
910             for (int i = 0; i < subdivision; i++)
911                 for (int j = 0; j < subdivision; j++)
912                     terrain.patchobjectnum[i][j] = 0;
913             if (visibleloading)
914                 LoadingScreen();
915         }
916
917         weapons.clear();
918
919         funpackf(tfile, "Bi", &mapvers);
920         if (mapvers >= 15)
921             funpackf(tfile, "Bi", &indemo);
922         else
923             indemo = 0;
924         if (mapvers >= 5)
925             funpackf(tfile, "Bi", &maptype);
926         else
927             maptype = mapkilleveryone;
928         if (mapvers >= 6)
929             funpackf(tfile, "Bi", &hostile);
930         else
931             hostile = 1;
932         if (mapvers >= 4)
933             funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
934         else {
935             viewdistance = 100;
936             fadestart = .6;
937         }
938         if (mapvers >= 2)
939             funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
940         else {
941             skyboxtexture = 1;
942             skyboxr = 1;
943             skyboxg = 1;
944             skyboxb = 1;
945         }
946         if (mapvers >= 10)
947             funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
948         else {
949             skyboxlightr = skyboxr;
950             skyboxlightg = skyboxg;
951             skyboxlightb = skyboxb;
952         }
953         if (!stealthloading)
954             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);
955         if (stealthloading)
956             funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
957         if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
958             for (int j = 0; j < Person::players[0]->num_weapons; j++) {
959                 Person::players[0]->weaponids[j] = weapons.size();
960                 int type;
961                 funpackf(tfile, "Bi", &type);
962                 weapons.push_back(Weapon(type, 0));
963             }
964
965         if (visibleloading)
966             LoadingScreen();
967
968         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
969         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
970         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
971         funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
972
973         funpackf(tfile, "Bi", &Person::players[0]->numclothes);
974
975         if (mapvers >= 9)
976             funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
977         else {
978             Person::players[0]->whichskin = 0;
979             Person::players[0]->creature = rabbittype;
980         }
981
982         Person::players[0]->lastattack = -1;
983         Person::players[0]->lastattack2 = -1;
984         Person::players[0]->lastattack3 = -1;
985
986         //dialogues
987         if (mapvers >= 8) {
988             funpackf(tfile, "Bi", &numdialogues);
989             for (int k = 0; k < numdialogues; k++) {
990                 funpackf(tfile, "Bi", &numdialogueboxes[k]);
991                 funpackf(tfile, "Bi", &dialoguetype[k]);
992                 for (int l = 0; l < 10; l++) {
993                     funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
994                     funpackf(tfile, "Bf", &participantyaw[k][l]);
995                 }
996                 for (int l = 0; l < numdialogueboxes[k]; l++) {
997                     funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
998                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
999                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1000                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1001                     funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1002
1003                     funpackf(tfile, "Bi", &templength);
1004                     if (templength > 128 || templength <= 0)
1005                         templength = 128;
1006                     int m;
1007                     for (m = 0; m < templength; m++) {
1008                         funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1009                         if (dialoguetext[k][l][m] == '\0')
1010                             break;
1011                     }
1012                     dialoguetext[k][l][m] = 0;
1013
1014                     funpackf(tfile, "Bi", &templength);
1015                     if (templength > 64 || templength <= 0)
1016                         templength = 64;
1017                     for (m = 0; m < templength; m++) {
1018                         funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1019                         if (dialoguename[k][l][m] == '\0')
1020                             break;
1021                     }
1022                     dialoguename[k][l][m] = 0;
1023                     funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1024                     funpackf(tfile, "Bi", &participantfocus[k][l]);
1025                     funpackf(tfile, "Bi", &participantaction[k][l]);
1026
1027                     for (m = 0; m < 10; m++)
1028                         funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1029
1030                     funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1031                 }
1032             }
1033         } else
1034             numdialogues = 0;
1035
1036         for (int k = 0; k < Person::players[0]->numclothes; k++) {
1037             funpackf(tfile, "Bi", &templength);
1038             for (int l = 0; l < templength; l++)
1039                 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1040             Person::players[0]->clothes[k][templength] = '\0';
1041             funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1042         }
1043
1044         funpackf(tfile, "Bi", &environment);
1045
1046         funpackf(tfile, "Bi", &objects.numobjects);
1047         for (int i = 0; i < objects.numobjects; i++) {
1048             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]);
1049             if (objects.type[i] == treeleavestype)
1050                 objects.scale[i] = objects.scale[i - 1];
1051         }
1052
1053         if (mapvers >= 7) {
1054             funpackf(tfile, "Bi", &numhotspots);
1055             for (int i = 0; i < numhotspots; i++) {
1056                 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1057                 funpackf(tfile, "Bi", &templength);
1058                 if (templength)
1059                     for (int l = 0; l < templength; l++)
1060                         funpackf(tfile, "Bb", &hotspottext[i][l]);
1061                 hotspottext[i][templength] = '\0';
1062                 if (hotspottype[i] == -111)
1063                     indemo = 1;
1064             }
1065         } else
1066             numhotspots = 0;
1067
1068         if (visibleloading)
1069             LoadingScreen();
1070
1071         if (!stealthloading) {
1072             objects.center = 0;
1073             for (int i = 0; i < objects.numobjects; i++)
1074                 objects.center += objects.position[i];
1075             objects.center /= objects.numobjects;
1076
1077
1078             if (visibleloading)
1079                 LoadingScreen();
1080
1081             float maxdistance = 0;
1082             float tempdist;
1083             for (int i = 0; i < objects.numobjects; i++) {
1084                 tempdist = distsq(&objects.center, &objects.position[i]);
1085                 if (tempdist > maxdistance) {
1086                     maxdistance = tempdist;
1087                 }
1088             }
1089             objects.radius = fast_sqrt(maxdistance);
1090         }
1091
1092         if (visibleloading)
1093             LoadingScreen();
1094
1095         int numplayers;
1096         funpackf(tfile, "Bi", &numplayers);
1097         int howmanyremoved = 0;
1098         bool removeanother = 0;
1099         if (numplayers > maxplayers) {
1100             cout << "Warning: this level contains more players than allowed" << endl;
1101         }
1102         if (numplayers > 1) {
1103             for (int i = 1; i < numplayers; i++) {
1104                 Person::players.push_back(shared_ptr<Person>(new Person()));
1105                 if (visibleloading)
1106                     LoadingScreen();
1107                 removeanother = 0;
1108
1109                 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);
1110                 if (mapvers >= 5)
1111                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
1112                 else
1113                     Person::players[i - howmanyremoved]->howactive = typeactive;
1114                 if (mapvers >= 3)
1115                     funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
1116                 else
1117                     Person::players[i - howmanyremoved]->scale = -1;
1118                 if (mapvers >= 11)
1119                     funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
1120                 else
1121                     Person::players[i - howmanyremoved]->immobile = 0;
1122                 if (mapvers >= 12)
1123                     funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
1124                 else
1125                     Person::players[i - howmanyremoved]->yaw = 0;
1126                 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
1127                 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
1128                     removeanother = 1;
1129                     howmanyremoved++;
1130                 }
1131                 if (!removeanother) {
1132                     if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
1133                         for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
1134                             Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
1135                             int type;
1136                             funpackf(tfile, "Bi", &type);
1137                             weapons.push_back(Weapon(type, i));
1138                         }
1139                     }
1140                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
1141                     for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
1142                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
1143                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
1144                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
1145                         if (mapvers >= 5)
1146                             funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
1147                         else
1148                             Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
1149                     }
1150
1151                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
1152                     if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
1153                         Person::players[i - howmanyremoved]->waypoint = 0;
1154
1155                     funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
1156                     funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
1157                     funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
1158                     funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
1159
1160                     if (mapvers >= 4)
1161                         funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1162                     else {
1163                         headprop = 1;
1164                         bodyprop = 1;
1165                         armprop = 1;
1166                         legprop = 1;
1167                     }
1168                     if (Person::players[i - howmanyremoved]->creature == wolftype) {
1169                         Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
1170                         Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
1171                         Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
1172                         Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1173                     }
1174
1175                     if (Person::players[i - howmanyremoved]->creature == rabbittype) {
1176                         Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
1177                         Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
1178                         Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
1179                         Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1180                         Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
1181                     }
1182
1183                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
1184                     if (Person::players[i - howmanyremoved]->numclothes) {
1185                         for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
1186                             int templength;
1187                             funpackf(tfile, "Bi", &templength);
1188                             for (int l = 0; l < templength; l++)
1189                                 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
1190                             Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
1191                             funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
1192                         }
1193                     }
1194                 }
1195             }
1196         }
1197         if (visibleloading)
1198             LoadingScreen();
1199
1200         numplayers -= howmanyremoved;
1201         Person::players.resize(numplayers);
1202
1203         funpackf(tfile, "Bi", &numpathpoints);
1204         if (numpathpoints > 30 || numpathpoints < 0)
1205             numpathpoints = 0;
1206         for (int j = 0; j < numpathpoints; j++) {
1207             funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1208             for (int k = 0; k < numpathpointconnect[j]; k++) {
1209                 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1210             }
1211         }
1212         if (visibleloading)
1213             LoadingScreen();
1214
1215         funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1216
1217         SetUpLighting();
1218         if (environment != oldenvironment)
1219             Setenvironment(environment);
1220         oldenvironment = environment;
1221
1222         if (!stealthloading) {
1223             int j = objects.numobjects;
1224             objects.numobjects = 0;
1225             for (int i = 0; i < j; i++) {
1226                 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1227                 if (visibleloading)
1228                     LoadingScreen();
1229             }
1230
1231             terrain.DoShadows();
1232             if (visibleloading)
1233                 LoadingScreen();
1234             objects.DoShadows();
1235             if (visibleloading)
1236                 LoadingScreen();
1237         }
1238
1239         fclose(tfile);
1240
1241         for (unsigned i = 0; i < Person::players.size(); i++) {
1242             if (visibleloading)
1243                 LoadingScreen();
1244             Person::players[i]->burnt = 0;
1245             Person::players[i]->bled = 0;
1246             Person::players[i]->onfire = 0;
1247             if (i == 0 || Person::players[i]->scale < 0)
1248                 Person::players[i]->scale = .2;
1249             Person::players[i]->skeleton.free = 0;
1250             Person::players[i]->skeleton.id = i;
1251             if (i == 0 && mapvers < 9)
1252                 Person::players[i]->creature = rabbittype;
1253             if (Person::players[i]->creature != wolftype) {
1254                 Person::players[i]->skeleton.Load(
1255                     (char *)":Data:Skeleton:Basic Figure",
1256                     (char *)":Data:Skeleton:Basic Figurelow",
1257                     (char *)":Data:Skeleton:Rabbitbelt",
1258                     (char *)":Data:Models:Body.solid",
1259                     (char *)":Data:Models:Body2.solid",
1260                     (char *)":Data:Models:Body3.solid",
1261                     (char *)":Data:Models:Body4.solid",
1262                     (char *)":Data:Models:Body5.solid",
1263                     (char *)":Data:Models:Body6.solid",
1264                     (char *)":Data:Models:Body7.solid",
1265                     (char *)":Data:Models:Bodylow.solid",
1266                     (char *)":Data:Models:Belt.solid", 0);
1267             } else {
1268                 if (Person::players[i]->creature != wolftype) {
1269                     Person::players[i]->skeleton.Load(
1270                         (char *)":Data:Skeleton:Basic Figure",
1271                         (char *)":Data:Skeleton:Basic Figurelow",
1272                         (char *)":Data:Skeleton:Rabbitbelt",
1273                         (char *)":Data:Models:Body.solid",
1274                         (char *)":Data:Models:Body2.solid",
1275                         (char *)":Data:Models:Body3.solid",
1276                         (char *)":Data:Models:Body4.solid",
1277                         (char *)":Data:Models:Body5.solid",
1278                         (char *)":Data:Models:Body6.solid",
1279                         (char *)":Data:Models:Body7.solid",
1280                         (char *)":Data:Models:Bodylow.solid",
1281                         (char *)":Data:Models:Belt.solid", 1);
1282                     Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
1283                 }
1284                 if (Person::players[i]->creature == wolftype) {
1285                     Person::players[i]->skeleton.Load(
1286                         (char *)":Data:Skeleton:Basic Figure Wolf",
1287                         (char *)":Data:Skeleton:Basic Figure Wolf Low",
1288                         (char *)":Data:Skeleton:Rabbitbelt",
1289                         (char *)":Data:Models:Wolf.solid",
1290                         (char *)":Data:Models:Wolf2.solid",
1291                         (char *)":Data:Models:Wolf3.solid",
1292                         (char *)":Data:Models:Wolf4.solid",
1293                         (char *)":Data:Models:Wolf5.solid",
1294                         (char *)":Data:Models:Wolf6.solid",
1295                         (char *)":Data:Models:Wolf7.solid",
1296                         (char *)":Data:Models:Wolflow.solid",
1297                         (char *)":Data:Models:Belt.solid", 0);
1298                 }
1299             }
1300
1301             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);
1302
1303             Person::players[i]->addClothes();
1304
1305             Person::players[i]->animCurrent = bounceidleanim;
1306             Person::players[i]->animTarget = bounceidleanim;
1307             Person::players[i]->frameCurrent = 0;
1308             Person::players[i]->frameTarget = 1;
1309             Person::players[i]->target = 0;
1310             Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1311             if (difficulty == 0)
1312                 Person::players[i]->speed -= .2;
1313             if (difficulty == 1)
1314                 Person::players[i]->speed -= .1;
1315
1316             Person::players[i]->velocity = 0;
1317             Person::players[i]->oldcoords = Person::players[i]->coords;
1318             Person::players[i]->realoldcoords = Person::players[i]->coords;
1319
1320             Person::players[i]->id = i;
1321             Person::players[i]->skeleton.id = i;
1322             Person::players[i]->updatedelay = 0;
1323             Person::players[i]->normalsupdatedelay = 0;
1324
1325             Person::players[i]->aitype = passivetype;
1326
1327             if (i == 0) {
1328                 Person::players[i]->proportionhead = 1.2;
1329                 Person::players[i]->proportionbody = 1.05;
1330                 Person::players[i]->proportionarms = 1.00;
1331                 Person::players[i]->proportionlegs = 1.1;
1332                 Person::players[i]->proportionlegs.y = 1.05;
1333             }
1334             Person::players[i]->headless = 0;
1335             Person::players[i]->currentoffset = 0;
1336             Person::players[i]->targetoffset = 0;
1337
1338             Person::players[i]->damagetolerance = 200;
1339
1340             if (Person::players[i]->creature == wolftype) {
1341                 if (i == 0 || Person::players[i]->scale < 0)
1342                     Person::players[i]->scale = .23;
1343                 Person::players[i]->damagetolerance = 300;
1344             }
1345
1346             if (visibleloading)
1347                 LoadingScreen();
1348             if (cellophane) {
1349                 Person::players[i]->proportionhead.z = 0;
1350                 Person::players[i]->proportionbody.z = 0;
1351                 Person::players[i]->proportionarms.z = 0;
1352                 Person::players[i]->proportionlegs.z = 0;
1353             }
1354
1355             Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1356
1357             Person::players[i]->headmorphness = 0;
1358             Person::players[i]->targetheadmorphness = 1;
1359             Person::players[i]->headmorphstart = 0;
1360             Person::players[i]->headmorphend = 0;
1361
1362             Person::players[i]->pausetime = 0;
1363
1364             Person::players[i]->dead = 0;
1365             Person::players[i]->jumppower = 5;
1366             Person::players[i]->damage = 0;
1367             Person::players[i]->permanentdamage = 0;
1368             Person::players[i]->superpermanentdamage = 0;
1369
1370             Person::players[i]->forwardkeydown = 0;
1371             Person::players[i]->leftkeydown = 0;
1372             Person::players[i]->backkeydown = 0;
1373             Person::players[i]->rightkeydown = 0;
1374             Person::players[i]->jumpkeydown = 0;
1375             Person::players[i]->crouchkeydown = 0;
1376             Person::players[i]->throwkeydown = 0;
1377
1378             Person::players[i]->collided = -10;
1379             Person::players[i]->loaded = 1;
1380             Person::players[i]->bloodloss = 0;
1381             Person::players[i]->weaponactive = -1;
1382             Person::players[i]->weaponstuck = -1;
1383             Person::players[i]->bleeding = 0;
1384             Person::players[i]->deathbleeding = 0;
1385             Person::players[i]->stunned = 0;
1386             Person::players[i]->hasvictim = 0;
1387             Person::players[i]->wentforweapon = 0;
1388         }
1389
1390         Person::players[0]->aitype = playercontrolled;
1391         Person::players[0]->weaponactive = -1;
1392
1393         if (difficulty == 1) {
1394             Person::players[0]->power = 1 / .9;
1395             Person::players[0]->damagetolerance = 250;
1396         } else if (difficulty == 0) {
1397             Person::players[0]->power = 1 / .8;
1398             Person::players[0]->damagetolerance = 300;
1399             Person::players[0]->armorhead *= 1.5;
1400             Person::players[0]->armorhigh *= 1.5;
1401             Person::players[0]->armorlow *= 1.5;
1402         }
1403
1404         cameraloc = Person::players[0]->coords;
1405         cameraloc.y += 5;
1406         yaw = Person::players[0]->yaw;
1407
1408         hawkcoords = Person::players[0]->coords;
1409         hawkcoords.y += 30;
1410
1411         if (visibleloading)
1412             LoadingScreen();
1413
1414         LOG("Starting background music...");
1415
1416         OPENAL_StopSound(OPENAL_ALL);
1417         if (ambientsound) {
1418             if (environment == snowyenvironment) {
1419                 emit_stream_np(stream_wind);
1420             } else if (environment == desertenvironment) {
1421                 emit_stream_np(stream_desertambient);
1422             } else if (environment == grassyenvironment) {
1423                 emit_stream_np(stream_wind, 100.);
1424             }
1425         }
1426         oldmusicvolume[0] = 0;
1427         oldmusicvolume[1] = 0;
1428         oldmusicvolume[2] = 0;
1429         oldmusicvolume[3] = 0;
1430
1431         if (!firstload)
1432             firstload = 1;
1433     } else {
1434         perror("Problem");
1435     }
1436     leveltime = 0;
1437     loadingstuff = 0;
1438     visibleloading = 0;
1439 }
1440
1441 void doTutorial()
1442 {
1443     if (tutorialstagetime > tutorialmaxtime) {
1444         tutorialstage++;
1445         tutorialsuccess = 0;
1446         if (tutorialstage <= 1) {
1447             canattack = 0;
1448             cananger = 0;
1449             reversaltrain = 0;
1450         }
1451         switch (tutorialstage) {
1452         case 1:
1453             tutorialmaxtime = 5;
1454             break;
1455         case 2:
1456             tutorialmaxtime = 2;
1457             break;
1458         case 3:
1459             tutorialmaxtime = 600;
1460             break;
1461         case 4:
1462             tutorialmaxtime = 1000;
1463             break;
1464         case 5:
1465             tutorialmaxtime = 600;
1466             break;
1467         case 6:
1468             tutorialmaxtime = 600;
1469             break;
1470         case 7:
1471             tutorialmaxtime = 600;
1472             break;
1473         case 8:
1474             tutorialmaxtime = 600;
1475             break;
1476         case 9:
1477             tutorialmaxtime = 600;
1478             break;
1479         case 10:
1480             tutorialmaxtime = 2;
1481             break;
1482         case 11:
1483             tutorialmaxtime = 1000;
1484             break;
1485         case 12:
1486             tutorialmaxtime = 1000;
1487             break;
1488         case 13:
1489             tutorialmaxtime = 2;
1490             break;
1491         case 14: {
1492             tutorialmaxtime = 3;
1493
1494             XYZ temp, temp2;
1495
1496             temp.x = 1011;
1497             temp.y = 84;
1498             temp.z = 491;
1499             temp2.x = 1025;
1500             temp2.y = 75;
1501             temp2.z = 447;
1502
1503             Person::players[1]->coords = (temp + temp2) / 2;
1504
1505             emit_sound_at(fireendsound, Person::players[1]->coords);
1506
1507             for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1508                 if (Random() % 2 == 0) {
1509                     if (!Person::players[1]->skeleton.free)
1510                         temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1511                     if (Person::players[1]->skeleton.free)
1512                         temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1513                     if (!Person::players[1]->skeleton.free)
1514                         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;
1515                     if (Person::players[1]->skeleton.free)
1516                         temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1517                     Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1518                 }
1519             }
1520         }
1521         break;
1522         case 15:
1523             tutorialmaxtime = 500;
1524             break;
1525         case 16:
1526             tutorialmaxtime = 500;
1527             break;
1528         case 17:
1529             tutorialmaxtime = 500;
1530             break;
1531         case 18:
1532             tutorialmaxtime = 500;
1533             break;
1534         case 19:
1535             tutorialstage = 20;
1536             break;
1537         case 20:
1538             tutorialmaxtime = 500;
1539             break;
1540         case 21:
1541             tutorialmaxtime = 500;
1542             if (bonus == cannon) {
1543                 bonus = Slicebonus;
1544                 againbonus = 1;
1545             } else
1546                 againbonus = 0;
1547             break;
1548         case 22:
1549             tutorialmaxtime = 500;
1550             break;
1551         case 23:
1552             tutorialmaxtime = 500;
1553             break;
1554         case 24:
1555             tutorialmaxtime = 500;
1556             break;
1557         case 25:
1558             tutorialmaxtime = 500;
1559             break;
1560         case 26:
1561             tutorialmaxtime = 2;
1562             break;
1563         case 27:
1564             tutorialmaxtime = 4;
1565             reversaltrain = 1;
1566             cananger = 1;
1567             Person::players[1]->aitype = attacktypecutoff;
1568             break;
1569         case 28:
1570             tutorialmaxtime = 400;
1571             break;
1572         case 29:
1573             tutorialmaxtime = 400;
1574             Person::players[0]->escapednum = 0;
1575             break;
1576         case 30:
1577             tutorialmaxtime = 4;
1578             reversaltrain = 0;
1579             cananger = 0;
1580             Person::players[1]->aitype = passivetype;
1581             break;
1582         case 31:
1583             tutorialmaxtime = 13;
1584             break;
1585         case 32:
1586             tutorialmaxtime = 8;
1587             break;
1588         case 33:
1589             tutorialmaxtime = 400;
1590             cananger = 1;
1591             canattack = 1;
1592             Person::players[1]->aitype = attacktypecutoff;
1593             break;
1594         case 34:
1595             tutorialmaxtime = 400;
1596             break;
1597         case 35:
1598             tutorialmaxtime = 400;
1599             break;
1600         case 36:
1601             tutorialmaxtime = 2;
1602             reversaltrain = 0;
1603             cananger = 0;
1604             Person::players[1]->aitype = passivetype;
1605             break;
1606         case 37:
1607             damagedealt = 0;
1608             damagetaken = 0;
1609             tutorialmaxtime = 50;
1610             cananger = 1;
1611             canattack = 1;
1612             Person::players[1]->aitype = attacktypecutoff;
1613             break;
1614         case 38:
1615             tutorialmaxtime = 4;
1616             canattack = 0;
1617             cananger = 0;
1618             Person::players[1]->aitype = passivetype;
1619             break;
1620         case 39: {
1621             XYZ temp, temp2;
1622
1623             temp.x = 1011;
1624             temp.y = 84;
1625             temp.z = 491;
1626             temp2.x = 1025;
1627             temp2.y = 75;
1628             temp2.z = 447;
1629
1630             Weapon w(knife, -1);
1631             w.position = (temp + temp2) / 2;
1632             w.tippoint = (temp + temp2) / 2;
1633
1634             w.velocity = 0.1;
1635             w.tipvelocity = 0.1;
1636             w.missed = 1;
1637             w.hitsomething = 0;
1638             w.freetime = 0;
1639             w.firstfree = 1;
1640             w.physics = 1;
1641
1642             weapons.push_back(w);
1643         }
1644         break;
1645         case 40:
1646             tutorialmaxtime = 300;
1647             break;
1648         case 41:
1649             tutorialmaxtime = 300;
1650             break;
1651         case 42:
1652             tutorialmaxtime = 8;
1653             break;
1654         case 43:
1655             tutorialmaxtime = 300;
1656             break;
1657         case 44:
1658             weapons[0].owner = 1;
1659             Person::players[0]->weaponactive = -1;
1660             Person::players[0]->num_weapons = 0;
1661             Person::players[1]->weaponactive = 0;
1662             Person::players[1]->num_weapons = 1;
1663             Person::players[1]->weaponids[0] = 0;
1664
1665             cananger = 1;
1666             canattack = 1;
1667             Person::players[1]->aitype = attacktypecutoff;
1668
1669             tutorialmaxtime = 300;
1670             break;
1671         case 45:
1672             weapons[0].owner = 1;
1673             Person::players[0]->weaponactive = -1;
1674             Person::players[0]->num_weapons = 0;
1675             Person::players[1]->weaponactive = 0;
1676             Person::players[1]->num_weapons = 1;
1677             Person::players[1]->weaponids[0] = 0;
1678
1679             tutorialmaxtime = 300;
1680             break;
1681         case 46:
1682             weapons[0].owner = 1;
1683             Person::players[0]->weaponactive = -1;
1684             Person::players[0]->num_weapons = 0;
1685             Person::players[1]->weaponactive = 0;
1686             Person::players[1]->num_weapons = 1;
1687             Person::players[1]->weaponids[0] = 0;
1688
1689             weapons[0].setType(sword);
1690
1691             tutorialmaxtime = 300;
1692             break;
1693         case 47: {
1694             tutorialmaxtime = 10;
1695
1696             XYZ temp, temp2;
1697
1698             temp.x = 1011;
1699             temp.y = 84;
1700             temp.z = 491;
1701             temp2.x = 1025;
1702             temp2.y = 75;
1703             temp2.z = 447;
1704
1705             Weapon w(sword, -1);
1706             w.position = (temp + temp2) / 2;
1707             w.tippoint = (temp + temp2) / 2;
1708
1709             w.velocity = 0.1;
1710             w.tipvelocity = 0.1;
1711             w.missed = 1;
1712             w.hitsomething = 0;
1713             w.freetime = 0;
1714             w.firstfree = 1;
1715             w.physics = 1;
1716
1717             weapons.push_back(w);
1718
1719             weapons[0].owner = 1;
1720             weapons[1].owner = 0;
1721             Person::players[0]->weaponactive = 0;
1722             Person::players[0]->num_weapons = 1;
1723             Person::players[0]->weaponids[0] = 1;
1724             Person::players[1]->weaponactive = 0;
1725             Person::players[1]->num_weapons = 1;
1726             Person::players[1]->weaponids[0] = 0;
1727
1728         }
1729         break;
1730         case 48:
1731             canattack = 0;
1732             cananger = 0;
1733             Person::players[1]->aitype = passivetype;
1734
1735             tutorialmaxtime = 15;
1736
1737             weapons[0].owner = 1;
1738             weapons[1].owner = 0;
1739             Person::players[0]->weaponactive = 0;
1740             Person::players[0]->num_weapons = 1;
1741             Person::players[0]->weaponids[0] = 1;
1742             Person::players[1]->weaponactive = 0;
1743             Person::players[1]->num_weapons = 1;
1744             Person::players[1]->weaponids[0] = 0;
1745
1746             if (Person::players[0]->weaponactive != -1)
1747                 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1748             else
1749                 weapons[0].setType(staff);
1750             break;
1751         case 49:
1752             canattack = 0;
1753             cananger = 0;
1754             Person::players[1]->aitype = passivetype;
1755
1756             tutorialmaxtime = 200;
1757
1758             weapons[1].position = 1000;
1759             weapons[1].tippoint = 1000;
1760
1761             weapons[0].setType(knife);
1762
1763             weapons[0].owner = 0;
1764             Person::players[1]->weaponactive = -1;
1765             Person::players[1]->num_weapons = 0;
1766             Person::players[0]->weaponactive = 0;
1767             Person::players[0]->num_weapons = 1;
1768             Person::players[0]->weaponids[0] = 0;
1769
1770             break;
1771         case 50: {
1772             tutorialmaxtime = 8;
1773
1774             XYZ temp, temp2;
1775             emit_sound_at(fireendsound, Person::players[1]->coords);
1776
1777             for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1778                 if (Random() % 2 == 0) {
1779                     if (!Person::players[1]->skeleton.free)
1780                         temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1781                     if (Person::players[1]->skeleton.free)
1782                         temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1783                     if (!Person::players[1]->skeleton.free)
1784                         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;
1785                     if (Person::players[1]->skeleton.free)
1786                         temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1787                     Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1788                 }
1789             }
1790
1791             Person::players[1]->num_weapons = 0;
1792             Person::players[1]->weaponstuck = -1;
1793             Person::players[1]->weaponactive = -1;
1794
1795             weapons.clear();
1796         }
1797         break;
1798         case 51:
1799             tutorialmaxtime = 80000;
1800             break;
1801         default:
1802             break;
1803         }
1804         if (tutorialstage <= 51)
1805             tutorialstagetime = 0;
1806     }
1807
1808     //Tutorial success
1809     if (tutorialstagetime < tutorialmaxtime - 3) {
1810         switch (tutorialstage) {
1811         case 3:
1812             if (deltah || deltav)
1813                 tutorialsuccess += multiplier;
1814             break;
1815         case 4:
1816             if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1817                 tutorialsuccess += multiplier;
1818             break;
1819         case 5:
1820             if (Person::players[0]->jumpkeydown)
1821                 tutorialsuccess = 1;
1822             break;
1823         case 6:
1824             if (Person::players[0]->isCrouch())
1825                 tutorialsuccess = 1;
1826             break;
1827         case 7:
1828             if (Person::players[0]->animTarget == rollanim)
1829                 tutorialsuccess = 1;
1830             break;
1831         case 8:
1832             if (Person::players[0]->animTarget == sneakanim)
1833                 tutorialsuccess += multiplier;
1834             break;
1835         case 9:
1836             if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1837                 tutorialsuccess += multiplier;
1838             break;
1839         case 11:
1840             if (Person::players[0]->isWallJump())
1841                 tutorialsuccess = 1;
1842             break;
1843         case 12:
1844             if (Person::players[0]->animTarget == flipanim)
1845                 tutorialsuccess = 1;
1846             break;
1847         case 15:
1848             if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1849                 tutorialsuccess = 1;
1850             break;
1851         case 16:
1852             if (Person::players[0]->animTarget == winduppunchanim)
1853                 tutorialsuccess = 1;
1854             break;
1855         case 17:
1856             if (Person::players[0]->animTarget == spinkickanim)
1857                 tutorialsuccess = 1;
1858             break;
1859         case 18:
1860             if (Person::players[0]->animTarget == sweepanim)
1861                 tutorialsuccess = 1;
1862             break;
1863         case 19:
1864             if (Person::players[0]->animTarget == dropkickanim)
1865                 tutorialsuccess = 1;
1866             break;
1867         case 20:
1868             if (Person::players[0]->animTarget == rabbitkickanim)
1869                 tutorialsuccess = 1;
1870             break;
1871         case 21:
1872             if (bonus == cannon)
1873                 tutorialsuccess = 1;
1874             break;
1875         case 22:
1876             if (bonus == spinecrusher)
1877                 tutorialsuccess = 1;
1878             break;
1879         case 23:
1880             if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1881                 tutorialsuccess = 1;
1882             break;
1883         case 24:
1884             if (Person::players[0]->animTarget == rabbittacklinganim)
1885                 tutorialsuccess = 1;
1886             break;
1887         case 25:
1888             if (Person::players[0]->animTarget == backhandspringanim)
1889                 tutorialsuccess = 1;
1890             break;
1891         case 28:
1892             if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1893                 tutorialsuccess = 1;
1894             break;
1895         case 29:
1896             if (Person::players[0]->escapednum == 2) {
1897                 tutorialsuccess = 1;
1898                 reversaltrain = 0;
1899                 cananger = 0;
1900                 Person::players[1]->aitype = passivetype;
1901             }
1902             break;
1903         case 33:
1904             if (animation[Person::players[0]->animTarget].attack == reversal)
1905                 tutorialsuccess = 1;
1906             break;
1907         case 34:
1908             if (animation[Person::players[0]->animTarget].attack == reversal)
1909                 tutorialsuccess = 1;
1910             break;
1911         case 35:
1912             if (animation[Person::players[0]->animTarget].attack == reversal) {
1913                 tutorialsuccess = 1;
1914                 reversaltrain = 0;
1915                 cananger = 0;
1916                 Person::players[1]->aitype = passivetype;
1917             }
1918             break;
1919         case 40:
1920             if (Person::players[0]->num_weapons > 0)
1921                 tutorialsuccess = 1;
1922             break;
1923         case 41:
1924             if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1925                 tutorialsuccess = 1;
1926             break;
1927         case 43:
1928             if (Person::players[0]->animTarget == knifeslashstartanim)
1929                 tutorialsuccess = 1;
1930             break;
1931         case 44:
1932             if (animation[Person::players[0]->animTarget].attack == reversal)
1933                 tutorialsuccess = 1;
1934             break;
1935         case 45:
1936             if (animation[Person::players[0]->animTarget].attack == reversal)
1937                 tutorialsuccess = 1;
1938             break;
1939         case 46:
1940             if (animation[Person::players[0]->animTarget].attack == reversal)
1941                 tutorialsuccess = 1;
1942             break;
1943         case 49:
1944             if (Person::players[1]->weaponstuck != -1)
1945                 tutorialsuccess = 1;
1946             break;
1947         default:
1948             break;
1949         }
1950         if (tutorialsuccess >= 1)
1951             tutorialstagetime = tutorialmaxtime - 3;
1952
1953
1954         if (tutorialstagetime == tutorialmaxtime - 3) {
1955             emit_sound_np(consolesuccesssound);
1956         }
1957
1958         if (tutorialsuccess >= 1) {
1959             if (tutorialstage == 34 || tutorialstage == 35)
1960                 tutorialstagetime = tutorialmaxtime - 1;
1961         }
1962     }
1963
1964     if (tutorialstage < 14 || tutorialstage >= 50) {
1965         Person::players[1]->coords.y = 300;
1966         Person::players[1]->velocity = 0;
1967     }
1968 }
1969
1970 void doDebugKeys()
1971 {
1972     float headprop, bodyprop, armprop, legprop;
1973     if (debugmode) {
1974         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1975             Person::players[0]->damagetolerance = 200000;
1976             Person::players[0]->damage = 0;
1977             Person::players[0]->burnt = 0;
1978             Person::players[0]->permanentdamage = 0;
1979             Person::players[0]->superpermanentdamage = 0;
1980         }
1981
1982         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1983             environment++;
1984             if (environment > 2)
1985                 environment = 0;
1986             Setenvironment(environment);
1987         }
1988
1989         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1990             cameramode = !cameramode;
1991         }
1992
1993         if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1994             if (Person::players[0]->num_weapons > 0) {
1995                 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1996                     weapons[Person::players[0]->weaponids[0]].setType(staff);
1997                 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1998                     weapons[Person::players[0]->weaponids[0]].setType(knife);
1999                 else
2000                     weapons[Person::players[0]->weaponids[0]].setType(sword);
2001             }
2002         }
2003
2004         if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2005             int closest = findClosestPlayer();
2006             if (closest >= 0) {
2007                 if (Person::players[closest]->num_weapons) {
2008                     if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2009                         weapons[Person::players[closest]->weaponids[0]].setType(staff);
2010                     else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2011                         weapons[Person::players[closest]->weaponids[0]].setType(knife);
2012                     else
2013                         weapons[Person::players[closest]->weaponids[0]].setType(sword);
2014                 }
2015                 if (!Person::players[closest]->num_weapons) {
2016                     Person::players[closest]->weaponids[0] = weapons.size();
2017
2018                     weapons.push_back(Weapon(knife, closest));
2019
2020                     Person::players[closest]->num_weapons = 1;
2021                 }
2022             }
2023         }
2024
2025         if (Input::isKeyDown(SDL_SCANCODE_U)) {
2026             int closest = findClosestPlayer();
2027             if (closest >= 0) {
2028                 Person::players[closest]->yaw += multiplier * 50;
2029                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2030             }
2031         }
2032
2033
2034         if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2035             int closest = findClosestPlayer();
2036             if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2037                 closest = 0;
2038
2039             if (closest >= 0) {
2040                 Person::players[closest]->whichskin++;
2041                 if (Person::players[closest]->whichskin > 9)
2042                     Person::players[closest]->whichskin = 0;
2043                 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2044                     Person::players[closest]->whichskin = 0;
2045
2046                 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2047                         &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2048             }
2049
2050             Person::players[closest]->addClothes();
2051         }
2052
2053         if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2054             int closest = findClosestPlayer();
2055             if (closest >= 0) {
2056                 if (Person::players[closest]->creature == wolftype) {
2057                     headprop = Person::players[closest]->proportionhead.x / 1.1;
2058                     bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2059                     armprop = Person::players[closest]->proportionarms.x / 1.1;
2060                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
2061                 }
2062
2063                 if (Person::players[closest]->creature == rabbittype) {
2064                     headprop = Person::players[closest]->proportionhead.x / 1.2;
2065                     bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2066                     armprop = Person::players[closest]->proportionarms.x / 1.00;
2067                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
2068                 }
2069
2070
2071                 if (Person::players[closest]->creature == rabbittype) {
2072                     Person::players[closest]->skeleton.id = closest;
2073                     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);
2074                     Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2075                     Person::players[closest]->whichskin = 0;
2076                     Person::players[closest]->creature = wolftype;
2077
2078                     Person::players[closest]->proportionhead = 1.1;
2079                     Person::players[closest]->proportionbody = 1.1;
2080                     Person::players[closest]->proportionarms = 1.1;
2081                     Person::players[closest]->proportionlegs = 1.1;
2082                     Person::players[closest]->proportionlegs.y = 1.1;
2083                     Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
2084
2085                     Person::players[closest]->damagetolerance = 300;
2086                 } else {
2087                     Person::players[closest]->skeleton.id = closest;
2088                     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);
2089                     Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2090                     Person::players[closest]->whichskin = 0;
2091                     Person::players[closest]->creature = rabbittype;
2092
2093                     Person::players[closest]->proportionhead = 1.2;
2094                     Person::players[closest]->proportionbody = 1.05;
2095                     Person::players[closest]->proportionarms = 1.00;
2096                     Person::players[closest]->proportionlegs = 1.1;
2097                     Person::players[closest]->proportionlegs.y = 1.05;
2098                     Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
2099
2100                     Person::players[closest]->damagetolerance = 200;
2101                 }
2102
2103                 if (Person::players[closest]->creature == wolftype) {
2104                     Person::players[closest]->proportionhead = 1.1 * headprop;
2105                     Person::players[closest]->proportionbody = 1.1 * bodyprop;
2106                     Person::players[closest]->proportionarms = 1.1 * armprop;
2107                     Person::players[closest]->proportionlegs = 1.1 * legprop;
2108                 }
2109
2110                 if (Person::players[closest]->creature == rabbittype) {
2111                     Person::players[closest]->proportionhead = 1.2 * headprop;
2112                     Person::players[closest]->proportionbody = 1.05 * bodyprop;
2113                     Person::players[closest]->proportionarms = 1.00 * armprop;
2114                     Person::players[closest]->proportionlegs = 1.1 * legprop;
2115                     Person::players[closest]->proportionlegs.y = 1.05 * legprop;
2116                 }
2117
2118             }
2119         }
2120
2121         if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2122             slomo = 1 - slomo;
2123             slomodelay = 1000;
2124         }
2125
2126
2127         if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2128             int closest = -1;
2129             float closestdist = std::numeric_limits<float>::max();
2130
2131             for (unsigned i = 1; i < Person::players.size(); i++) {
2132                 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
2133                 if (!Person::players[i]->headless)
2134                     if (distance < closestdist) {
2135                         closestdist = distance;
2136                         closest = i;
2137                     }
2138             }
2139
2140             XYZ flatfacing2, flatvelocity2;
2141             XYZ blah;
2142             if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2143                 blah = Person::players[closest]->coords;
2144                 XYZ headspurtdirection;
2145                 //int i = Person::players[closest]->skeleton.jointlabels[head];
2146                 Joint& headjoint = Person::players[closest]->joint(head);
2147                 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
2148                     if (!Person::players[closest]->skeleton.free)
2149                         flatvelocity2 = Person::players[closest]->velocity;
2150                     if (Person::players[closest]->skeleton.free)
2151                         flatvelocity2 = headjoint.velocity;
2152                     if (!Person::players[closest]->skeleton.free)
2153                         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;
2154                     if (Person::players[closest]->skeleton.free)
2155                         flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
2156                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2157                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2158                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2159                     headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2160                     Normalise(&headspurtdirection);
2161                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2162                     flatvelocity2 += headspurtdirection * 8;
2163                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2164                 }
2165                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2166
2167                 emit_sound_at(splattersound, blah);
2168                 emit_sound_at(breaksound2, blah, 100.);
2169
2170                 if (Person::players[closest]->skeleton.free == 2)
2171                     Person::players[closest]->skeleton.free = 0;
2172                 Person::players[closest]->RagDoll(0);
2173                 Person::players[closest]->dead = 2;
2174                 Person::players[closest]->headless = 1;
2175                 Person::players[closest]->DoBloodBig(3, 165);
2176
2177                 camerashake += .3;
2178             }
2179         }
2180
2181         if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2182             int closest = findClosestPlayer();
2183             XYZ flatfacing2, flatvelocity2;
2184             XYZ blah;
2185             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2186                 blah = Person::players[closest]->coords;
2187                 emit_sound_at(splattersound, blah);
2188                 emit_sound_at(breaksound2, blah);
2189
2190                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2191                     if (!Person::players[closest]->skeleton.free)
2192                         flatvelocity2 = Person::players[closest]->velocity;
2193                     if (Person::players[closest]->skeleton.free)
2194                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2195                     if (!Person::players[closest]->skeleton.free)
2196                         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;
2197                     if (Person::players[closest]->skeleton.free)
2198                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2199                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2200                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2201                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2202                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2203                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2204                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2205                 }
2206
2207                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2208                     if (!Person::players[closest]->skeleton.free)
2209                         flatvelocity2 = Person::players[closest]->velocity;
2210                     if (Person::players[closest]->skeleton.free)
2211                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2212                     if (!Person::players[closest]->skeleton.free)
2213                         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;
2214                     if (Person::players[closest]->skeleton.free)
2215                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2216                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2217                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2218                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2219                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2220                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2221                 }
2222
2223                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2224                     if (!Person::players[closest]->skeleton.free)
2225                         flatvelocity2 = Person::players[closest]->velocity;
2226                     if (Person::players[closest]->skeleton.free)
2227                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2228                     if (!Person::players[closest]->skeleton.free)
2229                         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;
2230                     if (Person::players[closest]->skeleton.free)
2231                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2232                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2233                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2234                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2235                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2236                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2237                 }
2238
2239                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2240                     if (!Person::players[closest]->skeleton.free)
2241                         flatvelocity2 = Person::players[closest]->velocity;
2242                     if (Person::players[closest]->skeleton.free)
2243                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2244                     if (!Person::players[closest]->skeleton.free)
2245                         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;
2246                     if (Person::players[closest]->skeleton.free)
2247                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2248                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2249                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2250                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2251                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2252                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2253                 }
2254
2255                 XYZ temppos;
2256                 for (unsigned j = 0; j < Person::players.size(); j++) {
2257                     if (int(j) != closest) {
2258                         if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2259                             Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2260                             if (Person::players[j]->skeleton.free == 2)
2261                                 Person::players[j]->skeleton.free = 1;
2262                             Person::players[j]->skeleton.longdead = 0;
2263                             Person::players[j]->RagDoll(0);
2264                             for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2265                                 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2266                                 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2267                                     flatvelocity2 = temppos - Person::players[closest]->coords;
2268                                     Normalise(&flatvelocity2);
2269                                     Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2270                                 }
2271                             }
2272                         }
2273                     }
2274                 }
2275
2276                 Person::players[closest]->DoDamage(10000);
2277                 Person::players[closest]->RagDoll(0);
2278                 Person::players[closest]->dead = 2;
2279                 Person::players[closest]->coords = 20;
2280                 Person::players[closest]->skeleton.free = 2;
2281
2282                 camerashake += .6;
2283
2284             }
2285         }
2286
2287         if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2288             Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2289             if (Person::players[0]->onfire) {
2290                 Person::players[0]->CatchFire();
2291             }
2292             if (!Person::players[0]->onfire) {
2293                 emit_sound_at(fireendsound, Person::players[0]->coords);
2294                 pause_sound(stream_firesound);
2295             }
2296         }
2297
2298         if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2299             Person::players[0]->RagDoll(0);
2300
2301             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2302         }
2303
2304         if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2305             for (int i = 0; i < objects.numobjects; i++) {
2306                 if (objects.type[i] == treeleavestype) {
2307                     objects.scale[i] *= .9;
2308                 }
2309             }
2310         }
2311
2312         if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2313             editorenabled = !editorenabled;
2314             if (editorenabled) {
2315                 Person::players[0]->damagetolerance = 100000;
2316             } else {
2317                 Person::players[0]->damagetolerance = 200;
2318             }
2319             Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2320             Person::players[0]->permanentdamage = 0;
2321             Person::players[0]->superpermanentdamage = 0;
2322             Person::players[0]->bloodloss = 0;
2323             Person::players[0]->deathbleeding = 0;
2324         }
2325
2326         //skip level
2327         if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2328             targetlevel++;
2329             if (targetlevel > numchallengelevels - 1)
2330                 targetlevel = 0;
2331             loading = 1;
2332             leveltime = 5;
2333         }
2334
2335         if (editorenabled) {
2336             if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2337                 int closest = findClosestPlayer();
2338                 if (closest >= 0) {
2339                     Person::players.erase(Person::players.begin()+closest);
2340                 }
2341             }
2342
2343             if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2344                 int closest = findClosestObject();
2345                 if (closest >= 0)
2346                     objects.position[closest].y -= 500;
2347             }
2348
2349             if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2350                 if (objects.numobjects < max_objects - 1) {
2351                     XYZ boxcoords;
2352                     boxcoords.x = Person::players[0]->coords.x;
2353                     boxcoords.z = Person::players[0]->coords.z;
2354                     boxcoords.y = Person::players[0]->coords.y - 3;
2355                     if (editortype == bushtype)
2356                         boxcoords.y = Person::players[0]->coords.y - .5;
2357                     if (editortype == firetype)
2358                         boxcoords.y = Person::players[0]->coords.y - .5;
2359                     //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
2360                     float temprotat, temprotat2;
2361                     temprotat = editoryaw;
2362                     temprotat2 = editorpitch;
2363                     if (temprotat < 0 || editortype == bushtype)
2364                         temprotat = Random() % 360;
2365                     if (temprotat2 < 0)
2366                         temprotat2 = Random() % 360;
2367
2368                     objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2369                     if (editortype == treetrunktype)
2370                         objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2371                 }
2372             }
2373
2374             if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2375                 Person::players.push_back(shared_ptr<Person>(new Person()));
2376
2377                 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2378                 Person::players.back()->creature = rabbittype;
2379                 Person::players.back()->howactive = editoractive;
2380                 Person::players.back()->skeleton.id = Person::players.size()-1;
2381                 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);
2382
2383                 int k = abs(Random() % 2) + 1;
2384                 if (k == 0) {
2385                     Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2386                     Person::players.back()->whichskin = 0;
2387                 } else if (k == 1) {
2388                     Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2389                     Person::players.back()->whichskin = 1;
2390                 } else {
2391                     Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2392                     Person::players.back()->whichskin = 2;
2393                 }
2394
2395                 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2396                 Person::players.back()->power = 1;
2397                 Person::players.back()->speedmult = 1;
2398                 Person::players.back()->animCurrent = bounceidleanim;
2399                 Person::players.back()->animTarget = bounceidleanim;
2400                 Person::players.back()->frameCurrent = 0;
2401                 Person::players.back()->frameTarget = 1;
2402                 Person::players.back()->target = 0;
2403                 Person::players.back()->bled = 0;
2404                 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2405
2406                 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2407                 Person::players.back()->yaw = Person::players[0]->yaw;
2408
2409                 Person::players.back()->velocity = 0;
2410                 Person::players.back()->coords = Person::players[0]->coords;
2411                 Person::players.back()->oldcoords = Person::players.back()->coords;
2412                 Person::players.back()->realoldcoords = Person::players.back()->coords;
2413
2414                 Person::players.back()->id = Person::players.size()-1;
2415                 Person::players.back()->updatedelay = 0;
2416                 Person::players.back()->normalsupdatedelay = 0;
2417
2418                 Person::players.back()->aitype = passivetype;
2419
2420                 if (Person::players[0]->creature == wolftype) {
2421                     headprop = Person::players[0]->proportionhead.x / 1.1;
2422                     bodyprop = Person::players[0]->proportionbody.x / 1.1;
2423                     armprop = Person::players[0]->proportionarms.x / 1.1;
2424                     legprop = Person::players[0]->proportionlegs.x / 1.1;
2425                 }
2426
2427                 if (Person::players[0]->creature == rabbittype) {
2428                     headprop = Person::players[0]->proportionhead.x / 1.2;
2429                     bodyprop = Person::players[0]->proportionbody.x / 1.05;
2430                     armprop = Person::players[0]->proportionarms.x / 1.00;
2431                     legprop = Person::players[0]->proportionlegs.x / 1.1;
2432                 }
2433
2434                 if (Person::players.back()->creature == wolftype) {
2435                     Person::players.back()->proportionhead = 1.1 * headprop;
2436                     Person::players.back()->proportionbody = 1.1 * bodyprop;
2437                     Person::players.back()->proportionarms = 1.1 * armprop;
2438                     Person::players.back()->proportionlegs = 1.1 * legprop;
2439                 }
2440
2441                 if (Person::players.back()->creature == rabbittype) {
2442                     Person::players.back()->proportionhead = 1.2 * headprop;
2443                     Person::players.back()->proportionbody = 1.05 * bodyprop;
2444                     Person::players.back()->proportionarms = 1.00 * armprop;
2445                     Person::players.back()->proportionlegs = 1.1 * legprop;
2446                     Person::players.back()->proportionlegs.y = 1.05 * legprop;
2447                 }
2448
2449                 Person::players.back()->headless = 0;
2450                 Person::players.back()->onfire = 0;
2451
2452                 if (cellophane) {
2453                     Person::players.back()->proportionhead.z = 0;
2454                     Person::players.back()->proportionbody.z = 0;
2455                     Person::players.back()->proportionarms.z = 0;
2456                     Person::players.back()->proportionlegs.z = 0;
2457                 }
2458
2459                 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2460
2461                 Person::players.back()->damagetolerance = 200;
2462
2463                 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2464                 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2465                 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2466                 Person::players.back()->armorhead = Person::players[0]->armorhead;
2467                 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2468                 Person::players.back()->armorlow = Person::players[0]->armorlow;
2469                 Person::players.back()->metalhead = Person::players[0]->metalhead;
2470                 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2471                 Person::players.back()->metallow = Person::players[0]->metallow;
2472
2473                 Person::players.back()->immobile = Person::players[0]->immobile;
2474
2475                 Person::players.back()->numclothes = Person::players[0]->numclothes;
2476                 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2477                     strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2478                     Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2479                     Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2480                     Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2481                 }
2482                 Person::players.back()->addClothes();
2483
2484                 Person::players.back()->power = Person::players[0]->power;
2485                 Person::players.back()->speedmult = Person::players[0]->speedmult;
2486
2487                 Person::players.back()->damage = 0;
2488                 Person::players.back()->permanentdamage = 0;
2489                 Person::players.back()->superpermanentdamage = 0;
2490                 Person::players.back()->deathbleeding = 0;
2491                 Person::players.back()->bleeding = 0;
2492                 Person::players.back()->numwaypoints = 0;
2493                 Person::players.back()->waypoint = 0;
2494                 Person::players.back()->weaponstuck = -1;
2495                 Person::players.back()->weaponactive = -1;
2496                 Person::players.back()->num_weapons = 0;
2497                 Person::players.back()->bloodloss = 0;
2498                 Person::players.back()->dead = 0;
2499
2500                 Person::players.back()->loaded = 1;
2501             }
2502
2503             if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2504                 if (Person::players.back()->numwaypoints < 90) {
2505                     Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2506                     Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2507                     Person::players.back()->numwaypoints++;
2508                 }
2509             }
2510
2511             if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2512                 if (numpathpoints < 30) {
2513                     bool connected, alreadyconnected;
2514                     connected = 0;
2515                     if (numpathpoints > 1)
2516                         for (int i = 0; i < numpathpoints; i++) {
2517                             if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2518                                 alreadyconnected = 0;
2519                                 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2520                                     if (pathpointconnect[pathpointselected][j] == i)
2521                                         alreadyconnected = 1;
2522                                 }
2523                                 if (!alreadyconnected) {
2524                                     numpathpointconnect[pathpointselected]++;
2525                                     connected = 1;
2526                                     pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2527                                 }
2528                             }
2529                         }
2530                     if (!connected) {
2531                         numpathpoints++;
2532                         pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2533                         numpathpointconnect[numpathpoints - 1] = 0;
2534                         if (numpathpoints > 1 && pathpointselected != -1) {
2535                             numpathpointconnect[pathpointselected]++;
2536                             pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2537                         }
2538                         pathpointselected = numpathpoints - 1;
2539                     }
2540                 }
2541             }
2542
2543             if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2544                 pathpointselected++;
2545                 if (pathpointselected >= numpathpoints)
2546                     pathpointselected = -1;
2547             }
2548             if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2549                 pathpointselected--;
2550                 if (pathpointselected <= -2)
2551                     pathpointselected = numpathpoints - 1;
2552             }
2553             if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2554                 if (pathpointselected != -1) {
2555                     numpathpoints--;
2556                     pathpoint[pathpointselected] = pathpoint[numpathpoints];
2557                     numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2558                     for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2559                         pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2560                     }
2561                     for (int i = 0; i < numpathpoints; i++) {
2562                         for (int j = 0; j < numpathpointconnect[i]; j++) {
2563                             if (pathpointconnect[i][j] == pathpointselected) {
2564                                 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2565                                 numpathpointconnect[i]--;
2566                             }
2567                             if (pathpointconnect[i][j] == numpathpoints) {
2568                                 pathpointconnect[i][j] = pathpointselected;
2569                             }
2570                         }
2571                     }
2572                     pathpointselected = numpathpoints - 1;
2573                 }
2574             }
2575
2576             if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2577                 editortype--;
2578                 if (editortype == treeleavestype || editortype == 10)
2579                     editortype--;
2580                 if (editortype < 0)
2581                     editortype = firetype;
2582             }
2583
2584             if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2585                 editortype++;
2586                 if (editortype == treeleavestype || editortype == 10)
2587                     editortype++;
2588                 if (editortype > firetype)
2589                     editortype = 0;
2590             }
2591
2592             if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2593                 editoryaw -= multiplier * 100;
2594                 if (editoryaw < -.01)
2595                     editoryaw = -.01;
2596             }
2597
2598             if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2599                 editoryaw += multiplier * 100;
2600             }
2601
2602             if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2603                 editorsize += multiplier;
2604             }
2605
2606             if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2607                 editorsize -= multiplier;
2608                 if (editorsize < .1)
2609                     editorsize = .1;
2610             }
2611
2612
2613             if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2614                 mapradius -= multiplier * 10;
2615             }
2616
2617             if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2618                 mapradius += multiplier * 10;
2619             }
2620             if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2621                 editorpitch += multiplier * 100;
2622             }
2623
2624             if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2625                 editorpitch -= multiplier * 100;
2626                 if (editorpitch < -.01)
2627                     editorpitch = -.01;
2628             }
2629             if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2630                 int closest = findClosestObject();
2631                 if (closest >= 0)
2632                     objects.DeleteObject(closest);
2633             }
2634         }
2635     }
2636 }
2637
2638 void doJumpReversals()
2639 {
2640     for (unsigned k = 0; k < Person::players.size(); k++)
2641         for (unsigned i = k; i < Person::players.size(); i++) {
2642             if (i == k)
2643                 continue;
2644             if (     Person::players[k]->skeleton.free == 0 &&
2645                      Person::players[i]->skeleton.oldfree == 0 &&
2646                      (Person::players[i]->animTarget == jumpupanim ||
2647                       Person::players[k]->animTarget == jumpupanim) &&
2648                      (Person::players[i]->aitype == playercontrolled ||
2649                       Person::players[k]->aitype == playercontrolled) &&
2650                      ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2651                       (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2652                 if (     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2653                          distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2654                     //TODO: refactor two huge similar ifs
2655                     if (Person::players[i]->animTarget == jumpupanim &&
2656                             Person::players[k]->animTarget != getupfrombackanim &&
2657                             Person::players[k]->animTarget != getupfromfrontanim &&
2658                             animation[Person::players[k]->animTarget].height == middleheight &&
2659                             normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2660                             ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2661                              Person::players[k]->aitype != playercontrolled)) {
2662                         Person::players[i]->victim = Person::players[k];
2663                         Person::players[i]->velocity = 0;
2664                         Person::players[i]->animCurrent = jumpreversedanim;
2665                         Person::players[i]->animTarget = jumpreversedanim;
2666                         Person::players[i]->frameCurrent = 0;
2667                         Person::players[i]->frameTarget = 1;
2668                         Person::players[i]->targettilt2 = 0;
2669                         Person::players[k]->victim = Person::players[i];
2670                         Person::players[k]->velocity = 0;
2671                         Person::players[k]->animCurrent = jumpreversalanim;
2672                         Person::players[k]->animTarget = jumpreversalanim;
2673                         Person::players[k]->frameCurrent = 0;
2674                         Person::players[k]->frameTarget = 1;
2675                         Person::players[k]->targettilt2 = 0;
2676                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2677                             Person::players[i]->animCurrent = rabbitkickreversedanim;
2678                             Person::players[i]->animTarget = rabbitkickreversedanim;
2679                             Person::players[i]->frameCurrent = 1;
2680                             Person::players[i]->frameTarget = 2;
2681                             Person::players[k]->animCurrent = rabbitkickreversalanim;
2682                             Person::players[k]->animTarget = rabbitkickreversalanim;
2683                             Person::players[k]->frameCurrent = 1;
2684                             Person::players[k]->frameTarget = 2;
2685                         }
2686                         Person::players[i]->target = 0;
2687                         Person::players[k]->oldcoords = Person::players[k]->coords;
2688                         Person::players[i]->coords = Person::players[k]->coords;
2689                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2690                         Person::players[k]->yaw = Person::players[i]->targetyaw;
2691                         if (Person::players[k]->aitype == attacktypecutoff)
2692                             Person::players[k]->stunned = .5;
2693                     }
2694                     if (Person::players[k]->animTarget == jumpupanim &&
2695                             Person::players[i]->animTarget != getupfrombackanim &&
2696                             Person::players[i]->animTarget != getupfromfrontanim &&
2697                             animation[Person::players[i]->animTarget].height == middleheight &&
2698                             normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2699                             ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2700                              Person::players[i]->aitype != playercontrolled)) {
2701                         Person::players[k]->victim = Person::players[i];
2702                         Person::players[k]->velocity = 0;
2703                         Person::players[k]->animCurrent = jumpreversedanim;
2704                         Person::players[k]->animTarget = jumpreversedanim;
2705                         Person::players[k]->frameCurrent = 0;
2706                         Person::players[k]->frameTarget = 1;
2707                         Person::players[k]->targettilt2 = 0;
2708                         Person::players[i]->victim = Person::players[k];
2709                         Person::players[i]->velocity = 0;
2710                         Person::players[i]->animCurrent = jumpreversalanim;
2711                         Person::players[i]->animTarget = jumpreversalanim;
2712                         Person::players[i]->frameCurrent = 0;
2713                         Person::players[i]->frameTarget = 1;
2714                         Person::players[i]->targettilt2 = 0;
2715                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2716                             Person::players[k]->animTarget = rabbitkickreversedanim;
2717                             Person::players[k]->animCurrent = rabbitkickreversedanim;
2718                             Person::players[i]->animCurrent = rabbitkickreversalanim;
2719                             Person::players[i]->animTarget = rabbitkickreversalanim;
2720                             Person::players[k]->frameCurrent = 1;
2721                             Person::players[k]->frameTarget = 2;
2722                             Person::players[i]->frameCurrent = 1;
2723                             Person::players[i]->frameTarget = 2;
2724                         }
2725                         Person::players[k]->target = 0;
2726                         Person::players[i]->oldcoords = Person::players[i]->coords;
2727                         Person::players[k]->coords = Person::players[i]->coords;
2728                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2729                         Person::players[i]->yaw = Person::players[k]->targetyaw;
2730                         if (Person::players[i]->aitype == attacktypecutoff)
2731                             Person::players[i]->stunned = .5;
2732                     }
2733                 }
2734             }
2735         }
2736 }
2737
2738 void doAerialAcrobatics()
2739 {
2740     static XYZ facing, flatfacing;
2741     for (unsigned k = 0; k < Person::players.size(); k++) {
2742         Person::players[k]->turnspeed = 500;
2743
2744         if ((Person::players[k]->isRun() &&
2745                 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2746                   Person::players[k]->targetyaw != wolfrunninganim) ||
2747                  Person::players[k]->frameTarget == 4)) ||
2748                 Person::players[k]->animTarget == removeknifeanim ||
2749                 Person::players[k]->animTarget == crouchremoveknifeanim ||
2750                 Person::players[k]->animTarget == flipanim ||
2751                 Person::players[k]->animTarget == fightsidestep ||
2752                 Person::players[k]->animTarget == walkanim) {
2753             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2754         }
2755
2756
2757         if (Person::players[k]->isStop() ||
2758                 Person::players[k]->isLanding() ||
2759                 Person::players[k]->animTarget == staggerbackhighanim ||
2760                 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2761                 Person::players[k]->animTarget == staggerbackhardanim ||
2762                 Person::players[k]->animTarget == backhandspringanim ||
2763                 Person::players[k]->animTarget == dodgebackanim ||
2764                 Person::players[k]->animTarget == rollanim ||
2765                 (animation[Person::players[k]->animTarget].attack &&
2766                  Person::players[k]->animTarget != rabbitkickanim &&
2767                  (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2768                  (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2769             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2770         }
2771
2772         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2773             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2774         }
2775
2776         Person::players[k]->DoStuff();
2777         if (Person::players[k]->immobile && k != 0)
2778             Person::players[k]->coords = Person::players[k]->realoldcoords;
2779
2780         //if player's position has changed (?)
2781         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2782                 !Person::players[k]->skeleton.free &&
2783                 Person::players[k]->animTarget != climbanim &&
2784                 Person::players[k]->animTarget != hanganim) {
2785             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2786             int whichhit;
2787             bool tempcollide = 0;
2788
2789             if (Person::players[k]->collide < -.3)
2790                 Person::players[k]->collide = -.3;
2791             if (Person::players[k]->collide > 1)
2792                 Person::players[k]->collide = 1;
2793             Person::players[k]->collide -= multiplier * 30;
2794
2795             //clip to terrain
2796             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2797
2798             for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2799                 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2800                 if (objects.type[i] != rocktype ||
2801                         objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2802                         objects.position[i].y > Person::players[k]->coords.y) {
2803                     lowpoint = Person::players[k]->coords;
2804                     if (Person::players[k]->animTarget != jumpupanim &&
2805                             Person::players[k]->animTarget != jumpdownanim &&
2806                             !Person::players[k]->isFlip())
2807                         lowpoint.y += 1.25;
2808                     else
2809                         lowpoint.y += 1.3;
2810                     if (     Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2811                              Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2812                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2813                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2814                         flatfacing = lowpoint - Person::players[k]->coords;
2815                         Person::players[k]->coords = lowpoint;
2816                         Person::players[k]->coords.y -= 1.3;
2817                         Person::players[k]->collide = 1;
2818                         tempcollide = 1;
2819                         //wall jumps
2820                         //TODO: refactor four similar blocks
2821                         if (Person::players[k]->aitype == playercontrolled &&
2822                                 (Person::players[k]->animTarget == jumpupanim ||
2823                                  Person::players[k]->animTarget == jumpdownanim ||
2824                                  Person::players[k]->isFlip()) &&
2825                                 !Person::players[k]->jumptogglekeydown &&
2826                                 Person::players[k]->jumpkeydown) {
2827                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2828                             XYZ tempcoords1 = lowpoint;
2829                             whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2830                             if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2831                                 Person::players[k]->setAnimation(walljumpleftanim);
2832                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2833                                 if (k == 0)
2834                                     pause_sound(whooshsound);
2835
2836                                 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2837                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2838                                 if (lowpointtarget.z < 0)
2839                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2840                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
2841                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
2842                                 if (k == 0)
2843                                     numwallflipped++;
2844                             } else {
2845                                 lowpoint = tempcoords1;
2846                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2847                                 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2848                                 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2849                                     Person::players[k]->setAnimation(walljumprightanim);
2850                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
2851                                     if (k == 0)
2852                                         pause_sound(whooshsound);
2853
2854                                     lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2855                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2856                                     if (lowpointtarget.z < 0)
2857                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2858                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
2859                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
2860                                     if (k == 0)
2861                                         numwallflipped++;
2862                                 } else {
2863                                     lowpoint = tempcoords1;
2864                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2865                                     whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2866                                     if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2867                                         Person::players[k]->setAnimation(walljumpbackanim);
2868                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
2869                                         if (k == 0)
2870                                             pause_sound(whooshsound);
2871
2872                                         lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2873                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2874                                         if (lowpointtarget.z < 0)
2875                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2876                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
2877                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
2878                                         if (k == 0)
2879                                             numwallflipped++;
2880                                     } else {
2881                                         lowpoint = tempcoords1;
2882                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2883                                         whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2884                                         if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2885                                             Person::players[k]->setAnimation(walljumpfrontanim);
2886                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
2887                                             if (k == 0)
2888                                                 pause_sound(whooshsound);
2889
2890                                             lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2891                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2892                                             if (lowpointtarget.z < 0)
2893                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2894                                             Person::players[k]->yaw += 180;
2895                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
2896                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
2897                                             if (k == 0)
2898                                                 numwallflipped++;
2899                                         }
2900                                     }
2901                                 }
2902                             }
2903                         }
2904                     }
2905                 } else if (objects.type[i] == rocktype) {
2906                     lowpoint2 = Person::players[k]->coords;
2907                     lowpoint = Person::players[k]->coords;
2908                     lowpoint.y += 2;
2909                     if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2910                         Person::players[k]->coords = colpoint;
2911                         Person::players[k]->collide = 1;
2912                         tempcollide = 1;
2913
2914                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2915                             //flipped into a rock
2916                             if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
2917                                 Person::players[k]->RagDoll(0);
2918
2919                             if (Person::players[k]->animTarget == jumpupanim) {
2920                                 Person::players[k]->jumppower = -4;
2921                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
2922                             }
2923                             Person::players[k]->target = 0;
2924                             Person::players[k]->frameTarget = 0;
2925                             Person::players[k]->onterrain = 1;
2926
2927                             if (Person::players[k]->id == 0) {
2928                                 pause_sound(whooshsound);
2929                                 OPENAL_SetVolume(channels[whooshsound], 0);
2930                             }
2931
2932                             //landing
2933                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2934                                 if (Person::players[k]->isFlip())
2935                                     Person::players[k]->jumppower = -4;
2936                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
2937                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2938                                 if (k == 0) {
2939                                     envsound[numenvsounds] = Person::players[k]->coords;
2940                                     envsoundvol[numenvsounds] = 16;
2941                                     envsoundlife[numenvsounds] = .4;
2942                                     numenvsounds++;
2943                                 }
2944
2945                             }
2946                         }
2947                     }
2948                 }
2949             }
2950
2951             if (tempcollide)
2952                 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2953                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2954                     lowpoint = Person::players[k]->coords;
2955                     lowpoint.y += 1.35;
2956                     if (objects.type[i] != rocktype)
2957                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2958                             if (Person::players[k]->animTarget != jumpupanim &&
2959                                     Person::players[k]->animTarget != jumpdownanim &&
2960                                     Person::players[k]->onterrain)
2961                                 Person::players[k]->avoidcollided = 1;
2962                             Person::players[k]->coords = lowpoint;
2963                             Person::players[k]->coords.y -= 1.35;
2964                             Person::players[k]->collide = 1;
2965
2966                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2967                                     (Person::players[k]->animCurrent != climbanim &&
2968                                      Person::players[k]->animCurrent != hanganim &&
2969                                      !Person::players[k]->isWallJump() ||
2970                                      Person::players[k]->animTarget == jumpupanim ||
2971                                      Person::players[k]->animTarget == jumpdownanim)) {
2972                                 lowpoint = Person::players[k]->coords;
2973                                 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2974                                 lowpoint = Person::players[k]->coords;
2975                                 lowpoint.y += .05;
2976                                 facing = 0;
2977                                 facing.z = -1;
2978                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2979                                 lowpointtarget = lowpoint + facing * 1.4;
2980                                 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2981                                 if (whichhit != -1) {
2982                                     lowpoint = Person::players[k]->coords;
2983                                     lowpoint.y += .1;
2984                                     lowpointtarget = lowpoint + facing * 1.4;
2985                                     lowpoint2 = lowpoint;
2986                                     lowpointtarget2 = lowpointtarget;
2987                                     lowpoint3 = lowpoint;
2988                                     lowpointtarget3 = lowpointtarget;
2989                                     lowpoint4 = lowpoint;
2990                                     lowpointtarget4 = lowpointtarget;
2991                                     lowpoint5 = lowpoint;
2992                                     lowpointtarget5 = lowpointtarget;
2993                                     lowpoint6 = lowpoint;
2994                                     lowpointtarget6 = lowpointtarget;
2995                                     lowpoint7 = lowpoint;
2996                                     lowpointtarget7 = lowpoint;
2997                                     lowpoint2.x += .1;
2998                                     lowpointtarget2.x += .1;
2999                                     lowpoint3.z += .1;
3000                                     lowpointtarget3.z += .1;
3001                                     lowpoint4.x -= .1;
3002                                     lowpointtarget4.x -= .1;
3003                                     lowpoint5.z -= .1;
3004                                     lowpointtarget5.z -= .1;
3005                                     lowpoint6.y += 45 / 13;
3006                                     lowpointtarget6.y += 45 / 13;
3007                                     lowpointtarget6 += facing * .6;
3008                                     lowpointtarget7.y += 90 / 13;
3009                                     whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3010                                     if (objects.friction[i] > .5)
3011                                         if (whichhit != -1) {
3012                                             if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3013                                                 Person::players[k]->collided = 1;
3014                                             if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3015                                                 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3016                                                     if (     objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3017                                                              &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3018                                                              objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3019                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3020                                                              objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3021                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3022                                                              objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3023                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3024                                                         for (int j = 0; j < 45; j++) {
3025                                                             lowpoint = Person::players[k]->coords;
3026                                                             lowpoint.y += (float)j / 13;
3027                                                             lowpointtarget = lowpoint + facing * 1.4;
3028                                                             if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3029                                                                                                    &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3030                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3031                                                                     break;
3032                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3033                                                                     lowpoint = Person::players[k]->coords;
3034                                                                     lowpoint.y += (float)j / 13;
3035                                                                     lowpointtarget = lowpoint + facing * 1.3;
3036                                                                     flatfacing = Person::players[k]->coords;
3037                                                                     Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3038                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
3039                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3040
3041                                                                     if (j > 10 || !Person::players[k]->isRun()) {
3042                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3043                                                                             if (k == 0)
3044                                                                                 pause_sound(whooshsound);
3045                                                                         }
3046                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3047
3048                                                                         lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3049                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3050                                                                         if (lowpointtarget.z < 0)
3051                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3052                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
3053                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
3054
3055                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
3056                                                                         Person::players[k]->velocity = 0;
3057
3058                                                                         //climb ledge (?)
3059                                                                         if (Person::players[k]->animTarget == jumpupanim) {
3060                                                                             Person::players[k]->animTarget = climbanim;
3061                                                                             Person::players[k]->jumppower = 0;
3062                                                                             Person::players[k]->jumpclimb = 1;
3063                                                                         }
3064                                                                         Person::players[k]->transspeed = 6;
3065                                                                         Person::players[k]->target = 0;
3066                                                                         Person::players[k]->frameTarget = 1;
3067                                                                         //hang ledge (?)
3068                                                                         if (j > 25) {
3069                                                                             Person::players[k]->setAnimation(hanganim);
3070                                                                             Person::players[k]->jumppower = 0;
3071                                                                         }
3072                                                                     }
3073                                                                     break;
3074                                                                 }
3075                                                             }
3076                                                         }
3077                                         }
3078                                 }
3079                             }
3080                         }
3081                 }
3082             if (Person::players[k]->collide <= 0) {
3083                 //in the air
3084                 if (!Person::players[k]->onterrain &&
3085                         Person::players[k]->animTarget != jumpupanim &&
3086                         Person::players[k]->animTarget != jumpdownanim &&
3087                         Person::players[k]->animTarget != climbanim &&
3088                         Person::players[k]->animTarget != hanganim &&
3089                         !Person::players[k]->isWallJump() &&
3090                         !Person::players[k]->isFlip()) {
3091                     if (Person::players[k]->animCurrent != climbanim &&
3092                             Person::players[k]->animCurrent != tempanim &&
3093                             Person::players[k]->animTarget != backhandspringanim &&
3094                             (Person::players[k]->animTarget != rollanim ||
3095                              Person::players[k]->frameTarget < 2 ||
3096                              Person::players[k]->frameTarget > 6)) {
3097                         //stagger off ledge (?)
3098                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
3099                             Person::players[k]->RagDoll(0);
3100                         Person::players[k]->setAnimation(jumpdownanim);
3101
3102                         if (!k)
3103                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
3104                     }
3105                     //gravity
3106                     Person::players[k]->velocity.y += gravity;
3107                 }
3108             }
3109         }
3110         Person::players[k]->realoldcoords = Person::players[k]->coords;
3111     }
3112 }
3113
3114 void doAttacks()
3115 {
3116     static int randattack;
3117     static bool playerrealattackkeydown = 0;
3118
3119     if (!Input::isKeyDown(attackkey))
3120         oldattackkey = 0;
3121     if (oldattackkey)
3122         Person::players[0]->attackkeydown = 0;
3123     if (oldattackkey)
3124         playerrealattackkeydown = 0;
3125     if (!oldattackkey)
3126         playerrealattackkeydown = Input::isKeyDown(attackkey);
3127     if ((Person::players[0]->parriedrecently <= 0 ||
3128             Person::players[0]->weaponactive == -1) &&
3129             (!oldattackkey ||
3130              (realthreat &&
3131               Person::players[0]->lastattack != swordslashanim &&
3132               Person::players[0]->lastattack != knifeslashstartanim &&
3133               Person::players[0]->lastattack != staffhitanim &&
3134               Person::players[0]->lastattack != staffspinhitanim)))
3135         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
3136     if (Input::isKeyDown(attackkey) &&
3137             !oldattackkey &&
3138             !Person::players[0]->backkeydown) {
3139         for (unsigned k = 0; k < Person::players.size(); k++) {
3140             if ((Person::players[k]->animTarget == swordslashanim ||
3141                     Person::players[k]->animTarget == staffhitanim ||
3142                     Person::players[k]->animTarget == staffspinhitanim) &&
3143                     Person::players[0]->animCurrent != dodgebackanim &&
3144                     !Person::players[k]->skeleton.free)
3145                 Person::players[k]->Reverse();
3146         }
3147     }
3148
3149     if (!hostile || indialogue != -1)
3150         Person::players[0]->attackkeydown = 0;
3151
3152     for (unsigned k = 0; k < Person::players.size(); k++) {
3153         if (indialogue != -1)
3154             Person::players[k]->attackkeydown = 0;
3155         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
3156             if (Person::players[k]->aitype != playercontrolled)
3157                 Person::players[k]->victim = Person::players[0];
3158             //attack key pressed
3159             if (Person::players[k]->attackkeydown) {
3160                 //dodge backward
3161                 if (Person::players[k]->backkeydown &&
3162                         Person::players[k]->animTarget != backhandspringanim &&
3163                         (Person::players[k]->isIdle() ||
3164                          Person::players[k]->isStop() ||
3165                          Person::players[k]->isRun() ||
3166                          Person::players[k]->animTarget == walkanim)) {
3167                     if (Person::players[k]->jumppower <= 1) {
3168                         Person::players[k]->jumppower -= 2;
3169                     } else {
3170                         for (unsigned i = 0; i < Person::players.size(); i++) {
3171                             if (i == k)
3172                                 continue;
3173                             if (Person::players[i]->animTarget == swordslashanim ||
3174                                     Person::players[i]->animTarget == knifeslashstartanim ||
3175                                     Person::players[i]->animTarget == staffhitanim ||
3176                                     Person::players[i]->animTarget == staffspinhitanim)
3177                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3178                                     Person::players[k]->setAnimation(dodgebackanim);
3179                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3180                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3181                                 }
3182                         }
3183                         if (Person::players[k]->animTarget != dodgebackanim) {
3184                             if (k == 0)
3185                                 numflipped++;
3186                             Person::players[k]->setAnimation(backhandspringanim);
3187                             Person::players[k]->targetyaw = -yaw + 180;
3188                             if (Person::players[k]->leftkeydown)
3189                                 Person::players[k]->targetyaw -= 45;
3190                             if (Person::players[k]->rightkeydown)
3191                                 Person::players[k]->targetyaw += 45;
3192                             Person::players[k]->yaw = Person::players[k]->targetyaw;
3193                             Person::players[k]->jumppower -= 2;
3194                         }
3195                     }
3196                 }
3197                 //attack
3198                 if (!animation[Person::players[k]->animTarget].attack &&
3199                         !Person::players[k]->backkeydown &&
3200                         (Person::players[k]->isIdle() ||
3201                          Person::players[k]->isRun() ||
3202                          Person::players[k]->animTarget == walkanim ||
3203                          Person::players[k]->animTarget == sneakanim ||
3204                          Person::players[k]->isCrouch())) {
3205                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3206                     //normal attacks (?)
3207                     Person::players[k]->hasvictim = 0;
3208                     if (Person::players.size() > 1)
3209                         for (unsigned i = 0; i < Person::players.size(); i++) {
3210                             if (i == k || !(k == 0 || i == 0))
3211                                 continue;
3212                             if (!Person::players[k]->hasvictim)
3213                                 if (animation[Person::players[k]->animTarget].attack != reversal) {
3214                                     //choose an attack
3215                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3216                                     if (distance < 4.5 &&
3217                                             !Person::players[i]->skeleton.free &&
3218                                             Person::players[i]->howactive < typedead1 &&
3219                                             Person::players[i]->animTarget != jumpreversedanim &&
3220                                             Person::players[i]->animTarget != rabbitkickreversedanim &&
3221                                             Person::players[i]->animTarget != rabbitkickanim &&
3222                                             Person::players[k]->animTarget != rabbitkickanim &&
3223                                             Person::players[i]->animTarget != getupfrombackanim &&
3224                                             (Person::players[i]->animTarget != staggerbackhighanim &&
3225                                              (Person::players[i]->animTarget != staggerbackhardanim ||
3226                                               animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3227                                             Person::players[i]->animTarget != jumpdownanim &&
3228                                             Person::players[i]->animTarget != jumpupanim &&
3229                                             Person::players[i]->animTarget != getupfromfrontanim) {
3230                                         Person::players[k]->victim = Person::players[i];
3231                                         Person::players[k]->hasvictim = 1;
3232                                         if (Person::players[k]->aitype == playercontrolled) { //human player
3233                                             //sweep
3234                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3235                                                     Person::players[k]->crouchkeydown &&
3236                                                     animation[Person::players[i]->animTarget].height != lowheight)
3237                                                 Person::players[k]->animTarget = sweepanim;
3238                                             //winduppunch
3239                                             else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3240                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3241                                                      !Person::players[k]->forwardkeydown &&
3242                                                      !Person::players[k]->leftkeydown &&
3243                                                      !Person::players[k]->rightkeydown &&
3244                                                      !Person::players[k]->crouchkeydown &&
3245                                                      !attackweapon &&
3246                                                      !reversaltrain)
3247                                                 Person::players[k]->animTarget = winduppunchanim;
3248                                             //upunch
3249                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3250                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3251                                                      !Person::players[k]->forwardkeydown &&
3252                                                      !Person::players[k]->leftkeydown &&
3253                                                      !Person::players[k]->rightkeydown &&
3254                                                      !Person::players[k]->crouchkeydown &&
3255                                                      !attackweapon)
3256                                                 Person::players[k]->animTarget = upunchanim;
3257                                             //knifefollow
3258                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3259                                                      Person::players[i]->staggerdelay > 0 &&
3260                                                      attackweapon == knife &&
3261                                                      Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3262                                                 Person::players[k]->animTarget = knifefollowanim;
3263                                             //knifeslashstart
3264                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3265                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3266                                                      !Person::players[k]->forwardkeydown &&
3267                                                      !Person::players[k]->leftkeydown &&
3268                                                      !Person::players[k]->rightkeydown &&
3269                                                      !Person::players[k]->crouchkeydown &&
3270                                                      attackweapon == knife &&
3271                                                      Person::players[k]->weaponmissdelay <= 0)
3272                                                 Person::players[k]->animTarget = knifeslashstartanim;
3273                                             //swordslash
3274                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3275                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3276                                                      !Person::players[k]->crouchkeydown &&
3277                                                      attackweapon == sword &&
3278                                                      Person::players[k]->weaponmissdelay <= 0)
3279                                                 Person::players[k]->animTarget = swordslashanim;
3280                                             //staffhit
3281                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3282                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3283                                                      !Person::players[k]->crouchkeydown &&
3284                                                      attackweapon == staff &&
3285                                                      Person::players[k]->weaponmissdelay <= 0 &&
3286                                                      !Person::players[k]->leftkeydown &&
3287                                                      !Person::players[k]->rightkeydown &&
3288                                                      !Person::players[k]->forwardkeydown)
3289                                                 Person::players[k]->animTarget = staffhitanim;
3290                                             //staffspinhit
3291                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3292                                                      animation[Person::players[i]->animTarget].height != lowheight &&
3293                                                      !Person::players[k]->crouchkeydown &&
3294                                                      attackweapon == staff &&
3295                                                      Person::players[k]->weaponmissdelay <= 0)
3296                                                 Person::players[k]->animTarget = staffspinhitanim;
3297                                             //spinkick
3298                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3299                                                      animation[Person::players[i]->animTarget].height != lowheight)
3300                                                 Person::players[k]->animTarget = spinkickanim;
3301                                             //lowkick
3302                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3303                                                      animation[Person::players[i]->animTarget].height == lowheight &&
3304                                                      animation[Person::players[k]->animTarget].attack != normalattack)
3305                                                 Person::players[k]->animTarget = lowkickanim;
3306                                         } else { //AI player
3307                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3308                                                 randattack = abs(Random() % 5);
3309                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3310                                                     //sweep
3311                                                     if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3312                                                         Person::players[k]->animTarget = sweepanim;
3313                                                     //upunch
3314                                                     else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3315                                                              !attackweapon)
3316                                                         Person::players[k]->animTarget = upunchanim;
3317                                                     //spinkick
3318                                                     else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3319                                                         Person::players[k]->animTarget = spinkickanim;
3320                                                     //lowkick
3321                                                     else if (animation[Person::players[i]->animTarget].height == lowheight)
3322                                                         Person::players[k]->animTarget = lowkickanim;
3323                                                 }
3324                                                 if (attackweapon) {
3325                                                     //sweep
3326                                                     if ((tutoriallevel != 1 || !attackweapon) &&
3327                                                             distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3328                                                             randattack == 0 &&
3329                                                             animation[Person::players[i]->animTarget].height != lowheight)
3330                                                         Person::players[k]->animTarget = sweepanim;
3331                                                     //knifeslashstart
3332                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3333                                                              attackweapon == knife &&
3334                                                              Person::players[k]->weaponmissdelay <= 0)
3335                                                         Person::players[k]->animTarget = knifeslashstartanim;
3336                                                     //swordslash
3337                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
3338                                                                Person::players[0]->hasvictim &&
3339                                                                Person::players[0]->animTarget == swordslashanim) &&
3340                                                              attackweapon == sword &&
3341                                                              Person::players[k]->weaponmissdelay <= 0)
3342                                                         Person::players[k]->animTarget = swordslashanim;
3343                                                     //staffhit
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 = staffhitanim;
3351                                                     //staffspinhit
3352                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
3353                                                                Person::players[0]->hasvictim &&
3354                                                                Person::players[0]->animTarget == swordslashanim) &&
3355                                                              attackweapon == staff &&
3356                                                              Person::players[k]->weaponmissdelay <= 0 &&
3357                                                              randattack >= 3)
3358                                                         Person::players[k]->animTarget = staffspinhitanim;
3359                                                     //spinkick
3360                                                     else if ((tutoriallevel != 1 || !attackweapon) &&
3361                                                              distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3362                                                              randattack == 1 &&
3363                                                              animation[Person::players[i]->animTarget].height != lowheight)
3364                                                         Person::players[k]->animTarget = spinkickanim;
3365                                                     //lowkick
3366                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3367                                                              animation[Person::players[i]->animTarget].height == lowheight &&
3368                                                              animation[Person::players[k]->animTarget].attack != normalattack)
3369                                                         Person::players[k]->animTarget = lowkickanim;
3370                                                 }
3371                                             }
3372                                         }
3373                                         //upunch becomes wolfslap
3374                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3375                                             Person::players[k]->animTarget = wolfslapanim;
3376                                     }
3377                                     //sneak attacks
3378                                     if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3379                                             Person::players[i]->howactive < typedead1 &&
3380                                             distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3381                                             !Person::players[i]->skeleton.free &&
3382                                             Person::players[i]->animTarget != getupfrombackanim &&
3383                                             Person::players[i]->animTarget != getupfromfrontanim &&
3384                                             (Person::players[i]->surprised > 0 ||
3385                                              Person::players[i]->aitype == passivetype ||
3386                                              attackweapon && Person::players[i]->stunned > 0) &&
3387                                             normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3388                                         //sneakattack
3389                                         if (!attackweapon) {
3390                                             Person::players[k]->animCurrent = sneakattackanim;
3391                                             Person::players[k]->animTarget = sneakattackanim;
3392                                             Person::players[i]->animCurrent = sneakattackedanim;
3393                                             Person::players[i]->animTarget = sneakattackedanim;
3394                                             Person::players[k]->oldcoords = Person::players[k]->coords;
3395                                             Person::players[k]->coords = Person::players[i]->coords;
3396                                         }
3397                                         //knifesneakattack
3398                                         if (attackweapon == knife) {
3399                                             Person::players[k]->animCurrent = knifesneakattackanim;
3400                                             Person::players[k]->animTarget = knifesneakattackanim;
3401                                             Person::players[i]->animCurrent = knifesneakattackedanim;
3402                                             Person::players[i]->animTarget = knifesneakattackedanim;
3403                                             Person::players[i]->oldcoords = Person::players[i]->coords;
3404                                             Person::players[i]->coords = Person::players[k]->coords;
3405                                         }
3406                                         //swordsneakattack
3407                                         if (attackweapon == sword) {
3408                                             Person::players[k]->animCurrent = swordsneakattackanim;
3409                                             Person::players[k]->animTarget = swordsneakattackanim;
3410                                             Person::players[i]->animCurrent = swordsneakattackedanim;
3411                                             Person::players[i]->animTarget = swordsneakattackedanim;
3412                                             Person::players[i]->oldcoords = Person::players[i]->coords;
3413                                             Person::players[i]->coords = Person::players[k]->coords;
3414                                         }
3415                                         if (attackweapon != staff) {
3416                                             Person::players[k]->victim = Person::players[i];
3417                                             Person::players[k]->hasvictim = 1;
3418                                             Person::players[i]->targettilt2 = 0;
3419                                             Person::players[i]->frameTarget = 1;
3420                                             Person::players[i]->frameCurrent = 0;
3421                                             Person::players[i]->target = 0;
3422                                             Person::players[i]->velocity = 0;
3423                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3424                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3425                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3426                                             Person::players[k]->target = Person::players[i]->target;
3427                                             Person::players[k]->velocity = 0;
3428                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
3429                                             Person::players[k]->yaw = Person::players[i]->yaw;
3430                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
3431                                         }
3432                                     }
3433                                     if (animation[Person::players[k]->animTarget].attack == normalattack &&
3434                                             Person::players[k]->victim == Person::players[i] &&
3435                                             (!Person::players[i]->skeleton.free)) {
3436                                         oldattackkey = 1;
3437                                         Person::players[k]->frameTarget = 0;
3438                                         Person::players[k]->target = 0;
3439
3440                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3441                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3442                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3443                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3444                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
3445                                     }
3446                                     if (Person::players[k]->animTarget == knifefollowanim &&
3447                                             Person::players[k]->victim == Person::players[i]) {
3448                                         oldattackkey = 1;
3449                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3450                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3451                                         Person::players[k]->victim = Person::players[i];
3452                                         Person::players[k]->hasvictim = 1;
3453                                         Person::players[i]->animTarget = knifefollowedanim;
3454                                         Person::players[i]->animCurrent = knifefollowedanim;
3455                                         Person::players[i]->targettilt2 = 0;
3456                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3457                                         Person::players[i]->frameTarget = 1;
3458                                         Person::players[i]->frameCurrent = 0;
3459                                         Person::players[i]->target = 0;
3460                                         Person::players[i]->velocity = 0;
3461                                         Person::players[k]->animCurrent = knifefollowanim;
3462                                         Person::players[k]->animTarget = knifefollowanim;
3463                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3464                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3465                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3466                                         Person::players[k]->target = Person::players[i]->target;
3467                                         Person::players[k]->velocity = 0;
3468                                         Person::players[k]->oldcoords = Person::players[k]->coords;
3469                                         Person::players[i]->coords = Person::players[k]->coords;
3470                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3471                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
3472                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
3473                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
3474                                     }
3475                                 }
3476                         }
3477                     const bool hasstaff = attackweapon == staff;
3478                     if (k == 0 && Person::players.size() > 1)
3479                         for (unsigned i = 0; i < Person::players.size(); i++) {
3480                             if (i == k)
3481                                 continue;
3482                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3483                                     animation[Person::players[k]->animTarget].attack == neutral) {
3484                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3485                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3486                                     if (Person::players[i]->skeleton.free)
3487                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3488                                                 (Person::players[i]->dead ||
3489                                                  Person::players[i]->skeleton.longdead > 1000 ||
3490                                                  Person::players[k]->isRun() ||
3491                                                  hasstaff ||
3492                                                  (attackweapon &&
3493                                                   (Person::players[i]->skeleton.longdead > 2000 ||
3494                                                    Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3495                                                    Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3496                                                   distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3497                                             Person::players[k]->victim = Person::players[i];
3498                                             Person::players[k]->hasvictim = 1;
3499                                             if (attackweapon && tutoriallevel != 1) {
3500                                                 //crouchstab
3501                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3502                                                     Person::players[k]->animTarget = crouchstabanim;
3503                                                 //swordgroundstab
3504                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3505                                                     Person::players[k]->animTarget = swordgroundstabanim;
3506                                                 //staffgroundsmash
3507                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3508                                                     Person::players[k]->animTarget = staffgroundsmashanim;
3509                                             }
3510                                             if (distance < 2.5 &&
3511                                                     Person::players[k]->crouchkeydown &&
3512                                                     Person::players[k]->animTarget != crouchstabanim &&
3513                                                     !attackweapon &&
3514                                                     Person::players[i]->dead &&
3515                                                     Person::players[i]->skeleton.free &&
3516                                                     Person::players[i]->skeleton.longdead > 1000) {
3517                                                 Person::players[k]->animTarget = killanim;
3518                                                 //TODO: refactor this out, what does it do?
3519                                                 for (int j = 0; j < terrain.numdecals; j++) {
3520                                                     if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3521                                                             terrain.decalalivetime[j] < 2)
3522                                                         terrain.DeleteDecal(j);
3523                                                 }
3524                                                 for (int l = 0; l < objects.numobjects; l++) {
3525                                                     if (objects.model[l].type == decalstype)
3526                                                         for (int j = 0; j < objects.model[l].numdecals; j++) {
3527                                                             if ((objects.model[l].decaltype[j] == blooddecal ||
3528                                                                     objects.model[l].decaltype[j] == blooddecalslow) &&
3529                                                                     objects.model[l].decalalivetime[j] < 2)
3530                                                                 objects.model[l].DeleteDecal(j);
3531                                                         }
3532                                                 }
3533                                             }
3534                                             if (!Person::players[i]->dead || musictype != 2)
3535                                                 if (distance < 3.5 &&
3536                                                         (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3537                                                         Person::players[k]->staggerdelay <= 0 &&
3538                                                         (Person::players[i]->dead ||
3539                                                          Person::players[i]->skeleton.longdead < 300 &&
3540                                                          Person::players[k]->lastattack != spinkickanim &&
3541                                                          Person::players[i]->skeleton.free) &&
3542                                                         (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3543                                                     Person::players[k]->animTarget = dropkickanim;
3544                                                     for (int j = 0; j < terrain.numdecals; j++) {
3545                                                         if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3546                                                                 terrain.decalalivetime[j] < 2) {
3547                                                             terrain.DeleteDecal(j);
3548                                                         }
3549                                                     }
3550                                                     for (int l = 0; l < objects.numobjects; l++) {
3551                                                         if (objects.model[l].type == decalstype)
3552                                                             for (int j = 0; j < objects.model[l].numdecals; j++) {
3553                                                                 if ((objects.model[l].decaltype[j] == blooddecal ||
3554                                                                         objects.model[l].decaltype[j] == blooddecalslow) &&
3555                                                                         objects.model[l].decalalivetime[j] < 2) {
3556                                                                     objects.model[l].DeleteDecal(j);
3557                                                                 }
3558                                                             }
3559                                                     }
3560                                                 }
3561                                         }
3562                                 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3563                                         Person::players[k]->victim == Person::players[i] &&
3564                                         (!Person::players[i]->skeleton.free ||
3565                                          Person::players[k]->animTarget == killanim ||
3566                                          Person::players[k]->animTarget == crouchstabanim ||
3567                                          Person::players[k]->animTarget == swordgroundstabanim ||
3568                                          Person::players[k]->animTarget == staffgroundsmashanim ||
3569                                          Person::players[k]->animTarget == dropkickanim)) {
3570                                     oldattackkey = 1;
3571                                     Person::players[k]->frameTarget = 0;
3572                                     Person::players[k]->target = 0;
3573
3574                                     XYZ targetpoint = Person::players[i]->coords;
3575                                     if (Person::players[k]->animTarget == crouchstabanim ||
3576                                             Person::players[k]->animTarget == swordgroundstabanim ||
3577                                             Person::players[k]->animTarget == staffgroundsmashanim) {
3578                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
3579                                                         Person::players[i]->jointPos(neck)) / 2 *
3580                                                        Person::players[i]->scale;
3581                                     }
3582                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3583                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3584
3585                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3586                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3587                                     }
3588
3589                                     if (Person::players[k]->animTarget == staffgroundsmashanim)
3590                                         Person::players[k]->targettilt2 += 10;
3591
3592                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3593                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3594                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
3595
3596                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
3597                                         Person::players[k]->targetyaw += 30;
3598                                     }
3599                                 }
3600                             }
3601                         }
3602                     if (!Person::players[k]->hasvictim) {
3603                         //find victim
3604                         for (unsigned i = 0; i < Person::players.size(); i++) {
3605                             if (i == k || !(i == 0 || k == 0))
3606                                 continue;
3607                             if (!Person::players[i]->skeleton.free) {
3608                                 if (Person::players[k]->hasvictim) {
3609                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3610                                             distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3611                                         Person::players[k]->victim = Person::players[i];
3612                                 } else {
3613                                     Person::players[k]->victim = Person::players[i];
3614                                     Person::players[k]->hasvictim = 1;
3615                                 }
3616                             }
3617                         }
3618                     }
3619                     if (Person::players[k]->aitype == playercontrolled)
3620                         //rabbit kick
3621                         if (Person::players[k]->attackkeydown &&
3622                                 Person::players[k]->isRun() &&
3623                                 Person::players[k]->wasRun() &&
3624                                 ((Person::players[k]->hasvictim &&
3625                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3626                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3627                                   !Person::players[k]->victim->skeleton.free &&
3628                                   Person::players[k]->victim->animTarget != getupfrombackanim &&
3629                                   Person::players[k]->victim->animTarget != getupfromfrontanim &&
3630                                   animation[Person::players[k]->victim->animTarget].height != lowheight &&
3631                                   Person::players[k]->aitype != playercontrolled && //wat???
3632                                   normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3633                                   Person::players[k]->rabbitkickenabled) ||
3634                                  Person::players[k]->jumpkeydown)) {
3635                             oldattackkey = 1;
3636                             Person::players[k]->setAnimation(rabbitkickanim);
3637                         }
3638                     //update counts
3639                     if (animation[Person::players[k]->animTarget].attack && k == 0) {
3640                         numattacks++;
3641                         switch (attackweapon) {
3642                         case 0:
3643                             numunarmedattack++;
3644                             break;
3645                         case knife:
3646                             numknifeattack++;
3647                             break;
3648                         case sword:
3649                             numswordattack++;
3650                             break;
3651                         case staff:
3652                             numstaffattack++;
3653                             break;
3654                         }
3655                     }
3656                 }
3657             }
3658         }
3659     }
3660 }
3661
3662 void doPlayerCollisions()
3663 {
3664     static XYZ rotatetarget;
3665     static float collisionradius;
3666     if (Person::players.size() > 1)
3667         for (unsigned k = 0; k < Person::players.size(); k++)
3668             for (unsigned i = k + 1; i < Person::players.size(); i++) {
3669                 //neither player is part of a reversal
3670                 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3671                         animation[Person::players[i]->animTarget].attack != reversal &&
3672                         animation[Person::players[k]->animTarget].attack != reversed &&
3673                         animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3674                     if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3675                             animation[Person::players[i]->animCurrent].attack != reversal &&
3676                             animation[Person::players[k]->animCurrent].attack != reversed &&
3677                             animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3678                         //neither is sleeping
3679                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3680                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3681                                 //in same patch, neither is climbing
3682                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3683                                         Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3684                                         Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3685                                         Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3686                                         Person::players[i]->animTarget != climbanim &&
3687                                         Person::players[i]->animTarget != hanganim &&
3688                                         Person::players[k]->animTarget != climbanim &&
3689                                         Person::players[k]->animTarget != hanganim)
3690                                     //players are close (bounding box test)
3691                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3692                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3693                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3694                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3695                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3696                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3697                                                             //spread fire from player to player
3698                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3699                                                                     < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3700                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3701                                                                     if (!Person::players[i]->onfire)
3702                                                                         Person::players[i]->CatchFire();
3703                                                                     if (!Person::players[k]->onfire)
3704                                                                         Person::players[k]->CatchFire();
3705                                                                 }
3706                                                             }
3707
3708                                                             XYZ tempcoords1 = Person::players[i]->coords;
3709                                                             XYZ tempcoords2 = Person::players[k]->coords;
3710                                                             if (!Person::players[i]->skeleton.oldfree)
3711                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3712                                                             if (!Person::players[k]->skeleton.oldfree)
3713                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3714                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3715                                                             if (Person::players[0]->hasvictim)
3716                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3717                                                                     collisionradius = 3;
3718                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3719                                                                     (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3720                                                                      distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3721                                                                 //jump down on a dead body
3722                                                                 if (k == 0 || i == 0) {
3723                                                                     int l = i ? i : k;
3724                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
3725                                                                             !Person::players[0]->skeleton.oldfree &&
3726                                                                             !Person::players[0]->skeleton.free &&
3727                                                                             Person::players[l]->skeleton.oldfree &&
3728                                                                             Person::players[l]->skeleton.free &&
3729                                                                             Person::players[l]->dead &&
3730                                                                             Person::players[0]->lastcollide <= 0 &&
3731                                                                             fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3732                                                                             distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3733                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
3734                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
3735                                                                         Person::players[l]->skeleton.free = 0;
3736                                                                         Person::players[l]->yaw = 0;
3737                                                                         Person::players[l]->RagDoll(0);
3738                                                                         Person::players[l]->DoDamage(20);
3739                                                                         camerashake += .3;
3740                                                                         Person::players[l]->skeleton.longdead = 0;
3741                                                                         Person::players[0]->lastcollide = 1;
3742                                                                     }
3743                                                                 }
3744
3745                                                                 if (     (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3746                                                                          (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3747                                                                          (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3748                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3749                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3750                                                                             Person::players[i]->skeleton.free) &&
3751                                                                             (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3752                                                                              Person::players[k]->skeleton.free))
3753                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3754                                                                                 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3755                                                                                 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3756                                                                                 (k == 0 ||
3757                                                                                  k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3758                                                                                  /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3759                                                                                 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3760                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3761                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3762                                                                             //If hit by body
3763                                                                             if (     (i != 0 || Person::players[i]->skeleton.free) &&
3764                                                                                      (k != 0 || Person::players[k]->skeleton.free) ||
3765                                                                                      (animation[Person::players[i]->animTarget].height == highheight &&
3766                                                                                       animation[Person::players[k]->animTarget].height == highheight)) {
3767                                                                                 if (tutoriallevel != 1) {
3768                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3769                                                                                 }
3770
3771                                                                                 Person::players[i]->RagDoll(0);
3772                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3773                                                                                     award_bonus(0, aimbonus);
3774                                                                                 }
3775                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3776                                                                                 Person::players[k]->RagDoll(0);
3777                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3778                                                                                     award_bonus(0, aimbonus); // Huh, again?
3779                                                                                 }
3780                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3781
3782                                                                                 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3783                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3784                                                                                 }
3785                                                                                 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3786                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3787                                                                                 }
3788
3789                                                                             }
3790                                                                         }
3791                                                                     if (     (animation[Person::players[i]->animTarget].attack == neutral ||
3792                                                                               animation[Person::players[i]->animTarget].attack == normalattack) &&
3793                                                                              (animation[Person::players[k]->animTarget].attack == neutral ||
3794                                                                               animation[Person::players[k]->animTarget].attack == normalattack)) {
3795                                                                         //If bumped
3796                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3797                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3798                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3799                                                                                 Normalise(&rotatetarget);
3800                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3801                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3802                                                                                                    * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3803                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3804                                                                                 if (Person::players[k]->howactive == typeactive || hostile)
3805                                                                                     if (Person::players[k]->isIdle()) {
3806                                                                                         if (Person::players[k]->howactive < typesleeping)
3807                                                                                             Person::players[k]->setAnimation(Person::players[k]->getStop());
3808                                                                                         else if (Person::players[k]->howactive == typesleeping)
3809                                                                                             Person::players[k]->setAnimation(getupfromfrontanim);
3810                                                                                         if (!editorenabled)
3811                                                                                             Person::players[k]->howactive = typeactive;
3812                                                                                     }
3813                                                                                 if (Person::players[i]->howactive == typeactive || hostile)
3814                                                                                     if (Person::players[i]->isIdle()) {
3815                                                                                         if (Person::players[i]->howactive < typesleeping)
3816                                                                                             Person::players[i]->setAnimation(Person::players[k]->getStop());
3817                                                                                         else
3818                                                                                             Person::players[i]->setAnimation(getupfromfrontanim);
3819                                                                                         if (!editorenabled)
3820                                                                                             Person::players[i]->howactive = typeactive;
3821                                                                                     }
3822                                                                             }
3823                                                                             //jump down on player
3824                                                                             if (hostile) {
3825                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3826                                                                                         !Person::players[i]->isCrouch() &&
3827                                                                                         Person::players[i]->animTarget != rollanim &&
3828                                                                                         !Person::players[k]->skeleton.oldfree && !
3829                                                                                         Person::players[k]->skeleton.free &&
3830                                                                                         Person::players[k]->lastcollide <= 0 &&
3831                                                                                         Person::players[k]->velocity.y < -10) {
3832                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
3833                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3834                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3835                                                                                     Person::players[i]->DoDamage(20);
3836                                                                                     Person::players[i]->RagDoll(0);
3837                                                                                     Person::players[k]->lastcollide = 1;
3838                                                                                     award_bonus(k, AboveBonus);
3839                                                                                 }
3840                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3841                                                                                         !Person::players[k]->isCrouch() &&
3842                                                                                         Person::players[k]->animTarget != rollanim &&
3843                                                                                         !Person::players[i]->skeleton.oldfree &&
3844                                                                                         !Person::players[i]->skeleton.free &&
3845                                                                                         Person::players[i]->lastcollide <= 0 &&
3846                                                                                         Person::players[i]->velocity.y < -10) {
3847                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
3848                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3849                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3850                                                                                     Person::players[k]->DoDamage(20);
3851                                                                                     Person::players[k]->RagDoll(0);
3852                                                                                     Person::players[i]->lastcollide = 1;
3853                                                                                     award_bonus(i, AboveBonus);
3854                                                                                 }
3855                                                                             }
3856                                                                         }
3857                                                                     }
3858                                                                 }
3859                                                                 Person::players[i]->CheckKick();
3860                                                                 Person::players[k]->CheckKick();
3861                                                             }
3862                                                         }
3863             }
3864 }
3865
3866 void doAI(unsigned i)
3867 {
3868     static bool connected;
3869     if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
3870         Person::players[i]->jumpclimb = 0;
3871         //disable movement in editor
3872         if (editorenabled)
3873             Person::players[i]->stunned = 1;
3874
3875         Person::players[i]->pause = 0;
3876         if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3877                 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3878                 !Person::players[0]->onterrain)
3879             Person::players[i]->pause = 1;
3880
3881         //pathfinding
3882         if (Person::players[i]->aitype == pathfindtype) {
3883             if (Person::players[i]->finalpathfindpoint == -1) {
3884                 float closestdistance;
3885                 float tempdist;
3886                 int closest;
3887                 XYZ colpoint;
3888                 closest = -1;
3889                 closestdistance = -1;
3890                 for (int j = 0; j < numpathpoints; j++)
3891                     if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3892                         closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3893                         closest = j;
3894                         Person::players[i]->finaltarget = pathpoint[j];
3895                     }
3896                 Person::players[i]->finalpathfindpoint = closest;
3897                 for (int j = 0; j < numpathpoints; j++)
3898                     for (int k = 0; k < numpathpointconnect[j]; k++) {
3899                         DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3900                         if (sq(tempdist) < closestdistance)
3901                             if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3902                                     findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3903                                 closestdistance = sq(tempdist);
3904                                 closest = j;
3905                                 Person::players[i]->finaltarget = colpoint;
3906                             }
3907                     }
3908                 Person::players[i]->finalpathfindpoint = closest;
3909
3910             }
3911             if (Person::players[i]->targetpathfindpoint == -1) {
3912                 float closestdistance;
3913                 float tempdist;
3914                 int closest;
3915                 XYZ colpoint;
3916                 closest = -1;
3917                 closestdistance = -1;
3918                 if (Person::players[i]->lastpathfindpoint == -1) {
3919                     for (int j = 0; j < numpathpoints; j++) {
3920                         if (j != Person::players[i]->lastpathfindpoint)
3921                             if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3922                                 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3923                                 closest = j;
3924                             }
3925                     }
3926                     Person::players[i]->targetpathfindpoint = closest;
3927                     for (int j = 0; j < numpathpoints; j++)
3928                         if (j != Person::players[i]->lastpathfindpoint)
3929                             for (int k = 0; k < numpathpointconnect[j]; k++) {
3930                                 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3931                                 if (sq(tempdist) < closestdistance) {
3932                                     if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3933                                             findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3934                                         closestdistance = sq(tempdist);
3935                                         closest = j;
3936                                     }
3937                                 }
3938                             }
3939                     Person::players[i]->targetpathfindpoint = closest;
3940                 } else {
3941                     for (int j = 0; j < numpathpoints; j++)
3942                         if (j != Person::players[i]->lastpathfindpoint &&
3943                                 j != Person::players[i]->lastpathfindpoint2 &&
3944                                 j != Person::players[i]->lastpathfindpoint3 &&
3945                                 j != Person::players[i]->lastpathfindpoint4) {
3946                             connected = 0;
3947                             if (numpathpointconnect[j])
3948                                 for (int k = 0; k < numpathpointconnect[j]; k++)
3949                                     if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3950                                         connected = 1;
3951                             if (!connected)
3952                                 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3953                                     for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3954                                         if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3955                                             connected = 1;
3956                             if (connected) {
3957                                 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3958                                 if (closest == -1 || tempdist < closestdistance) {
3959                                     closestdistance = tempdist;
3960                                     closest = j;
3961                                 }
3962                             }
3963                         }
3964                     Person::players[i]->targetpathfindpoint = closest;
3965                 }
3966             }
3967             Person::players[i]->losupdatedelay -= multiplier;
3968
3969             Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3970             Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3971
3972             //reached target point
3973             if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3974                 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3975                 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3976                 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3977                 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3978                 if (Person::players[i]->lastpathfindpoint2 == -1)
3979                     Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3980                 if (Person::players[i]->lastpathfindpoint3 == -1)
3981                     Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3982                 if (Person::players[i]->lastpathfindpoint4 == -1)
3983                     Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3984                 Person::players[i]->targetpathfindpoint = -1;
3985             }
3986             if (     distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3987                      distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3988                      distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3989                      Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3990                 Person::players[i]->aitype = passivetype;
3991             }
3992
3993             Person::players[i]->forwardkeydown = 1;
3994             Person::players[i]->leftkeydown = 0;
3995             Person::players[i]->backkeydown = 0;
3996             Person::players[i]->rightkeydown = 0;
3997             Person::players[i]->crouchkeydown = 0;
3998             Person::players[i]->attackkeydown = 0;
3999             Person::players[i]->throwkeydown = 0;
4000
4001             if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4002                 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4003
4004             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4005                 Person::players[i]->jumpkeydown = 0;
4006             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4007                 Person::players[i]->jumpkeydown = 1;
4008
4009             if ((tutoriallevel != 1 || cananger) &&
4010                     hostile &&
4011                     !Person::players[0]->dead &&
4012                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4013                     Person::players[i]->occluded < 25) {
4014                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4015                         animation[Person::players[0]->animTarget].height != lowheight &&
4016                         !editorenabled &&
4017                         (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4018                     Person::players[i]->aitype = attacktypecutoff;
4019                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4020                         animation[Person::players[0]->animTarget].height == highheight &&
4021                         !editorenabled)
4022                     Person::players[i]->aitype = attacktypecutoff;
4023
4024                 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4025                     Person::players[i]->losupdatedelay = .2;
4026                     for (unsigned j = 0; j < Person::players.size(); j++)
4027                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4028                             if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4029                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4030                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4031                                         if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4032                                             if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4033                                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4034                                                         *Person::players[i]->scale + Person::players[i]->coords,
4035                                                         DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4036                                                         *Person::players[j]->scale + Person::players[j]->coords) ||
4037                                                     (Person::players[j]->animTarget == hanganim &&
4038                                                      normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4039                                                 Person::players[i]->aitype = searchtype;
4040                                                 Person::players[i]->lastchecktime = 12;
4041                                                 Person::players[i]->lastseen = Person::players[j]->coords;
4042                                                 Person::players[i]->lastseentime = 12;
4043                                             }
4044                 }
4045             }
4046             if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4047                 if (Person::players[i]->creature != wolftype) {
4048                     Person::players[i]->stunned = .6;
4049                     Person::players[i]->surprised = .6;
4050                 }
4051         }
4052
4053         if (Person::players[i]->aitype != passivetype && leveltime > .5)
4054             Person::players[i]->howactive = typeactive;
4055
4056         if (Person::players[i]->aitype == passivetype) {
4057             Person::players[i]->aiupdatedelay -= multiplier;
4058             Person::players[i]->losupdatedelay -= multiplier;
4059             Person::players[i]->lastseentime += multiplier;
4060             Person::players[i]->pausetime -= multiplier;
4061             if (Person::players[i]->lastseentime > 1)
4062                 Person::players[i]->lastseentime = 1;
4063
4064             if (Person::players[i]->aiupdatedelay < 0) {
4065                 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
4066                     Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
4067                     Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4068                     Person::players[i]->aiupdatedelay = .05;
4069
4070                     if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
4071                         if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
4072                             Person::players[i]->pausetime = 4;
4073                         Person::players[i]->waypoint++;
4074                         if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
4075                             Person::players[i]->waypoint = 0;
4076
4077                     }
4078                 }
4079
4080                 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
4081                     Person::players[i]->forwardkeydown = 1;
4082                 else
4083                     Person::players[i]->forwardkeydown = 0;
4084                 Person::players[i]->leftkeydown = 0;
4085                 Person::players[i]->backkeydown = 0;
4086                 Person::players[i]->rightkeydown = 0;
4087                 Person::players[i]->crouchkeydown = 0;
4088                 Person::players[i]->attackkeydown = 0;
4089                 Person::players[i]->throwkeydown = 0;
4090
4091                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4092                     if (!Person::players[i]->avoidsomething)
4093                         Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4094                     else {
4095                         XYZ leftpos, rightpos;
4096                         float leftdist, rightdist;
4097                         leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4098                         rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4099                         leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4100                         rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4101                         if (leftdist < rightdist)
4102                             Person::players[i]->targetyaw += 90;
4103                         else
4104                             Person::players[i]->targetyaw -= 90;
4105                     }
4106                 }
4107             }
4108             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4109                 Person::players[i]->jumpkeydown = 0;
4110             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4111                 Person::players[i]->jumpkeydown = 1;
4112
4113
4114             //hearing sounds
4115             if (!editorenabled) {
4116                 if (Person::players[i]->howactive <= typesleeping)
4117                     if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
4118                         for (int j = 0; j < numenvsounds; j++) {
4119                             float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
4120                             if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
4121                                     2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
4122                                 Person::players[i]->aitype = attacktypecutoff;
4123                         }
4124
4125                 if (Person::players[i]->aitype != passivetype) {
4126                     if (Person::players[i]->howactive == typesleeping)
4127                         Person::players[i]->setAnimation(getupfromfrontanim);
4128                     Person::players[i]->howactive = typeactive;
4129                 }
4130             }
4131
4132             if (Person::players[i]->howactive < typesleeping &&
4133                     ((tutoriallevel != 1 || cananger) && hostile) &&
4134                     !Person::players[0]->dead &&
4135                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4136                     Person::players[i]->occluded < 25) {
4137                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4138                         animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
4139                     Person::players[i]->aitype = attacktypecutoff;
4140                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4141                         animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
4142                     Person::players[i]->aitype = attacktypecutoff;
4143
4144                 //wolf smell
4145                 if (Person::players[i]->creature == wolftype) {
4146                     XYZ windsmell;
4147                     for (unsigned j = 0; j < Person::players.size(); j++) {
4148                         if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
4149                             float smelldistance = 50;
4150                             if (j == 0 && Person::players[j]->num_weapons > 0) {
4151                                 if (weapons[Person::players[j]->weaponids[0]].bloody)
4152                                     smelldistance = 100;
4153                                 if (Person::players[j]->num_weapons == 2)
4154                                     if (weapons[Person::players[j]->weaponids[1]].bloody)
4155                                         smelldistance = 100;
4156                             }
4157                             if (j != 0)
4158                                 smelldistance = 100;
4159                             windsmell = windvector;
4160                             Normalise(&windsmell);
4161                             windsmell = windsmell * 2 + Person::players[j]->coords;
4162                             if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
4163                                 Person::players[i]->aitype = attacktypecutoff;
4164                         }
4165                     }
4166                 }
4167
4168                 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4169                     Person::players[i]->losupdatedelay = .2;
4170                     for (unsigned j = 0; j < Person::players.size(); j++) {
4171                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4172                             if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4173                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4174                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4175                                         if ((-1 == checkcollide(
4176                                                     DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4177                                                     Person::players[i]->scale + Person::players[i]->coords,
4178                                                     DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4179                                                     Person::players[j]->scale + Person::players[j]->coords) &&
4180                                                 !Person::players[j]->isWallJump()) ||
4181                                                 (Person::players[j]->animTarget == hanganim &&
4182                                                  normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4183                                             Person::players[i]->lastseentime -= .2;
4184                                             if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4185                                                 Person::players[i]->lastseentime -= .4;
4186                                             else
4187                                                 Person::players[i]->lastseentime -= .6;
4188                                         }
4189                             if (Person::players[i]->lastseentime <= 0) {
4190                                 Person::players[i]->aitype = searchtype;
4191                                 Person::players[i]->lastchecktime = 12;
4192                                 Person::players[i]->lastseen = Person::players[j]->coords;
4193                                 Person::players[i]->lastseentime = 12;
4194                             }
4195                         }
4196                     }
4197                 }
4198             }
4199             //alerted surprise
4200             if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4201                 if (Person::players[i]->creature != wolftype) {
4202                     Person::players[i]->stunned = .6;
4203                     Person::players[i]->surprised = .6;
4204                 }
4205                 if (Person::players[i]->creature == wolftype) {
4206                     Person::players[i]->stunned = .47;
4207                     Person::players[i]->surprised = .47;
4208                 }
4209                 numseen++;
4210             }
4211         }
4212
4213         //search for player
4214         int j;
4215         if (Person::players[i]->aitype == searchtype) {
4216             Person::players[i]->aiupdatedelay -= multiplier;
4217             Person::players[i]->losupdatedelay -= multiplier;
4218             if (!Person::players[i]->pause)
4219                 Person::players[i]->lastseentime -= multiplier;
4220             Person::players[i]->lastchecktime -= multiplier;
4221
4222             if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4223                 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4224                     XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4225                     test2.y += 5;
4226                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4227                     test.y -= 10;
4228                     j = checkcollide(test2, test, Person::players[i]->laststanding);
4229                     if (j == -1)
4230                         j = checkcollide(test2, test);
4231                     if (j == -1) {
4232                         Person::players[i]->velocity = 0;
4233                         Person::players[i]->setAnimation(Person::players[i]->getStop());
4234                         Person::players[i]->targetyaw += 180;
4235                         Person::players[i]->stunned = .5;
4236                         //Person::players[i]->aitype=passivetype;
4237                         Person::players[i]->aitype = pathfindtype;
4238                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4239                         Person::players[i]->finalpathfindpoint = -1;
4240                         Person::players[i]->targetpathfindpoint = -1;
4241                         Person::players[i]->lastpathfindpoint = -1;
4242                         Person::players[i]->lastpathfindpoint2 = -1;
4243                         Person::players[i]->lastpathfindpoint3 = -1;
4244                         Person::players[i]->lastpathfindpoint4 = -1;
4245                     } else
4246                         Person::players[i]->laststanding = j;
4247                 }
4248             }
4249             //check out last seen location
4250             if (Person::players[i]->aiupdatedelay < 0) {
4251                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4252                 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4253                 Person::players[i]->aiupdatedelay = .05;
4254                 Person::players[i]->forwardkeydown = 1;
4255
4256                 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4257                     Person::players[i]->forwardkeydown = 0;
4258                     Person::players[i]->aiupdatedelay = 1;
4259                     Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4260                     Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4261                     Person::players[i]->lastchecktime = 3;
4262                 }
4263
4264                 Person::players[i]->leftkeydown = 0;
4265                 Person::players[i]->backkeydown = 0;
4266                 Person::players[i]->rightkeydown = 0;
4267                 Person::players[i]->crouchkeydown = 0;
4268                 Person::players[i]->attackkeydown = 0;
4269                 Person::players[i]->throwkeydown = 0;
4270
4271                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4272                     if (!Person::players[i]->avoidsomething)
4273                         Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4274                     else {
4275                         XYZ leftpos, rightpos;
4276                         float leftdist, rightdist;
4277                         leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4278                         rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4279                         leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4280                         rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4281                         if (leftdist < rightdist)
4282                             Person::players[i]->targetyaw += 90;
4283                         else
4284                             Person::players[i]->targetyaw -= 90;
4285                     }
4286                 }
4287             }
4288             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4289                 Person::players[i]->jumpkeydown = 0;
4290             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4291                 Person::players[i]->jumpkeydown = 1;
4292
4293             if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4294                 for (int k = 0; k < numenvsounds; k++) {
4295                     if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4296                         Person::players[i]->aitype = attacktypecutoff;
4297                     }
4298                 }
4299
4300             if (!Person::players[0]->dead &&
4301                     Person::players[i]->losupdatedelay < 0 &&
4302                     !editorenabled &&
4303                     Person::players[i]->occluded < 2 &&
4304                     ((tutoriallevel != 1 || cananger) && hostile)) {
4305                 Person::players[i]->losupdatedelay = .2;
4306                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4307                     Person::players[i]->aitype = attacktypecutoff;
4308                     Person::players[i]->lastseentime = 1;
4309                 }
4310                 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4311                     //TODO: factor out canSeePlayer()
4312                     if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4313                         if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4314                             if ((checkcollide(
4315                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4316                                         Person::players[i]->scale + Person::players[i]->coords,
4317                                         DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4318                                         Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4319                                     (Person::players[0]->animTarget == hanganim && normaldotproduct(
4320                                          Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4321                                 /* //TODO: changed j to 0 on a whim, make sure this is correct
4322                                 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4323                                     Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4324                                 */
4325                                 Person::players[i]->aitype = attacktypecutoff;
4326                                 Person::players[i]->lastseentime = 1;
4327                             }
4328             }
4329             //player escaped
4330             if (Person::players[i]->lastseentime < 0) {
4331                 //Person::players[i]->aitype=passivetype;
4332                 numescaped++;
4333                 Person::players[i]->aitype = pathfindtype;
4334                 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4335                 Person::players[i]->finalpathfindpoint = -1;
4336                 Person::players[i]->targetpathfindpoint = -1;
4337                 Person::players[i]->lastpathfindpoint = -1;
4338                 Person::players[i]->lastpathfindpoint2 = -1;
4339                 Person::players[i]->lastpathfindpoint3 = -1;
4340                 Person::players[i]->lastpathfindpoint4 = -1;
4341             }
4342         }
4343
4344         if (Person::players[i]->aitype != gethelptype)
4345             Person::players[i]->runninghowlong = 0;
4346
4347         //get help from buddies
4348         if (Person::players[i]->aitype == gethelptype) {
4349             Person::players[i]->runninghowlong += multiplier;
4350             Person::players[i]->aiupdatedelay -= multiplier;
4351
4352             if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4353                 Person::players[i]->aiupdatedelay = .2;
4354
4355                 //find closest ally
4356                 //TODO: factor out closest search somehow
4357                 if (!Person::players[i]->ally) {
4358                     int closest = -1;
4359                     float closestdist = -1;
4360                     for (unsigned k = 0; k < Person::players.size(); k++) {
4361                         if (k != i && k != 0 && !Person::players[k]->dead &&
4362                                 Person::players[k]->howactive < typedead1 &&
4363                                 !Person::players[k]->skeleton.free &&
4364                                 Person::players[k]->aitype == passivetype) {
4365                             float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4366                             if (closestdist == -1 || distance < closestdist) {
4367                                 closestdist = distance;
4368                                 closest = k;
4369                             }
4370                             closest = k;
4371                         }
4372                     }
4373                     if (closest != -1)
4374                         Person::players[i]->ally = closest;
4375                     else
4376                         Person::players[i]->ally = 0;
4377                     Person::players[i]->lastseen = Person::players[0]->coords;
4378                     Person::players[i]->lastseentime = 12;
4379                 }
4380
4381
4382                 Person::players[i]->lastchecktime = 12;
4383
4384                 XYZ facing = Person::players[i]->coords;
4385                 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4386                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4387                 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4388                 if (-1 != checkcollide(facing, flatfacing))
4389                     Person::players[i]->lastseentime -= .1;
4390
4391                 //no available ally, run back to player
4392                 if (Person::players[i]->ally <= 0 ||
4393                         Person::players[Person::players[i]->ally]->skeleton.free ||
4394                         Person::players[Person::players[i]->ally]->aitype != passivetype ||
4395                         Person::players[i]->lastseentime <= 0) {
4396                     Person::players[i]->aitype = searchtype;
4397                     Person::players[i]->lastseentime = 12;
4398                 }
4399
4400                 //seek out ally
4401                 if (Person::players[i]->ally > 0) {
4402                     Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4403                     Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4404                     Person::players[i]->aiupdatedelay = .05;
4405                     Person::players[i]->forwardkeydown = 1;
4406
4407                     if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4408                         Person::players[i]->aitype = searchtype;
4409                         Person::players[i]->lastseentime = 12;
4410                         Person::players[Person::players[i]->ally]->aitype = searchtype;
4411                         if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4412                             Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4413                             Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4414                             Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4415                         }
4416                     }
4417
4418                     if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4419                         if (!Person::players[i]->avoidsomething)
4420                             Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4421                         else {
4422                             XYZ leftpos, rightpos;
4423                             float leftdist, rightdist;
4424                             leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4425                             rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4426                             leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4427                             rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4428                             if (leftdist < rightdist)
4429                                 Person::players[i]->targetyaw += 90;
4430                             else
4431                                 Person::players[i]->targetyaw -= 90;
4432                         }
4433                     }
4434                 }
4435
4436                 Person::players[i]->leftkeydown = 0;
4437                 Person::players[i]->backkeydown = 0;
4438                 Person::players[i]->rightkeydown = 0;
4439                 Person::players[i]->crouchkeydown = 0;
4440                 Person::players[i]->attackkeydown = 0;
4441             }
4442             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4443                 Person::players[i]->jumpkeydown = 0;
4444             if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4445                 Person::players[i]->jumpkeydown = 1;
4446         }
4447
4448         //retreiving a weapon on the ground
4449         if (Person::players[i]->aitype == getweapontype) {
4450             Person::players[i]->aiupdatedelay -= multiplier;
4451             Person::players[i]->lastchecktime -= multiplier;
4452
4453             if (Person::players[i]->aiupdatedelay < 0) {
4454                 Person::players[i]->aiupdatedelay = .2;
4455
4456                 //ALLY IS WEPON
4457                 if (Person::players[i]->ally < 0) {
4458                     int closest = -1;
4459                     float closestdist = -1;
4460                     for (unsigned k = 0; k < weapons.size(); k++)
4461                         if (weapons[k].owner == -1) {
4462                             float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4463                             if (closestdist == -1 || distance < closestdist) {
4464                                 closestdist = distance;
4465                                 closest = k;
4466                             }
4467                             closest = k;
4468                         }
4469                     if (closest != -1)
4470                         Person::players[i]->ally = closest;
4471                     else
4472                         Person::players[i]->ally = -1;
4473                 }
4474
4475                 Person::players[i]->lastseentime = 12;
4476
4477                 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4478                     if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4479                         Person::players[i]->aitype = attacktypecutoff;
4480                         Person::players[i]->lastseentime = 1;
4481                     }
4482                 if (!Person::players[0]->dead)
4483                     if (Person::players[i]->ally >= 0) {
4484                         if (weapons[Person::players[i]->ally].owner != -1 ||
4485                                 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4486                             Person::players[i]->aitype = attacktypecutoff;
4487                             Person::players[i]->lastseentime = 1;
4488                         }
4489                         //TODO: factor these out as moveToward()
4490                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4491                         Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4492                         Person::players[i]->aiupdatedelay = .05;
4493                         Person::players[i]->forwardkeydown = 1;
4494
4495
4496                         if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4497                             if (!Person::players[i]->avoidsomething)
4498                                 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4499                             else {
4500                                 XYZ leftpos, rightpos;
4501                                 float leftdist, rightdist;
4502                                 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4503                                 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4504                                 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4505                                 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4506                                 if (leftdist < rightdist)
4507                                     Person::players[i]->targetyaw += 90;
4508                                 else
4509                                     Person::players[i]->targetyaw -= 90;
4510                             }
4511                         }
4512                     }
4513
4514                 Person::players[i]->leftkeydown = 0;
4515                 Person::players[i]->backkeydown = 0;
4516                 Person::players[i]->rightkeydown = 0;
4517                 Person::players[i]->attackkeydown = 0;
4518                 Person::players[i]->throwkeydown = 1;
4519                 Person::players[i]->crouchkeydown = 0;
4520                 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4521                         Person::players[i]->animTarget != removeknifeanim)
4522                     Person::players[i]->throwtogglekeydown = 0;
4523                 Person::players[i]->drawkeydown = 0;
4524             }
4525             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4526                 Person::players[i]->jumpkeydown = 0;
4527             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4528                 Person::players[i]->jumpkeydown = 1;
4529         }
4530
4531         if (Person::players[i]->aitype == attacktypecutoff) {
4532             Person::players[i]->aiupdatedelay -= multiplier;
4533             //dodge or reverse rabbit kicks, knife throws, flips
4534             if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4535                 if ((Person::players[0]->animTarget == rabbitkickanim ||
4536                         Person::players[0]->animTarget == knifethrowanim ||
4537                         (Person::players[0]->isFlip() &&
4538                          normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4539                         !Person::players[0]->skeleton.free &&
4540                         (Person::players[i]->aiupdatedelay < .1)) {
4541                     Person::players[i]->attackkeydown = 0;
4542                     if (Person::players[i]->isIdle())
4543                         Person::players[i]->crouchkeydown = 1;
4544                     if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4545                         if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4546                             if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4547                                 if (abs(Random() % 2) == 0)
4548                                     Person::players[i]->setAnimation(backhandspringanim);
4549                                 else
4550                                     Person::players[i]->setAnimation(rollanim);
4551                                 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4552                                 Person::players[i]->wentforweapon = 0;
4553                             }
4554                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4555                                 Person::players[i]->setAnimation(flipanim);
4556                         }
4557                     }
4558                     Person::players[i]->forwardkeydown = 0;
4559                     Person::players[i]->aiupdatedelay = .02;
4560                 }
4561             //get confused by flips
4562             if (Person::players[0]->isFlip() &&
4563                     !Person::players[0]->skeleton.free &&
4564                     Person::players[0]->animTarget != walljumprightkickanim &&
4565                     Person::players[0]->animTarget != walljumpleftkickanim) {
4566                 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4567                     if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4568                         Person::players[i]->stunned = 1;
4569             }
4570             //go for weapon on the ground
4571             if (Person::players[i]->wentforweapon < 3)
4572                 for (unsigned k = 0; k < weapons.size(); k++)
4573                     if (Person::players[i]->creature != wolftype)
4574                         if (Person::players[i]->num_weapons == 0 &&
4575                                 weapons[k].owner == -1 &&
4576                                 weapons[i].velocity.x == 0 &&
4577                                 weapons[i].velocity.z == 0 &&
4578                                 weapons[i].velocity.y == 0) {
4579                             if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4580                                 Person::players[i]->wentforweapon++;
4581                                 Person::players[i]->lastchecktime = 6;
4582                                 Person::players[i]->aitype = getweapontype;
4583                                 Person::players[i]->ally = -1;
4584                             }
4585                         }
4586             //dodge/reverse walljump kicks
4587             if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4588                 if (animation[Person::players[i]->animTarget].height != highheight)
4589                     if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4590                             ((Person::players[0]->animTarget == walljumprightkickanim ||
4591                               Person::players[0]->animTarget == walljumpleftkickanim) &&
4592                              ((Person::players[i]->aiupdatedelay < .15 &&
4593                                difficulty == 2) ||
4594                               (Person::players[i]->aiupdatedelay < .08 &&
4595                                difficulty != 2)))) {
4596                         Person::players[i]->crouchkeydown = 1;
4597                     }
4598             //walked off a ledge (?)
4599             if (Person::players[i]->isRun() && !Person::players[i]->onground)
4600                 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4601                     XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4602                     test2.y += 5;
4603                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4604                     test.y -= 10;
4605                     j = checkcollide(test2, test, Person::players[i]->laststanding);
4606                     if (j == -1)
4607                         j = checkcollide(test2, test);
4608                     if (j == -1) {
4609                         Person::players[i]->velocity = 0;
4610                         Person::players[i]->setAnimation(Person::players[i]->getStop());
4611                         Person::players[i]->targetyaw += 180;
4612                         Person::players[i]->stunned = .5;
4613                         Person::players[i]->aitype = pathfindtype;
4614                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4615                         Person::players[i]->finalpathfindpoint = -1;
4616                         Person::players[i]->targetpathfindpoint = -1;
4617                         Person::players[i]->lastpathfindpoint = -1;
4618                         Person::players[i]->lastpathfindpoint2 = -1;
4619                         Person::players[i]->lastpathfindpoint3 = -1;
4620                         Person::players[i]->lastpathfindpoint4 = -1;
4621                     } else
4622                         Person::players[i]->laststanding = j;
4623                 }
4624             //lose sight of player in the air (?)
4625             if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4626                     animation[Person::players[0]->animTarget].height != highheight &&
4627                     !Person::players[0]->onterrain) {
4628                 Person::players[i]->aitype = pathfindtype;
4629                 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4630                 Person::players[i]->finalpathfindpoint = -1;
4631                 Person::players[i]->targetpathfindpoint = -1;
4632                 Person::players[i]->lastpathfindpoint = -1;
4633                 Person::players[i]->lastpathfindpoint2 = -1;
4634                 Person::players[i]->lastpathfindpoint3 = -1;
4635                 Person::players[i]->lastpathfindpoint4 = -1;
4636             }
4637             //it's time to think (?)
4638             if (Person::players[i]->aiupdatedelay < 0 &&
4639                     !animation[Person::players[i]->animTarget].attack &&
4640                     Person::players[i]->animTarget != staggerbackhighanim &&
4641                     Person::players[i]->animTarget != staggerbackhardanim &&
4642                     Person::players[i]->animTarget != backhandspringanim &&
4643                     Person::players[i]->animTarget != dodgebackanim) {
4644                 //draw weapon
4645                 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4646                     Person::players[i]->drawkeydown = Random() % 2;
4647                 else
4648                     Person::players[i]->drawkeydown = 0;
4649                 Person::players[i]->rabbitkickenabled = Random() % 2;
4650                 //chase player
4651                 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4652                 XYZ targetpoint = Person::players[0]->coords;
4653                 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4654                         distsq(&rotatetarget, &Person::players[i]->coords))
4655                     targetpoint += Person::players[0]->velocity *
4656                                    findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4657                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4658                 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4659                 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4660
4661                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4662                     Person::players[i]->forwardkeydown = 1;
4663                 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4664                           distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4665                          Person::players[0]->weaponactive != -1)
4666                     Person::players[i]->forwardkeydown = 1;
4667                 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4668                     Person::players[i]->forwardkeydown = 1;
4669                 else
4670                     Person::players[i]->forwardkeydown = 0;
4671                 //chill out around the corpse
4672                 if (Person::players[0]->dead) {
4673                     Person::players[i]->forwardkeydown = 0;
4674                     if (Random() % 10 == 0)
4675                         Person::players[i]->forwardkeydown = 1;
4676                     if (Random() % 100 == 0) {
4677                         Person::players[i]->aitype = pathfindtype;
4678                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4679                         Person::players[i]->finalpathfindpoint = -1;
4680                         Person::players[i]->targetpathfindpoint = -1;
4681                         Person::players[i]->lastpathfindpoint = -1;
4682                         Person::players[i]->lastpathfindpoint2 = -1;
4683                         Person::players[i]->lastpathfindpoint3 = -1;
4684                         Person::players[i]->lastpathfindpoint4 = -1;
4685                     }
4686                 }
4687                 Person::players[i]->leftkeydown = 0;
4688                 Person::players[i]->backkeydown = 0;
4689                 Person::players[i]->rightkeydown = 0;
4690                 Person::players[i]->crouchkeydown = 0;
4691                 Person::players[i]->throwkeydown = 0;
4692
4693                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4694                     Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4695                 //attack!!!
4696                 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4697                     Person::players[i]->attackkeydown = 1;
4698                 else
4699                     Person::players[i]->attackkeydown = 0;
4700                 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4701                     Person::players[i]->attackkeydown = 0;
4702
4703                 //TODO: wat
4704                 if (Person::players[i]->aitype != playercontrolled &&
4705                         (Person::players[i]->isIdle() ||
4706                          Person::players[i]->isCrouch() ||
4707                          Person::players[i]->isRun())) {
4708                     int target = -2;
4709                     for (unsigned j = 0; j < Person::players.size(); j++)
4710                         if (j != i && !Person::players[j]->skeleton.free &&
4711                                 Person::players[j]->hasvictim &&
4712                                 (tutoriallevel == 1 && reversaltrain ||
4713                                  Random() % 2 == 0 && difficulty == 2 ||
4714                                  Random() % 4 == 0 && difficulty == 1 ||
4715                                  Random() % 8 == 0 && difficulty == 0 ||
4716                                  Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4717                                  Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4718                                  (Random() % 2 == 0 || difficulty == 2) ||
4719                                  (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4720                                  Person::players[j]->weaponactive != -1 ||
4721                                  Person::players[j]->animTarget == swordslashanim &&
4722                                  Person::players[i]->weaponactive != -1 ||
4723                                  Person::players[j]->animTarget == staffhitanim ||
4724                                  Person::players[j]->animTarget == staffspinhitanim))
4725                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4726                                     Person::players[j]->victim == Person::players[i] &&
4727                                     (Person::players[j]->animTarget == sweepanim ||
4728                                      Person::players[j]->animTarget == spinkickanim ||
4729                                      Person::players[j]->animTarget == staffhitanim ||
4730                                      Person::players[j]->animTarget == staffspinhitanim ||
4731                                      Person::players[j]->animTarget == winduppunchanim ||
4732                                      Person::players[j]->animTarget == upunchanim ||
4733                                      Person::players[j]->animTarget == wolfslapanim ||
4734                                      Person::players[j]->animTarget == knifeslashstartanim ||
4735                                      Person::players[j]->animTarget == swordslashanim &&
4736                                      (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4737                                       Person::players[i]->weaponactive != -1))) {
4738                                 if (target >= 0)
4739                                     target = -1;
4740                                 else
4741                                     target = j;
4742                             }
4743                     if (target >= 0)
4744                         Person::players[target]->Reverse();
4745                 }
4746
4747                 if (Person::players[i]->collided < 1)
4748                     Person::players[i]->jumpkeydown = 0;
4749                 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4750                         distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4751                         Person::players[i]->onterrain &&
4752                         Person::players[i]->creature == rabbittype)
4753                     Person::players[i]->jumpkeydown = 1;
4754                 //TODO: why are we controlling the human?
4755                 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4756                     Person::players[0]->jumpkeydown = 0;
4757                 if (Person::players[0]->animTarget == jumpdownanim &&
4758                         distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4759                     Person::players[i]->crouchkeydown = 1;
4760                 if (Person::players[i]->jumpkeydown)
4761                     Person::players[i]->attackkeydown = 0;
4762
4763                 if (tutoriallevel == 1)
4764                     if (!canattack)
4765                         Person::players[i]->attackkeydown = 0;
4766
4767
4768                 XYZ facing = Person::players[i]->coords;
4769                 XYZ flatfacing = Person::players[0]->coords;
4770                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4771                 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4772                 if (Person::players[i]->occluded >= 2)
4773                     if (-1 != checkcollide(facing, flatfacing)) {
4774                         if (!Person::players[i]->pause)
4775                             Person::players[i]->lastseentime -= .2;
4776                         if (Person::players[i]->lastseentime <= 0 &&
4777                                 (Person::players[i]->creature != wolftype ||
4778                                  Person::players[i]->weaponstuck == -1)) {
4779                             Person::players[i]->aitype = searchtype;
4780                             Person::players[i]->lastchecktime = 12;
4781                             Person::players[i]->lastseen = Person::players[0]->coords;
4782                             Person::players[i]->lastseentime = 12;
4783                         }
4784                     } else
4785                         Person::players[i]->lastseentime = 1;
4786             }
4787         }
4788         if (animation[Person::players[0]->animTarget].height == highheight &&
4789                 (Person::players[i]->aitype == attacktypecutoff ||
4790                  Person::players[i]->aitype == searchtype))
4791             if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4792                 XYZ test = Person::players[0]->coords;
4793                 test.y -= 40;
4794                 if (-1 == checkcollide(Person::players[0]->coords, test))
4795                     Person::players[i]->stunned = 1;
4796             }
4797         //stunned
4798         if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4799                 Person::players[i]->stunned > 0 ||
4800                 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4801             if (Person::players[i]->pause)
4802                 Person::players[i]->lastseentime = 1;
4803             Person::players[i]->targetyaw = Person::players[i]->yaw;
4804             Person::players[i]->forwardkeydown = 0;
4805             Person::players[i]->leftkeydown = 0;
4806             Person::players[i]->backkeydown = 0;
4807             Person::players[i]->rightkeydown = 0;
4808             Person::players[i]->jumpkeydown = 0;
4809             Person::players[i]->attackkeydown = 0;
4810             Person::players[i]->crouchkeydown = 0;
4811             Person::players[i]->throwkeydown = 0;
4812         }
4813
4814
4815         XYZ facing;
4816         facing = 0;
4817         facing.z = -1;
4818
4819         XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4820         facing = flatfacing;
4821
4822         if (Person::players[i]->aitype == attacktypecutoff) {
4823             Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4824             Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4825         } else if (Person::players[i]->howactive >= typesleeping) {
4826             Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4827             Person::players[i]->targetheadpitch = 0;
4828         } else {
4829             if (Person::players[i]->interestdelay <= 0) {
4830                 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4831                 Person::players[i]->headtarget = Person::players[i]->coords;
4832                 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4833                 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4834                 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4835                 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4836             }
4837             Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4838             Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4839         }
4840     }
4841 }
4842
4843
4844
4845 void updateSettingsMenu()
4846 {
4847     char sbuf[256];
4848     if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4849         sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4850     else
4851         sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4852     Menu::setText(0, sbuf);
4853     Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4854     if (newdetail == 0) Menu::setText(1, "Detail: Low");
4855     if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4856     if (newdetail == 2) Menu::setText(1, "Detail: High");
4857     if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4858     if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4859     if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4860     if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4861     if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4862     if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4863     Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4864     Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4865     Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4866     Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4867     sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4868     Menu::setText(10, sbuf);
4869     sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4870     Menu::setText(11, sbuf);
4871     Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4872     if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4873         sprintf (sbuf, "Back");
4874     else
4875         sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4876     Menu::setText(8, sbuf);
4877 }
4878
4879 void updateStereoConfigMenu()
4880 {
4881     char sbuf[256];
4882     sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4883     Menu::setText(0, sbuf);
4884     sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4885     Menu::setText(1, sbuf);
4886     sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4887     Menu::setText(2, sbuf);
4888 }
4889
4890 void updateControlsMenu()
4891 {
4892     Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4893     Menu::setText(1, (string)"Back: "    + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4894     Menu::setText(2, (string)"Left: "    + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4895     Menu::setText(3, (string)"Right: "   + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4896     Menu::setText(4, (string)"Crouch: "  + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4897     Menu::setText(5, (string)"Jump: "    + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4898     Menu::setText(6, (string)"Draw: "    + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4899     Menu::setText(7, (string)"Throw: "   + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4900     Menu::setText(8, (string)"Attack: "  + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4901     if (debugmode)
4902         Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4903 }
4904
4905 /*
4906 Values of mainmenu :
4907 1 Main menu
4908 2 Menu pause (resume/end game)
4909 3 Option menu
4910 4 Controls configuration menu
4911 5 Main game menu (choose level or challenge)
4912 6 Deleting user menu
4913 7 User managment menu (select/add)
4914 8 Choose difficulty menu
4915 9 Challenge level selection menu
4916 10 End of the campaign congratulation (is that really a menu?)
4917 11 Same that 9 ??? => unused
4918 18 stereo configuration
4919 */
4920
4921 void Game::LoadMenu()
4922 {
4923     Menu::clearMenu();
4924     switch (mainmenu) {
4925     case 1:
4926     case 2:
4927         Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4928         Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4929         Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4930         Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4931         break;
4932     case 3:
4933         Menu::addButton( 0, "", 10 + 20, 440);
4934         Menu::addButton(14, "", 10 + 400, 440);
4935         Menu::addButton( 1, "", 10 + 60, 405);
4936         Menu::addButton( 2, "", 10 + 70, 370);
4937         Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4938         Menu::addButton( 4, "", 10   , 335);
4939         Menu::addButton( 5, "", 10 + 60, 300);
4940         Menu::addButton( 6, "", 10 + 70, 265);
4941         Menu::addButton( 9, "", 10   , 230);
4942         Menu::addButton(10, "", 20   , 195);
4943         Menu::addButton(11, "", 10 + 60, 160);
4944         Menu::addButton(13, "", 30   , 125);
4945         Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4946         Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4947         Menu::addButton(8, "Back", 10, 10);
4948         updateSettingsMenu();
4949         break;
4950     case 4:
4951         Menu::addButton(0, "", 10   , 400);
4952         Menu::addButton(1, "", 10 + 40, 360);
4953         Menu::addButton(2, "", 10 + 40, 320);
4954         Menu::addButton(3, "", 10 + 30, 280);
4955         Menu::addButton(4, "", 10 + 20, 240);
4956         Menu::addButton(5, "", 10 + 40, 200);
4957         Menu::addButton(6, "", 10 + 40, 160);
4958         Menu::addButton(7, "", 10 + 30, 120);
4959         Menu::addButton(8, "", 10 + 20, 80);
4960         if (debugmode)
4961             Menu::addButton(9, "", 10 + 10, 40);
4962         Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4963         updateControlsMenu();
4964         break;
4965     case 5: {
4966         LoadCampaign();
4967         Menu::addLabel(-1, accountactive->getName(), 5, 400);
4968         Menu::addButton(1, "Tutorial", 5, 300);
4969         Menu::addButton(2, "Challenge", 5, 240);
4970         Menu::addButton(3, "Delete User", 400, 10);
4971         Menu::addButton(4, "Main Menu", 5, 10);
4972         Menu::addButton(5, "Change User", 5, 180);
4973         Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4974
4975         //show campaign map
4976         //with (2,-5) offset from old code
4977         Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4978         //show levels
4979         int numlevels = accountactive->getCampaignChoicesMade();
4980         numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4981         for (int i = 0; i < numlevels; i++) {
4982             XYZ midpoint = campaignlevels[i].getCenter();
4983             float itemsize = campaignlevels[i].getWidth();
4984             const bool active = i >= accountactive->getCampaignChoicesMade();
4985             if (!active)
4986                 itemsize /= 2;
4987
4988             if (i >= 1) {
4989                 XYZ start = campaignlevels[i - 1].getCenter();
4990                 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);
4991             }
4992             Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4993                                midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4994
4995             if (active) {
4996                 Menu::addMapLabel(-2, campaignlevels[i].description,
4997                                   campaignlevels[i].getStartX() + 10,
4998                                   campaignlevels[i].getStartY() - 4);
4999             }
5000         }
5001     }
5002     break;
5003     case 6:
5004         Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5005         Menu::addButton(1, "Yes", 10, 360);
5006         Menu::addButton(2, "No", 10, 320);
5007         break;
5008     case 7:
5009         if (Account::getNbAccounts() < 8)
5010             Menu::addButton(0, "New User", 10, 400);
5011         else
5012             Menu::addLabel(0, "No More Users", 10, 400);
5013         Menu::addLabel(-2, "", 20, 400);
5014         Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5015         for (int i = 0; i < Account::getNbAccounts(); i++)
5016             Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5017         break;
5018     case 8:
5019         Menu::addButton(0, "Easier", 10, 400);
5020         Menu::addButton(1, "Difficult", 10, 360);
5021         Menu::addButton(2, "Insane", 10, 320);
5022         break;
5023     case 9:
5024         for (int i = 0; i < numchallengelevels; i++) {
5025             char temp[255];
5026             string name = "";
5027             sprintf (temp, "Level %d", i + 1);
5028             for (int j = strlen(temp); j < 17; j++)
5029                 strcat(temp, " ");
5030             name += temp;
5031             sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5032             for (int j = strlen(temp); j < (32 - 17); j++)
5033                 strcat(temp, " ");
5034             name += temp;
5035             sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5036             if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5037                 strcat(temp, "0");
5038             name += temp;
5039             sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5040             name += temp;
5041
5042             Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5043         }
5044
5045         Menu::addButton(-1, "             High Score      Best Time", 10, 440);
5046         Menu::addButton(numchallengelevels, "Back", 10, 10);
5047         break;
5048     case 10: {
5049         Menu::addLabel(0, "Congratulations!", 220, 330);
5050         Menu::addLabel(1, "You have avenged your family and", 140, 300);
5051         Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5052         Menu::addButton(3, "Back", 10, 10);
5053         char sbuf[256];
5054         sprintf(sbuf, "Your score:         %d", (int)accountactive->getCampaignScore());
5055         Menu::addLabel(4, sbuf, 190, 200);
5056         sprintf(sbuf, "Highest score:      %d", (int)accountactive->getCampaignHighScore());
5057         Menu::addLabel(5, sbuf, 190, 180);
5058     }
5059     break;
5060     case 18:
5061         Menu::addButton(0, "", 70, 400);
5062         Menu::addButton(1, "", 10, 360);
5063         Menu::addButton(2, "", 40, 320);
5064         Menu::addButton(3, "Back", 10, 10);
5065         updateStereoConfigMenu();
5066         break;
5067     }
5068 }
5069
5070 extern set<pair<int,int>> resolutions;
5071
5072 void MenuTick()
5073 {
5074     //menu buttons
5075     selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
5076
5077     // some specific case where we do something even if the left mouse button is not pressed.
5078     if ((mainmenu == 5) && (endgame == 2)) {
5079         accountactive->endGame();
5080         endgame = 0;
5081     }
5082     if (mainmenu == 10)
5083         endgame = 2;
5084     if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
5085         stereoseparation -= 0.001;
5086         updateStereoConfigMenu();
5087     }
5088
5089     static int oldmainmenu = mainmenu;
5090
5091     if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
5092         set<pair<int,int>>::iterator newscreenresolution;
5093         switch (mainmenu) {
5094         case 1:
5095         case 2:
5096             switch (selected) {
5097             case 1:
5098                 if (gameon) { //resume
5099                     mainmenu = 0;
5100                     pause_sound(stream_menutheme);
5101                     resume_stream(leveltheme);
5102                 } else { //new game
5103                     fireSound(firestartsound);
5104                     flash();
5105                     mainmenu = (accountactive ? 5 : 7);
5106                     selected = -1;
5107                 }
5108                 break;
5109             case 2: //options
5110                 fireSound();
5111                 flash();
5112                 mainmenu = 3;
5113                 if (newdetail > 2)
5114                     newdetail = detail;
5115                 if (newdetail < 0)
5116                     newdetail = detail;
5117                 if (newscreenwidth > 3000)
5118                     newscreenwidth = screenwidth;
5119                 if (newscreenwidth < 0)
5120                     newscreenwidth = screenwidth;
5121                 if (newscreenheight > 3000)
5122                     newscreenheight = screenheight;
5123                 if (newscreenheight < 0)
5124                     newscreenheight = screenheight;
5125                 break;
5126             case 3:
5127                 fireSound();
5128                 flash();
5129                 if (gameon) { //end game
5130                     gameon = 0;
5131                     mainmenu = 1;
5132                 } else { //quit
5133                     tryquit = 1;
5134                     pause_sound(stream_menutheme);
5135                 }
5136                 break;
5137             }
5138             break;
5139         case 3:
5140             fireSound();
5141             switch (selected) {
5142             case 0:
5143                 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
5144                 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
5145                 newscreenresolution++;
5146                 if (newscreenresolution == resolutions.end()) {
5147                     /* It was the last one (or not found), go back to the beginning */
5148                     newscreenresolution = resolutions.begin();
5149                 }
5150                 newscreenwidth  = newscreenresolution->first;
5151                 newscreenheight = newscreenresolution->second;
5152                 break;
5153             case 1:
5154                 newdetail++;
5155                 if (newdetail > 2)
5156                     newdetail = 0;
5157                 break;
5158             case 2:
5159                 bloodtoggle++;
5160                 if (bloodtoggle > 2)
5161                     bloodtoggle = 0;
5162                 break;
5163             case 3:
5164                 difficulty++;
5165                 if (difficulty > 2)
5166                     difficulty = 0;
5167                 break;
5168             case 4:
5169                 ismotionblur = !ismotionblur;
5170                 break;
5171             case 5:
5172                 decals = !decals;
5173                 break;
5174             case 6:
5175                 musictoggle = !musictoggle;
5176                 if (musictoggle) {
5177                     emit_stream_np(stream_menutheme);
5178                 } else {
5179                     pause_sound(leveltheme);
5180                     pause_sound(stream_fighttheme);
5181                     pause_sound(stream_menutheme);
5182
5183                     for (int i = 0; i < 4; i++) {
5184                         oldmusicvolume[i] = 0;
5185                         musicvolume[i] = 0;
5186                     }
5187                 }
5188                 break;
5189             case 7: // controls
5190                 flash();
5191                 mainmenu = 4;
5192                 selected = -1;
5193                 keyselect = -1;
5194                 break;
5195             case 8:
5196                 flash();
5197                 SaveSettings();
5198                 mainmenu = gameon ? 2 : 1;
5199                 break;
5200             case 9:
5201                 invertmouse = !invertmouse;
5202                 break;
5203             case 10:
5204                 usermousesensitivity += .2;
5205                 if (usermousesensitivity > 2)
5206                     usermousesensitivity = .2;
5207                 break;
5208             case 11:
5209                 volume += .1f;
5210                 if (volume > 1.0001f)
5211                     volume = 0;
5212                 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5213                 break;
5214             case 12:
5215                 flash();
5216                 newstereomode = stereomode;
5217                 mainmenu = 18;
5218                 keyselect = -1;
5219                 break;
5220             case 13:
5221                 showdamagebar = !showdamagebar;
5222                 break;
5223             case 14:
5224                 toggleFullscreen();
5225                 break;
5226             }
5227             updateSettingsMenu();
5228             break;
5229         case 4:
5230             if (!waiting) {
5231                 fireSound();
5232                 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5233                     keyselect = selected;
5234                 if (keyselect != -1)
5235                     setKeySelected();
5236                 if (selected == (debugmode ? 10 : 9)) {
5237                     flash();
5238                     mainmenu = 3;
5239                 }
5240             }
5241             updateControlsMenu();
5242             break;
5243         case 5:
5244             fireSound();
5245             flash();
5246             if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5247                 startbonustotal = 0;
5248
5249                 loading = 2;
5250                 loadtime = 0;
5251                 targetlevel = 7;
5252                 if (firstload)
5253                     TickOnceAfter();
5254                 else
5255                     LoadStuff();
5256                 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5257                 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5258                 visibleloading = 1;
5259                 stillloading = 1;
5260                 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5261                 campaign = 1;
5262                 mainmenu = 0;
5263                 gameon = 1;
5264                 pause_sound(stream_menutheme);
5265             }
5266             switch (selected) {
5267             case 1:
5268                 startbonustotal = 0;
5269
5270                 loading = 2;
5271                 loadtime = 0;
5272                 targetlevel = -1;
5273                 if (firstload) {
5274                     TickOnceAfter();
5275                 } else
5276                     LoadStuff();
5277                 Loadlevel(-1);
5278
5279                 mainmenu = 0;
5280                 gameon = 1;
5281                 pause_sound(stream_menutheme);
5282                 break;
5283             case 2:
5284                 mainmenu = 9;
5285                 break;
5286             case 3:
5287                 mainmenu = 6;
5288                 break;
5289             case 4:
5290                 mainmenu = (gameon ? 2 : 1);
5291                 break;
5292             case 5:
5293                 mainmenu = 7;
5294                 break;
5295             case 6:
5296                 vector<string> campaigns = ListCampaigns();
5297                 vector<string>::iterator c;
5298                 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5299                     if (!campaigns.empty())
5300                         accountactive->setCurrentCampaign(campaigns.front());
5301                 } else {
5302                     c++;
5303                     if (c == campaigns.end())
5304                         c = campaigns.begin();
5305                     accountactive->setCurrentCampaign(*c);
5306                 }
5307                 LoadMenu();
5308                 break;
5309             }
5310             break;
5311         case 6:
5312             fireSound();
5313             if (selected == 1) {
5314                 flash();
5315                 accountactive = Account::destroy(accountactive);
5316                 mainmenu = 7;
5317             } else if (selected == 2) {
5318                 flash();
5319                 mainmenu = 5;
5320             }
5321             break;
5322         case 7:
5323             fireSound();
5324             if (selected == 0 && Account::getNbAccounts() < 8) {
5325                 entername = 1;
5326             } else if (selected < Account::getNbAccounts() + 1) {
5327                 flash();
5328                 mainmenu = 5;
5329                 accountactive = Account::get(selected - 1);
5330             } else if (selected == Account::getNbAccounts() + 1) {
5331                 flash();
5332                 if (accountactive)
5333                     mainmenu = 5;
5334                 else
5335                     mainmenu = 1;
5336                 displaytext[0].clear();
5337                 displayselected = 0;
5338                 entername = 0;
5339             }
5340             break;
5341         case 8:
5342             fireSound();
5343             flash();
5344             if (selected <= 2)
5345                 accountactive->setDifficulty(selected);
5346             mainmenu = 5;
5347             break;
5348         case 9:
5349             if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5350                 fireSound();
5351                 flash();
5352
5353                 startbonustotal = 0;
5354
5355                 loading = 2;
5356                 loadtime = 0;
5357                 targetlevel = selected;
5358                 if (firstload)
5359                     TickOnceAfter();
5360                 else
5361                     LoadStuff();
5362                 Loadlevel(selected);
5363                 campaign = 0;
5364
5365                 mainmenu = 0;
5366                 gameon = 1;
5367                 pause_sound(stream_menutheme);
5368             }
5369             if (selected == numchallengelevels) {
5370                 fireSound();
5371                 flash();
5372                 mainmenu = 5;
5373             }
5374             break;
5375         case 10:
5376             if (selected == 3) {
5377                 fireSound();
5378                 flash();
5379                 mainmenu = 5;
5380             }
5381             break;
5382         case 18:
5383             if (selected == 1)
5384                 stereoseparation += 0.001;
5385             else {
5386                 fireSound();
5387                 if (selected == 0) {
5388                     newstereomode = (StereoMode)(newstereomode + 1);
5389                     while (!CanInitStereo(newstereomode)) {
5390                         printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5391                         newstereomode = (StereoMode)(newstereomode + 1);
5392                         if (newstereomode >= stereoCount)
5393                             newstereomode = stereoNone;
5394                     }
5395                 } else if (selected == 2) {
5396                     stereoreverse = !stereoreverse;
5397                 } else if (selected == 3) {
5398                     flash();
5399                     mainmenu = 3;
5400
5401                     stereomode = newstereomode;
5402                     InitStereo(stereomode);
5403                 }
5404             }
5405             updateStereoConfigMenu();
5406             break;
5407         }
5408     }
5409
5410     OPENAL_SetFrequency(channels[stream_menutheme], 22050);
5411
5412     if (entername) {
5413         inputText(displaytext[0], &displayselected);
5414         if (!waiting) { // the input as finished
5415             if (!displaytext[0].empty()) { // with enter
5416                 accountactive = Account::add(string(displaytext[0]));
5417
5418                 mainmenu = 8;
5419
5420                 flash();
5421
5422                 fireSound(firestartsound);
5423
5424                 displaytext[0].clear();
5425
5426                 displayselected = 0;
5427             }
5428             entername = 0;
5429             LoadMenu();
5430         }
5431
5432         displayblinkdelay -= multiplier;
5433         if (displayblinkdelay <= 0) {
5434             displayblinkdelay = .3;
5435             displayblink = !displayblink;
5436         }
5437     }
5438
5439     if (entername) {
5440         Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5441         Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5442     }
5443
5444     if (oldmainmenu != mainmenu)
5445         LoadMenu();
5446     oldmainmenu = mainmenu;
5447
5448 }
5449
5450 void Game::Tick()
5451 {
5452     static XYZ facing, flatfacing;
5453     static int target;
5454
5455     for (int i = 0; i < 15; i++) {
5456         displaytime[i] += multiplier;
5457     }
5458
5459     keyboardfrozen = false;
5460     Input::Tick();
5461
5462     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5463         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5464             stereoreverse = true;
5465         else
5466             stereoreverse = false;
5467
5468         if (stereoreverse)
5469             printf("Stereo reversed\n");
5470         else
5471             printf("Stereo unreversed\n");
5472     }
5473
5474     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5475         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5476             stereoseparation -= 0.001;
5477         else
5478             stereoseparation -= 0.010;
5479         printf("Stereo decreased increased to %f\n", stereoseparation);
5480     }
5481
5482     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5483         if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5484             stereoseparation += 0.001;
5485         else
5486             stereoseparation += 0.010;
5487         printf("Stereo separation increased to %f\n", stereoseparation);
5488     }
5489
5490
5491     if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5492         if (tutorialstage != 51)
5493             tutorialstagetime = tutorialmaxtime;
5494         emit_sound_np(consolefailsound, 128.);
5495     }
5496
5497     /*
5498     Values of mainmenu :
5499     1 Main menu
5500     2 Menu pause (resume/end game)
5501     3 Option menu
5502     4 Controls configuration menu
5503     5 Main game menu (choose level or challenge)
5504     6 Deleting user menu
5505     7 User managment menu (select/add)
5506     8 Choose difficulty menu
5507     9 Challenge level selection menu
5508     10 End of the campaign congratulation (is that really a menu?)
5509     11 Same that 9 ??? => unused
5510     18 stereo configuration
5511     */
5512
5513     if (!console) {
5514         //campaign over?
5515         if (mainmenu && endgame == 1)
5516             mainmenu = 10;
5517         //go to level select after completing a campaign level
5518         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5519             mainmenu = 5;
5520             gameon = 0;
5521             winfreeze = 0;
5522             fireSound();
5523             flash();
5524             if (musictoggle) {
5525                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5526                 emit_stream_np(stream_menutheme);
5527                 pause_sound(leveltheme);
5528             }
5529             LoadMenu();
5530         }
5531         //escape key pressed
5532         if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5533                 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5534             selected = -1;
5535             if (mainmenu == 0 && !winfreeze)
5536                 mainmenu = 2; //pause
5537             else if (mainmenu == 1 || mainmenu == 2) {
5538                 mainmenu = 0; //unpause
5539             }
5540             //play menu theme
5541             if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5542                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5543                 emit_stream_np(stream_menutheme);
5544                 pause_sound(leveltheme);
5545             }
5546             //on resume, play level music
5547             if (!mainmenu) {
5548                 pause_sound(stream_menutheme);
5549                 resume_stream(leveltheme);
5550             }
5551             //finished with settings menu
5552             if (mainmenu == 3) {
5553                 SaveSettings();
5554             }
5555             //effects
5556             if (mainmenu >= 3 && mainmenu != 8) {
5557                 fireSound();
5558                 flash();
5559             }
5560             //go back
5561             switch (mainmenu) {
5562             case 3:
5563             case 5:
5564                 mainmenu = gameon ? 2 : 1;
5565                 break;
5566             case 4:
5567             case 18:
5568                 mainmenu = 3;
5569                 break;
5570             case 6:
5571             case 7:
5572             case 9:
5573             case 10:
5574                 mainmenu = 5;
5575                 break;
5576             }
5577         }
5578     }
5579
5580     if (mainmenu) {
5581         MenuTick();
5582     }
5583
5584     if (!mainmenu) {
5585         if (hostile == 1)
5586             hostiletime += multiplier;
5587         else
5588             hostiletime = 0;
5589         if (!winfreeze)
5590             leveltime += multiplier;
5591
5592         //keys
5593         if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5594             freeze = !freeze;
5595             if (freeze) {
5596                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5597             }
5598         }
5599
5600         if (Input::isKeyPressed(consolekey) && debugmode) {
5601             console = !console;
5602             if (console) {
5603                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5604             } else {
5605                 freeze = 0;
5606                 waiting = false;
5607             }
5608         }
5609
5610         if (console)
5611             freeze = 1;
5612         if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5613             inputText(consoletext[0], &consoleselected);
5614             if (!waiting) {
5615                 if (!consoletext[0].empty()) {
5616                     cmd_dispatch(consoletext[0]);
5617                     for (int k = 14; k >= 1; k--) {
5618                         consoletext[k] = consoletext[k - 1];
5619                     }
5620                     consoletext[0].clear();
5621                     consoleselected = 0;
5622                 }
5623             }
5624
5625             consoleblinkdelay -= multiplier;
5626             if (consoleblinkdelay <= 0) {
5627                 consoleblinkdelay = .3;
5628                 consoleblink = !consoleblink;
5629             }
5630         }
5631
5632         static int oldwinfreeze;
5633         if (winfreeze && !oldwinfreeze) {
5634             OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5635             emit_sound_np(consolesuccesssound);
5636         }
5637         if (winfreeze == 0)
5638             oldwinfreeze = winfreeze;
5639         else
5640             oldwinfreeze++;
5641
5642         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5643             if (winfreeze)
5644                 winfreeze = 0;
5645         if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5646             if (console) {
5647                 console = false;
5648                 freeze = 0;
5649             } else if (winfreeze) {
5650                 mainmenu = 9;
5651                 gameon = 0;
5652             }
5653         }
5654
5655
5656
5657         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5658
5659             //dialogues
5660             static float talkdelay = 0;
5661
5662             if (indialogue != -1)
5663                 talkdelay = 1;
5664             talkdelay -= multiplier;
5665
5666             if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
5667                 for (int i = 0; i < numdialogues; i++) {
5668                     unsigned realdialoguetype;
5669                     bool special;
5670                     /* FIXME - Seems like modulo done with ifs */
5671                     if (dialoguetype[i] > 49) {
5672                         realdialoguetype = dialoguetype[i] - 50;
5673                         special = 1;
5674                     } else if (dialoguetype[i] > 39) {
5675                         realdialoguetype = dialoguetype[i] - 40;
5676                         special = 1;
5677                     } else if (dialoguetype[i] > 29) {
5678                         realdialoguetype = dialoguetype[i] - 30;
5679                         special = 1;
5680                     } else if (dialoguetype[i] > 19) {
5681                         realdialoguetype = dialoguetype[i] - 20;
5682                         special = 1;
5683                     } else if (dialoguetype[i] > 9) {
5684                         realdialoguetype = dialoguetype[i] - 10;
5685                         special = 1;
5686                     } else {
5687                         realdialoguetype = dialoguetype[i];
5688                         special = 0;
5689                     }
5690                     if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
5691                             realdialoguetype < Person::players.size() &&
5692                             realdialoguetype > 0 &&
5693                             (dialoguegonethrough[i] == 0 || !special) &&
5694                             (special || Input::isKeyPressed(attackkey))) {
5695                         if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
5696                                 Person::players[realdialoguetype]->howactive >= typedead1 ||
5697                                 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
5698                             whichdialogue = i;
5699                             for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
5700                                 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
5701                                 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5702                                 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5703                                 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
5704                                 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
5705                                 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
5706                             }
5707                             directing = 0;
5708                             indialogue = 0;
5709                             dialoguetime = 0;
5710                             dialoguegonethrough[i]++;
5711                             if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5712                                 playdialogueboxsound();
5713                             }
5714                         }
5715                     }
5716                 }
5717
5718             windvar += multiplier;
5719             smoketex += multiplier;
5720             tutorialstagetime += multiplier;
5721
5722             //hotspots
5723             static float hotspotvisual[40];
5724             if (numhotspots) {
5725                 XYZ hotspotsprite;
5726                 if (editorenabled)
5727                     for (int i = 0; i < numhotspots; i++)
5728                         hotspotvisual[i] -= multiplier / 320;
5729
5730                 for (int i = 0; i < numhotspots; i++) {
5731                     while (hotspotvisual[i] < 0) {
5732                         hotspotsprite = 0;
5733                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5734                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5735                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5736                         hotspotsprite += hotspot[i];
5737                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5738                         hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5739                     }
5740                 }
5741
5742                 for (int i = 0; i < numhotspots; i++) {
5743                     if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5744                         hotspot[i] = Person::players[hotspottype[i]]->coords;
5745                     }
5746                 }
5747             }
5748
5749             //Tutorial
5750             if (tutoriallevel) {
5751                 doTutorial();
5752             }
5753
5754             //bonuses
5755             if (tutoriallevel != 1) {
5756                 if (bonustime == 0 &&
5757                         bonus != solidhit &&
5758                         bonus != spinecrusher &&
5759                         bonus != tracheotomy &&
5760                         bonus != backstab &&
5761                         bonusvalue > 10) {
5762                     emit_sound_np(consolesuccesssound);
5763                 }
5764             } else if (bonustime == 0) {
5765                 emit_sound_np(fireendsound);
5766             }
5767             if (bonustime == 0) {
5768                 if (bonus != solidhit &&
5769                         bonus != twoxcombo &&
5770                         bonus != threexcombo &&
5771                         bonus != fourxcombo &&
5772                         bonus != megacombo)
5773                     bonusnum[bonus]++;
5774                 else
5775                     bonusnum[bonus] += 0.15;
5776                 if (tutoriallevel)
5777                     bonusvalue = 0;
5778                 bonusvalue /= bonusnum[bonus];
5779                 bonustotal += bonusvalue;
5780             }
5781             bonustime += multiplier;
5782
5783             //snow effects
5784             if (environment == snowyenvironment) {
5785                 precipdelay -= multiplier;
5786                 while (precipdelay < 0) {
5787                     precipdelay += .04;
5788                     if (!detail)
5789                         precipdelay += .04;
5790                     XYZ footvel, footpoint;
5791
5792                     footvel = 0;
5793                     footpoint = viewer + viewerfacing * 6;
5794                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5795                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5796                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5797                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5798                 }
5799             }
5800
5801
5802             doAerialAcrobatics();
5803
5804
5805             static XYZ oldviewer;
5806
5807             //control keys
5808             if (indialogue == -1) {
5809                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5810                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5811                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5812                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5813                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5814                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5815                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5816                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5817             } else {
5818                 Person::players[0]->forwardkeydown = 0;
5819                 Person::players[0]->leftkeydown = 0;
5820                 Person::players[0]->backkeydown = 0;
5821                 Person::players[0]->rightkeydown = 0;
5822                 Person::players[0]->jumpkeydown = 0;
5823                 Person::players[0]->crouchkeydown = 0;
5824                 Person::players[0]->drawkeydown = 0;
5825                 Person::players[0]->throwkeydown = 0;
5826             }
5827
5828             if (!Person::players[0]->jumpkeydown)
5829                 Person::players[0]->jumpclimb = 0;
5830
5831
5832             if (indialogue != -1) {
5833                 cameramode = 1;
5834                 if (directing) {
5835                     facing = 0;
5836                     facing.z = -1;
5837
5838                     facing = DoRotation(facing, -pitch, 0, 0);
5839                     facing = DoRotation(facing, 0, 0 - yaw, 0);
5840
5841                     flatfacing = 0;
5842                     flatfacing.z = -1;
5843
5844                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5845
5846                     if (Input::isKeyDown(forwardkey))
5847                         viewer += facing * multiplier * 4;
5848                     if (Input::isKeyDown(backkey))
5849                         viewer -= facing * multiplier * 4;
5850                     if (Input::isKeyDown(leftkey))
5851                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5852                     if (Input::isKeyDown(rightkey))
5853                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5854                     if (Input::isKeyDown(jumpkey))
5855                         viewer.y += multiplier * 4;
5856                     if (Input::isKeyDown(crouchkey))
5857                         viewer.y -= multiplier * 4;
5858                     if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
5859                              Input::isKeyPressed(SDL_SCANCODE_2) ||
5860                              Input::isKeyPressed(SDL_SCANCODE_3) ||
5861                              Input::isKeyPressed(SDL_SCANCODE_4) ||
5862                              Input::isKeyPressed(SDL_SCANCODE_5) ||
5863                              Input::isKeyPressed(SDL_SCANCODE_6) ||
5864                              Input::isKeyPressed(SDL_SCANCODE_7) ||
5865                              Input::isKeyPressed(SDL_SCANCODE_8) ||
5866                              Input::isKeyPressed(SDL_SCANCODE_9) ||
5867                              Input::isKeyPressed(SDL_SCANCODE_0) ||
5868                              Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5869                         int whichend;
5870                         if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5871                         if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5872                         if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5873                         if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5874                         if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5875                         if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5876                         if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5877                         if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5878                         if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5879                         if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5880                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5881                             whichend = -1;
5882                         if (whichend != -1) {
5883                             participantfocus[whichdialogue][indialogue] = whichend;
5884                             participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
5885                             participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
5886                         }
5887                         if (whichend == -1) {
5888                             participantfocus[whichdialogue][indialogue] = -1;
5889                         }
5890                         if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5891                             indialogue = -1;
5892                             directing = 0;
5893                             cameramode = 0;
5894                         }
5895                         dialoguecamera[whichdialogue][indialogue] = viewer;
5896                         dialoguecamerayaw[whichdialogue][indialogue] = yaw;
5897                         dialoguecamerapitch[whichdialogue][indialogue] = pitch;
5898                         indialogue++;
5899                         if (indialogue < numdialogueboxes[whichdialogue]) {
5900                             if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5901                                 playdialogueboxsound();
5902                             }
5903                         }
5904
5905                         for (unsigned j = 0; j < Person::players.size(); j++) {
5906                             participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
5907                         }
5908                     }
5909                     //TODO: should these be KeyDown or KeyPressed?
5910                     if (     Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5911                              Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5912                              Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5913                              Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5914                              Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5915                              Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5916                              Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5917                              Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5918                              Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5919                              Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5920                         int whichend;
5921                         if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5922                         if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5923                         if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5924                         if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5925                         if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5926                         if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5927                         if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5928                         if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5929                         if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5930                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5931                         participantfacing[whichdialogue][indialogue][whichend] = facing;
5932                     }
5933                     if (indialogue >= numdialogueboxes[whichdialogue]) {
5934                         indialogue = -1;
5935                         directing = 0;
5936                         cameramode = 0;
5937                     }
5938                 }
5939                 if (!directing) {
5940                     pause_sound(whooshsound);
5941                     viewer = dialoguecamera[whichdialogue][indialogue];
5942                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5943                     yaw = dialoguecamerayaw[whichdialogue][indialogue];
5944                     pitch = dialoguecamerapitch[whichdialogue][indialogue];
5945                     if (dialoguetime > 0.5)
5946                         if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
5947                                  Input::isKeyPressed(SDL_SCANCODE_2) ||
5948                                  Input::isKeyPressed(SDL_SCANCODE_3) ||
5949                                  Input::isKeyPressed(SDL_SCANCODE_4) ||
5950                                  Input::isKeyPressed(SDL_SCANCODE_5) ||
5951                                  Input::isKeyPressed(SDL_SCANCODE_6) ||
5952                                  Input::isKeyPressed(SDL_SCANCODE_7) ||
5953                                  Input::isKeyPressed(SDL_SCANCODE_8) ||
5954                                  Input::isKeyPressed(SDL_SCANCODE_9) ||
5955                                  Input::isKeyPressed(SDL_SCANCODE_0) ||
5956                                  Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
5957                                  Input::isKeyPressed(attackkey)) {
5958                             indialogue++;
5959                             if (indialogue < numdialogueboxes[whichdialogue]) {
5960                                 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5961                                     playdialogueboxsound();
5962                                     if (dialogueboxsound[whichdialogue][indialogue] == -5) {
5963                                         hotspot[numhotspots] = Person::players[0]->coords;
5964                                         hotspotsize[numhotspots] = 10;
5965                                         hotspottype[numhotspots] = -1;
5966
5967                                         numhotspots++;
5968                                     }
5969                                     if (dialogueboxsound[whichdialogue][indialogue] == -6) {
5970                                         hostile = 1;
5971                                     }
5972
5973                                     if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5974                                         indialogue = -1;
5975                                         directing = 0;
5976                                         cameramode = 0;
5977                                     }
5978                                 }
5979                             }
5980                         }
5981                     if (indialogue >= numdialogueboxes[whichdialogue]) {
5982                         indialogue = -1;
5983                         directing = 0;
5984                         cameramode = 0;
5985                         if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
5986                             hostile = 1;
5987                         }
5988                         if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
5989                             windialogue = true;
5990                         }
5991                         if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
5992                             hostile = 1;
5993                             for (unsigned i = 1; i < Person::players.size(); i++) {
5994                                 Person::players[i]->aitype = attacktypecutoff;
5995                             }
5996                         }
5997                     }
5998                 }
5999             }
6000
6001             if (!Person::players[0]->jumpkeydown) {
6002                 Person::players[0]->jumptogglekeydown = 0;
6003             }
6004             if (Person::players[0]->jumpkeydown &&
6005                     Person::players[0]->animTarget != jumpupanim &&
6006                     Person::players[0]->animTarget != jumpdownanim &&
6007                     !Person::players[0]->isFlip())
6008                 Person::players[0]->jumptogglekeydown = 1;
6009
6010
6011             dialoguetime += multiplier;
6012             hawkyaw += multiplier * 25;
6013             realhawkcoords = 0;
6014             realhawkcoords.x = 25;
6015             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
6016             hawkcalldelay -= multiplier / 2;
6017
6018             if (hawkcalldelay <= 0) {
6019                 emit_sound_at(hawksound, realhawkcoords);
6020
6021                 hawkcalldelay = 16 + abs(Random() % 8);
6022             }
6023
6024             doDebugKeys();
6025
6026             doAttacks();
6027
6028             doPlayerCollisions();
6029
6030             doJumpReversals();
6031
6032             for (unsigned k = 0; k < Person::players.size(); k++)
6033                 if (k != 0 && Person::players[k]->immobile)
6034                     Person::players[k]->coords = Person::players[k]->realoldcoords;
6035
6036             for (unsigned k = 0; k < Person::players.size(); k++) {
6037                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6038                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6039                         Person::players[k]->DoDamage(1000);
6040                     }
6041                 }
6042             }
6043
6044             //respawn
6045             static bool respawnkeydown;
6046             if (!editorenabled &&
6047                     (whichlevel != -2 &&
6048                      (Input::isKeyDown(SDL_SCANCODE_Z) &&
6049                       Input::isKeyDown(SDL_SCANCODE_LGUI) &&
6050                       debugmode) ||
6051                      (Input::isKeyDown(jumpkey) &&
6052                       !respawnkeydown &&
6053                       !oldattackkey &&
6054                       Person::players[0]->dead))) {
6055                 targetlevel = whichlevel;
6056                 loading = 1;
6057                 leveltime = 5;
6058             }
6059             if (!Input::isKeyDown(jumpkey))
6060                 respawnkeydown = 0;
6061             if (Input::isKeyDown(jumpkey))
6062                 respawnkeydown = 1;
6063
6064
6065
6066
6067             static bool movekey;
6068
6069             //?
6070             for (unsigned i = 0; i < Person::players.size(); i++) {
6071                 static float oldtargetyaw;
6072                 if (!Person::players[i]->skeleton.free) {
6073                     oldtargetyaw = Person::players[i]->targetyaw;
6074                     if (i == 0 && indialogue == -1) {
6075                         //TODO: refactor repetitive code
6076                         if (!animation[Person::players[0]->animTarget].attack &&
6077                                 Person::players[0]->animTarget != staggerbackhighanim &&
6078                                 Person::players[0]->animTarget != staggerbackhardanim &&
6079                                 Person::players[0]->animTarget != crouchremoveknifeanim &&
6080                                 Person::players[0]->animTarget != removeknifeanim &&
6081                                 Person::players[0]->animTarget != backhandspringanim &&
6082                                 Person::players[0]->animTarget != dodgebackanim &&
6083                                 Person::players[0]->animTarget != walljumprightkickanim &&
6084                                 Person::players[0]->animTarget != walljumpleftkickanim) {
6085                             if (cameramode)
6086                                 Person::players[0]->targetyaw = 0;
6087                             else
6088                                 Person::players[0]->targetyaw = -yaw + 180;
6089                         }
6090
6091                         facing = 0;
6092                         facing.z = -1;
6093
6094                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6095                         if (cameramode) {
6096                             facing = flatfacing;
6097                         } else {
6098                             facing = DoRotation(facing, -pitch, 0, 0);
6099                             facing = DoRotation(facing, 0, 0 - yaw, 0);
6100                         }
6101
6102                         Person::players[0]->lookyaw = -yaw;
6103
6104                         Person::players[i]->targetheadyaw = yaw;
6105                         Person::players[i]->targetheadpitch = pitch;
6106                     }
6107                     if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
6108                         if (!animation[Person::players[i]->animTarget].attack &&
6109                                 Person::players[i]->animTarget != staggerbackhighanim &&
6110                                 Person::players[i]->animTarget != staggerbackhardanim &&
6111                                 Person::players[i]->animTarget != crouchremoveknifeanim &&
6112                                 Person::players[i]->animTarget != removeknifeanim &&
6113                                 Person::players[i]->animTarget != backhandspringanim &&
6114                                 Person::players[i]->animTarget != dodgebackanim &&
6115                                 Person::players[i]->animTarget != walljumprightkickanim &&
6116                                 Person::players[i]->animTarget != walljumpleftkickanim) {
6117                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
6118                         }
6119
6120                         facing = 0;
6121                         facing.z = -1;
6122
6123                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6124
6125                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
6126                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
6127
6128                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
6129                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
6130                     }
6131                     if (indialogue != -1) {
6132                         Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
6133                         Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
6134                     }
6135
6136                     if (leveltime < .5)
6137                         numenvsounds = 0;
6138
6139                     Person::players[i]->avoidsomething = 0;
6140
6141                     //avoid flaming things
6142                     for (int j = 0; j < objects.numobjects; j++)
6143                         if (objects.onfire[j])
6144                             if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
6145                                 if (     distsq(&Person::players[i]->coords, &objects.position[j]) <
6146                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6147                                     Person::players[i]->collided = 0;
6148                                     Person::players[i]->avoidcollided = 1;
6149                                     if (Person::players[i]->avoidsomething == 0 ||
6150                                             distsq(&Person::players[i]->coords, &objects.position[j]) <
6151                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6152                                         Person::players[i]->avoidwhere = objects.position[j];
6153                                         Person::players[i]->avoidsomething = 1;
6154                                     }
6155                                 }
6156
6157                     //avoid flaming players
6158                     for (unsigned j = 0; j < Person::players.size(); j++)
6159                         if (Person::players[j]->onfire)
6160                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
6161                                 if (     distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6162                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6163                                     Person::players[i]->collided = 0;
6164                                     Person::players[i]->avoidcollided = 1;
6165                                     if (Person::players[i]->avoidsomething == 0 ||
6166                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6167                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6168                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
6169                                         Person::players[i]->avoidsomething = 1;
6170                                     }
6171                                 }
6172
6173                     if (Person::players[i]->collided > .8)
6174                         Person::players[i]->avoidcollided = 0;
6175
6176                     doAI(i);
6177
6178                     if (animation[Person::players[i]->animTarget].attack == reversed) {
6179                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
6180                         Person::players[i]->forwardkeydown = 0;
6181                         Person::players[i]->leftkeydown = 0;
6182                         Person::players[i]->backkeydown = 0;
6183                         Person::players[i]->rightkeydown = 0;
6184                         Person::players[i]->jumpkeydown = 0;
6185                         Person::players[i]->attackkeydown = 0;
6186                         //Person::players[i]->crouchkeydown=0;
6187                         Person::players[i]->throwkeydown = 0;
6188                     }
6189
6190                     if (indialogue != -1) {
6191                         Person::players[i]->forwardkeydown = 0;
6192                         Person::players[i]->leftkeydown = 0;
6193                         Person::players[i]->backkeydown = 0;
6194                         Person::players[i]->rightkeydown = 0;
6195                         Person::players[i]->jumpkeydown = 0;
6196                         Person::players[i]->crouchkeydown = 0;
6197                         Person::players[i]->drawkeydown = 0;
6198                         Person::players[i]->throwkeydown = 0;
6199                     }
6200
6201                     if (Person::players[i]->collided < -.3)
6202                         Person::players[i]->collided = -.3;
6203                     if (Person::players[i]->collided > 1)
6204                         Person::players[i]->collided = 1;
6205                     Person::players[i]->collided -= multiplier * 4;
6206                     Person::players[i]->whichdirectiondelay -= multiplier;
6207                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
6208                         Person::players[i]->avoidcollided = -.3;
6209                         Person::players[i]->whichdirection = abs(Random() % 2);
6210                         Person::players[i]->whichdirectiondelay = .4;
6211                     }
6212                     if (Person::players[i]->avoidcollided > 1)
6213                         Person::players[i]->avoidcollided = 1;
6214                     Person::players[i]->avoidcollided -= multiplier / 4;
6215                     if (!Person::players[i]->skeleton.free) {
6216                         Person::players[i]->stunned -= multiplier;
6217                         Person::players[i]->surprised -= multiplier;
6218                     }
6219                     if (i != 0 && Person::players[i]->surprised <= 0 &&
6220                             Person::players[i]->aitype == attacktypecutoff &&
6221                             !Person::players[i]->dead &&
6222                             !Person::players[i]->skeleton.free &&
6223                             animation[Person::players[i]->animTarget].attack == neutral)
6224                         numresponded = 1;
6225
6226                     if (!Person::players[i]->throwkeydown)
6227                         Person::players[i]->throwtogglekeydown = 0;
6228
6229                     //pick up weapon
6230                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6231                         if (Person::players[i]->weaponactive == -1 &&
6232                                 Person::players[i]->num_weapons < 2 &&
6233                                 (Person::players[i]->isIdle() ||
6234                                  Person::players[i]->isCrouch() ||
6235                                  Person::players[i]->animTarget == sneakanim ||
6236                                  Person::players[i]->animTarget == rollanim ||
6237                                  Person::players[i]->animTarget == backhandspringanim ||
6238                                  Person::players[i]->isFlip() ||
6239                                  Person::players[i]->aitype != playercontrolled)) {
6240                             for (unsigned j = 0; j < weapons.size(); j++) {
6241                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6242                                         Person::players[i]->aitype == playercontrolled) &&
6243                                         weapons[j].owner == -1 &&
6244                                         Person::players[i]->weaponactive == -1)
6245                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6246                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6247                                             if (Person::players[i]->isCrouch() ||
6248                                                     Person::players[i]->animTarget == sneakanim ||
6249                                                     Person::players[i]->isRun() ||
6250                                                     Person::players[i]->isIdle() ||
6251                                                     Person::players[i]->aitype != playercontrolled) {
6252                                                 Person::players[i]->throwtogglekeydown = 1;
6253                                                 Person::players[i]->setAnimation(crouchremoveknifeanim);
6254                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6255                                                 Person::players[i]->hasvictim = 0;
6256                                             }
6257                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6258                                                 Person::players[i]->throwtogglekeydown = 1;
6259                                                 Person::players[i]->hasvictim = 0;
6260
6261                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6262                                                         Person::players[i]->aitype == playercontrolled) &&
6263                                                         weapons[j].owner == -1 ||
6264                                                         Person::players[i]->victim &&
6265                                                         weapons[j].owner == int(Person::players[i]->victim->id))
6266                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6267                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6268                                                             if (weapons[j].getType() != staff)
6269                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6270
6271                                                             Person::players[i]->takeWeapon(j);
6272                                                         }
6273                                             }
6274                                         } else if ((Person::players[i]->isIdle() ||
6275                                                     Person::players[i]->isFlip() ||
6276                                                     Person::players[i]->aitype != playercontrolled) &&
6277                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6278                                                    Person::players[i]->coords.y < weapons[j].position.y) {
6279                                             if (!Person::players[i]->isFlip()) {
6280                                                 Person::players[i]->throwtogglekeydown = 1;
6281                                                 Person::players[i]->setAnimation(removeknifeanim);
6282                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6283                                             }
6284                                             if (Person::players[i]->isFlip()) {
6285                                                 Person::players[i]->throwtogglekeydown = 1;
6286                                                 Person::players[i]->hasvictim = 0;
6287
6288                                                 for (unsigned k = 0; k < weapons.size(); k++) {
6289                                                     if (Person::players[i]->weaponactive == -1)
6290                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6291                                                                 Person::players[i]->aitype == playercontrolled) &&
6292                                                                 weapons[k].owner == -1 ||
6293                                                                 Person::players[i]->victim &&
6294                                                                 weapons[k].owner == int(Person::players[i]->victim->id))
6295                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6296                                                                     Person::players[i]->weaponactive == -1) {
6297                                                                 if (weapons[k].getType() != staff)
6298                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6299
6300                                                                 Person::players[i]->takeWeapon(k);
6301                                                             }
6302                                                 }
6303                                             }
6304                                         }
6305                                     }
6306                             }
6307                             if (Person::players[i]->isCrouch() ||
6308                                     Person::players[i]->animTarget == sneakanim ||
6309                                     Person::players[i]->isRun() ||
6310                                     Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6311                                     Person::players[i]->animTarget == backhandspringanim) {
6312                                 if (Person::players.size() > 1)
6313                                     for (unsigned j = 0; j < Person::players.size(); j++) {
6314                                         if (Person::players[i]->weaponactive == -1)
6315                                             if (j != i)
6316                                                 if (Person::players[j]->num_weapons &&
6317                                                         Person::players[j]->skeleton.free &&
6318                                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6319                                                         (((Person::players[j]->skeleton.forward.y < 0 &&
6320                                                            Person::players[j]->weaponstuckwhere == 0) ||
6321                                                           (Person::players[j]->skeleton.forward.y > 0 &&
6322                                                            Person::players[j]->weaponstuckwhere == 1)) ||
6323                                                          Person::players[j]->weaponstuck == -1 ||
6324                                                          Person::players[j]->num_weapons > 1)) {
6325                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6326                                                         Person::players[i]->throwtogglekeydown = 1;
6327                                                         Person::players[i]->victim = Person::players[j];
6328                                                         Person::players[i]->hasvictim = 1;
6329                                                         Person::players[i]->setAnimation(crouchremoveknifeanim);
6330                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6331                                                     }
6332                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6333                                                         Person::players[i]->throwtogglekeydown = 1;
6334                                                         Person::players[i]->victim = Person::players[j];
6335                                                         Person::players[i]->hasvictim = 1;
6336                                                         int k = Person::players[j]->weaponids[0];
6337                                                         if (Person::players[i]->hasvictim) {
6338                                                             bool fleshstuck;
6339                                                             fleshstuck = 0;
6340                                                             if (Person::players[i]->victim->weaponstuck != -1) {
6341                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6342                                                                     fleshstuck = 1;
6343                                                                 }
6344                                                             }
6345                                                             if (!fleshstuck) {
6346                                                                 if (weapons[k].getType() != staff)
6347                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6348                                                             }
6349                                                             if (fleshstuck)
6350                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6351
6352                                                             if (weapons[k].owner != -1) {
6353                                                                 if (Person::players[i]->victim->num_weapons == 1)
6354                                                                     Person::players[i]->victim->num_weapons = 0;
6355                                                                 else
6356                                                                     Person::players[i]->victim->num_weapons = 1;
6357
6358                                                                 Person::players[i]->victim->skeleton.longdead = 0;
6359                                                                 Person::players[i]->victim->skeleton.free = 1;
6360                                                                 Person::players[i]->victim->skeleton.broken = 0;
6361
6362                                                                 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6363                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6364                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
6365                                                                 }
6366
6367                                                                 XYZ relative;
6368                                                                 relative = 0;
6369                                                                 relative.y = 10;
6370                                                                 Normalise(&relative);
6371                                                                 XYZ footvel, footpoint;
6372                                                                 footvel = 0;
6373                                                                 footpoint = weapons[k].position;
6374                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
6375                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6376                                                                         if (bloodtoggle)
6377                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6378                                                                         weapons[k].bloody = 2;
6379                                                                         weapons[k].blooddrip = 5;
6380                                                                         Person::players[i]->victim->weaponstuck = -1;
6381                                                                         Person::players[i]->victim->bloodloss += 2000;
6382                                                                         Person::players[i]->victim->DoDamage(2000);
6383                                                                     }
6384                                                                 }
6385                                                                 if (Person::players[i]->victim->num_weapons > 0) {
6386                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6387                                                                         Person::players[i]->victim->weaponstuck = 0;
6388                                                                     if (Person::players[i]->victim->weaponids[0] == k)
6389                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6390                                                                 }
6391
6392                                                                 Person::players[i]->victim->weaponactive = -1;
6393
6394                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6395                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
6396                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6397                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6398                                                             }
6399                                                             Person::players[i]->takeWeapon(k);
6400                                                         }
6401                                                     }
6402                                                 }
6403                                     }
6404                             }
6405                         }
6406                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6407                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6408                                 if (Person::players[i]->isIdle() ||
6409                                         Person::players[i]->isRun() ||
6410                                         Person::players[i]->isCrouch() ||
6411                                         Person::players[i]->animTarget == sneakanim ||
6412                                         Person::players[i]->isFlip())
6413                                     if (Person::players.size() > 1)
6414                                         for (unsigned j = 0; j < Person::players.size(); j++) {
6415                                             if (i != j)
6416                                                 if (tutoriallevel != 1 || tutorialstage == 49)
6417                                                     if (hostile)
6418                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6419                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6420                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6421                                                                 !Person::players[j]->skeleton.free &&
6422                                                                 -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)) {
6423                                                             if (!Person::players[i]->isFlip()) {
6424                                                                 Person::players[i]->throwtogglekeydown = 1;
6425                                                                 Person::players[i]->victim = Person::players[j];
6426                                                                 Person::players[i]->setAnimation(knifethrowanim);
6427                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6428                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6429                                                             }
6430                                                             if (Person::players[i]->isFlip()) {
6431                                                                 if (Person::players[i]->weaponactive != -1) {
6432                                                                     Person::players[i]->throwtogglekeydown = 1;
6433                                                                     Person::players[i]->victim = Person::players[j];
6434                                                                     XYZ aim;
6435                                                                     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);
6436                                                                     Normalise(&aim);
6437
6438                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6439
6440                                                                     weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6441                                                                     Person::players[i]->num_weapons--;
6442                                                                     if (Person::players[i]->num_weapons) {
6443                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6444                                                                     }
6445                                                                     Person::players[i]->weaponactive = -1;
6446                                                                 }
6447                                                             }
6448                                                         }
6449                                         }
6450                             }
6451                         }
6452                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6453                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6454                                 Person::players[i]->throwtogglekeydown = 1;
6455                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
6456                                 if (tempVelocity.x == 0)
6457                                     tempVelocity.x = .1;
6458                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6459                                 Person::players[i]->num_weapons--;
6460                                 if (Person::players[i]->num_weapons) {
6461                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6462                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6463                                         Person::players[i]->weaponstuck = 0;
6464                                 }
6465
6466                                 Person::players[i]->weaponactive = -1;
6467                                 for (unsigned j = 0; j < Person::players.size(); j++) {
6468                                     Person::players[j]->wentforweapon = 0;
6469                                 }
6470                             }
6471                         }
6472
6473                     }
6474
6475                     //draw weapon
6476                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6477                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6478                                 (Person::players[i]->num_weapons == 2) &&
6479                                 (Person::players[i]->weaponactive == -1) &&
6480                                 Person::players[i]->isIdle() ||
6481                                 Person::players[0]->dead &&
6482                                 (Person::players[i]->weaponactive != -1) &&
6483                                 i != 0) {
6484                             bool isgood = true;
6485                             if (Person::players[i]->weaponactive != -1)
6486                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6487                                     isgood = false;
6488                             if (isgood && Person::players[i]->creature != wolftype) {
6489                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6490                                     Person::players[i]->setAnimation(drawrightanim);
6491                                     Person::players[i]->drawtogglekeydown = 1;
6492                                 }
6493                                 if ((Person::players[i]->isIdle() ||
6494                                         (Person::players[i]->aitype != playercontrolled &&
6495                                          Person::players[0]->weaponactive != -1 &&
6496                                          Person::players[i]->isRun())) &&
6497                                         Person::players[i]->num_weapons &&
6498                                         weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6499                                     Person::players[i]->setAnimation(drawleftanim);
6500                                     Person::players[i]->drawtogglekeydown = 1;
6501                                 }
6502                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6503                                     Person::players[i]->setAnimation(crouchdrawrightanim);
6504                                     Person::players[i]->drawtogglekeydown = 1;
6505                                 }
6506                             }
6507                         }
6508                     }
6509
6510                     //clean weapon
6511                     if (Person::players[i]->weaponactive != -1) {
6512                         if (Person::players[i]->isCrouch() &&
6513                                 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6514                                 bloodtoggle &&
6515                                 Person::players[i]->onterrain &&
6516                                 Person::players[i]->num_weapons &&
6517                                 Person::players[i]->attackkeydown &&
6518                                 musictype != stream_fighttheme) {
6519                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6520                                 Person::players[i]->setAnimation(crouchstabanim);
6521                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6522                                 Person::players[i]->setAnimation(swordgroundstabanim);
6523                             Person::players[i]->hasvictim = 0;
6524                         }
6525                     }
6526
6527                     if (!Person::players[i]->drawkeydown)
6528                         Person::players[i]->drawtogglekeydown = 0;
6529
6530                     XYZ absflatfacing;
6531                     if (i == 0) {
6532                         absflatfacing = 0;
6533                         absflatfacing.z = -1;
6534
6535                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6536                     } else
6537                         absflatfacing = flatfacing;
6538
6539                     if (indialogue != -1) {
6540                         Person::players[i]->forwardkeydown = 0;
6541                         Person::players[i]->leftkeydown = 0;
6542                         Person::players[i]->backkeydown = 0;
6543                         Person::players[i]->rightkeydown = 0;
6544                         Person::players[i]->jumpkeydown = 0;
6545                         Person::players[i]->crouchkeydown = 0;
6546                         Person::players[i]->drawkeydown = 0;
6547                         Person::players[i]->throwkeydown = 0;
6548                     }
6549                     movekey = 0;
6550                     //Do controls
6551                     if (!animation[Person::players[i]->animTarget].attack &&
6552                             Person::players[i]->animTarget != staggerbackhighanim &&
6553                             Person::players[i]->animTarget != staggerbackhardanim &&
6554                             Person::players[i]->animTarget != backhandspringanim &&
6555                             Person::players[i]->animTarget != dodgebackanim) {
6556                         if (!Person::players[i]->forwardkeydown)
6557                             Person::players[i]->forwardstogglekeydown = 0;
6558                         if (Person::players[i]->crouchkeydown) {
6559                             //Crouch
6560                             target = -2;
6561                             if (i == 0) {
6562                                 Person::players[i]->superruntoggle = 1;
6563                                 if (Person::players.size() > 1)
6564                                     for (unsigned j = 0; j < Person::players.size(); j++)
6565                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6566                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6567                                                 Person::players[i]->superruntoggle = 0;
6568                             }
6569
6570                             if (Person::players.size() > 1)
6571                                 for (unsigned j = 0; j < Person::players.size(); j++) {
6572                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6573                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6574                                                 Person::players[j]->victim == Person::players[i] &&
6575                                                 (Person::players[j]->animTarget == sweepanim ||
6576                                                  Person::players[j]->animTarget == upunchanim ||
6577                                                  Person::players[j]->animTarget == wolfslapanim ||
6578                                                  ((Person::players[j]->animTarget == swordslashanim ||
6579                                                    Person::players[j]->animTarget == knifeslashstartanim ||
6580                                                    Person::players[j]->animTarget == staffhitanim ||
6581                                                    Person::players[j]->animTarget == staffspinhitanim) &&
6582                                                   distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6583                                             if (target >= 0)
6584                                                 target = -1;
6585                                             else
6586                                                 target = j;
6587                                         }
6588                                     }
6589                                 }
6590                             if (target >= 0)
6591                                 Person::players[target]->Reverse();
6592                             Person::players[i]->lowreversaldelay = .5;
6593
6594                             if (Person::players[i]->isIdle()) {
6595                                 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6596                                 Person::players[i]->transspeed = 10;
6597                             }
6598                             if (Person::players[i]->isRun() ||
6599                                     (Person::players[i]->isStop() &&
6600                                      (Person::players[i]->leftkeydown ||
6601                                       Person::players[i]->rightkeydown ||
6602                                       Person::players[i]->forwardkeydown ||
6603                                       Person::players[i]->backkeydown))) {
6604                                 Person::players[i]->setAnimation(rollanim);
6605                                 Person::players[i]->transspeed = 20;
6606                             }
6607                         }
6608                         if (!Person::players[i]->crouchkeydown) {
6609                             //Uncrouch
6610                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6611                                 Person::players[i]->superruntoggle = 0;
6612                             target = -2;
6613                             if (Person::players[i]->isCrouch()) {
6614                                 if (Person::players.size() > 1)
6615                                     for (unsigned j = 0; j < Person::players.size(); j++) {
6616                                         if (j != i &&
6617                                                 !Person::players[j]->skeleton.free &&
6618                                                 Person::players[j]->victim &&
6619                                                 Person::players[i]->highreversaldelay <= 0) {
6620                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6621                                                     Person::players[j]->victim == Person::players[i] &&
6622                                                     (Person::players[j]->animTarget == spinkickanim) &&
6623                                                     Person::players[i]->isCrouch()) {
6624                                                 if (target >= 0)
6625                                                     target = -1;
6626                                                 else
6627                                                     target = j;
6628                                             }
6629                                         }
6630                                     }
6631                                 if (target >= 0)
6632                                     Person::players[target]->Reverse();
6633                                 Person::players[i]->highreversaldelay = .5;
6634
6635                                 if (Person::players[i]->isCrouch()) {
6636                                     if (!Person::players[i]->wasCrouch()) {
6637                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6638                                         Person::players[i]->frameCurrent = 0;
6639                                     }
6640                                     Person::players[i]->setAnimation(Person::players[i]->getIdle());
6641                                     Person::players[i]->transspeed = 10;
6642                                 }
6643                             }
6644                             if (Person::players[i]->animTarget == sneakanim) {
6645                                 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6646                                 Person::players[i]->transspeed = 10;
6647                             }
6648                         }
6649                         if (Person::players[i]->forwardkeydown) {
6650                             if (Person::players[i]->isIdle() ||
6651                                     (Person::players[i]->isStop() &&
6652                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6653                                     (Person::players[i]->isLanding() &&
6654                                      Person::players[i]->frameTarget > 0 &&
6655                                      !Person::players[i]->jumpkeydown) ||
6656                                     (Person::players[i]->isLandhard() &&
6657                                      Person::players[i]->frameTarget > 0 &&
6658                                      !Person::players[i]->jumpkeydown &&
6659                                      Person::players[i]->crouchkeydown)) {
6660                                 if (Person::players[i]->aitype == passivetype)
6661                                     Person::players[i]->setAnimation(walkanim);
6662                                 else
6663                                     Person::players[i]->setAnimation(Person::players[i]->getRun());
6664                             }
6665                             if (Person::players[i]->isCrouch()) {
6666                                 Person::players[i]->animTarget = sneakanim;
6667                                 if (Person::players[i]->wasCrouch())
6668                                     Person::players[i]->target = 0;
6669                                 Person::players[i]->frameTarget = 0;
6670                             }
6671                             if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6672                                 Person::players[i]->setAnimation(climbanim);
6673                                 Person::players[i]->frameTarget = 1;
6674                                 Person::players[i]->jumpclimb = 1;
6675                             }
6676                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6677                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6678                             }
6679                             Person::players[i]->forwardstogglekeydown = 1;
6680                             movekey = 1;
6681                         }
6682                         if (Person::players[i]->rightkeydown) {
6683                             if (Person::players[i]->isIdle() ||
6684                                     (Person::players[i]->isStop() &&
6685                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6686                                     (Person::players[i]->isLanding() &&
6687                                      Person::players[i]->frameTarget > 0 &&
6688                                      !Person::players[i]->jumpkeydown) ||
6689                                     (Person::players[i]->isLandhard() &&
6690                                      Person::players[i]->frameTarget > 0 &&
6691                                      !Person::players[i]->jumpkeydown &&
6692                                      Person::players[i]->crouchkeydown)) {
6693                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
6694                             }
6695                             if (Person::players[i]->isCrouch()) {
6696                                 Person::players[i]->animTarget = sneakanim;
6697                                 if (Person::players[i]->wasCrouch())
6698                                     Person::players[i]->target = 0;
6699                                 Person::players[i]->frameTarget = 0;
6700                             }
6701                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6702                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6703                             }
6704                             Person::players[i]->targetyaw -= 90;
6705                             if (Person::players[i]->forwardkeydown)
6706                                 Person::players[i]->targetyaw += 45;
6707                             if (Person::players[i]->backkeydown)
6708                                 Person::players[i]->targetyaw -= 45;
6709                             movekey = 1;
6710                         }
6711                         if ( Person::players[i]->leftkeydown) {
6712                             if (Person::players[i]->isIdle() ||
6713                                     (Person::players[i]->isStop() &&
6714                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6715                                     (Person::players[i]->isLanding() &&
6716                                      Person::players[i]->frameTarget > 0 &&
6717                                      !Person::players[i]->jumpkeydown) ||
6718                                     (Person::players[i]->isLandhard() &&
6719                                      Person::players[i]->frameTarget > 0 &&
6720                                      !Person::players[i]->jumpkeydown &&
6721                                      Person::players[i]->crouchkeydown)) {
6722                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
6723                             }
6724                             if (Person::players[i]->isCrouch()) {
6725                                 Person::players[i]->animTarget = sneakanim;
6726                                 if (Person::players[i]->wasCrouch())
6727                                     Person::players[i]->target = 0;
6728                                 Person::players[i]->frameTarget = 0;
6729                             }
6730                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6731                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6732                             }
6733                             Person::players[i]->targetyaw += 90;
6734                             if (Person::players[i]->forwardkeydown)
6735                                 Person::players[i]->targetyaw -= 45;
6736                             if (Person::players[i]->backkeydown)
6737                                 Person::players[i]->targetyaw += 45;
6738                             movekey = 1;
6739                         }
6740                         if (Person::players[i]->backkeydown) {
6741                             if (Person::players[i]->isIdle() ||
6742                                     (Person::players[i]->isStop() &&
6743                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6744                                     (Person::players[i]->isLanding() &&
6745                                      Person::players[i]->frameTarget > 0 &&
6746                                      !Person::players[i]->jumpkeydown) ||
6747                                     (Person::players[i]->isLandhard() &&
6748                                      Person::players[i]->frameTarget > 0 &&
6749                                      !Person::players[i]->jumpkeydown &&
6750                                      Person::players[i]->crouchkeydown)) {
6751                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
6752                             }
6753                             if (Person::players[i]->isCrouch()) {
6754                                 Person::players[i]->animTarget = sneakanim;
6755                                 if (Person::players[i]->wasCrouch())
6756                                     Person::players[i]->target = 0;
6757                                 Person::players[i]->frameTarget = 0;
6758                             }
6759                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6760                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6761                             }
6762                             if (Person::players[i]->animTarget == hanganim) {
6763                                 Person::players[i]->animCurrent = jumpdownanim;
6764                                 Person::players[i]->animTarget = jumpdownanim;
6765                                 Person::players[i]->target = 0;
6766                                 Person::players[i]->frameCurrent = 0;
6767                                 Person::players[i]->frameTarget = 1;
6768                                 Person::players[i]->velocity = 0;
6769                                 Person::players[i]->velocity.y += gravity;
6770                                 Person::players[i]->coords.y -= 1.4;
6771                                 Person::players[i]->grabdelay = 1;
6772                             }
6773                             if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6774                                 Person::players[i]->targetyaw += 180;
6775                             movekey = 1;
6776                         }
6777                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6778                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6779                                     Person::players[i]->isRun() ||
6780                                     Person::players[i]->animTarget == walkanim ||
6781                                     Person::players[i]->isCrouch() ||
6782                                     Person::players[i]->animTarget == sneakanim) &&
6783                                     Person::players[i]->jumppower > 1) &&
6784                                     ((Person::players[i]->animTarget != rabbitrunninganim &&
6785                                       Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6786                                 Person::players[i]->jumpstart = 0;
6787                                 Person::players[i]->setAnimation(jumpupanim);
6788                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
6789                                 Person::players[i]->transspeed = 20;
6790                                 Person::players[i]->FootLand(0, 1);
6791                                 Person::players[i]->FootLand(1, 1);
6792
6793                                 facing = 0;
6794                                 facing.z = -1;
6795                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6796
6797                                 if (movekey)
6798                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6799                                 if (!movekey)
6800                                     Person::players[i]->velocity = 0;
6801
6802                                 //Dodge sweep?
6803                                 target = -2;
6804                                 if (Person::players.size() > 1)
6805                                     for (unsigned j = 0; j < Person::players.size(); j++) {
6806                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6807                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6808                                                     (Person::players[j]->victim == Person::players[i]) &&
6809                                                     (Person::players[j]->animTarget == sweepanim)) {
6810                                                 if (target >= 0)
6811                                                     target = -1;
6812                                                 else
6813                                                     target = j;
6814                                             }
6815                                         }
6816                                     }
6817                                 if (target >= 0)
6818                                     Person::players[i]->velocity.y = 1;
6819                                 else
6820                                     if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6821                                     Person::players[i]->velocity.y = 7;
6822                                     Person::players[i]->crouchtogglekeydown = 1;
6823                                 } else Person::players[i]->velocity.y = 5;
6824
6825                                 if (mousejump && i == 0 && debugmode) {
6826                                     if (!Person::players[i]->isLanding())
6827                                         Person::players[i]->tempdeltav = deltav;
6828                                     if (Person::players[i]->tempdeltav < 0)
6829                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6830                                 }
6831
6832                                 Person::players[i]->coords.y += .2;
6833                                 Person::players[i]->jumppower -= 1;
6834
6835                                 if (!i)
6836                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6837
6838                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6839                             }
6840                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6841                                 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6842                                 Person::players[i]->frameTarget = 2;
6843                                 Person::players[i]->landhard = 0;
6844                                 Person::players[i]->jumpstart = 1;
6845                                 Person::players[i]->tempdeltav = deltav;
6846                             }
6847                             if (Person::players[i]->animTarget == jumpupanim &&
6848                                     (((!floatjump &&
6849                                        !editorenabled) ||
6850                                       !debugmode) ||
6851                                      Person::players[i]->aitype != playercontrolled)) {
6852                                 if (Person::players[i]->jumppower > multiplier * 6) {
6853                                     Person::players[i]->velocity.y += multiplier * 6;
6854                                     Person::players[i]->jumppower -= multiplier * 6;
6855                                 }
6856                                 if (Person::players[i]->jumppower <= multiplier * 6) {
6857                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
6858                                     Person::players[i]->jumppower = 0;
6859                                 }
6860                             }
6861                             if (((floatjump || editorenabled) && debugmode) && i == 0)
6862                                 Person::players[i]->velocity.y += multiplier * 30;
6863                         }
6864
6865                         if (!movekey) {
6866                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6867                                 Person::players[i]->setAnimation(Person::players[i]->getStop());
6868                             if (Person::players[i]->animTarget == sneakanim) {
6869                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6870                                 if (Person::players[i]->animCurrent == sneakanim)
6871                                     Person::players[i]->target = 0;
6872                                 Person::players[i]->frameTarget = 0;
6873                             }
6874                         }
6875                         if (Person::players[i]->animTarget == walkanim &&
6876                                 (Person::players[i]->aitype == attacktypecutoff ||
6877                                  Person::players[i]->aitype == searchtype ||
6878                                  (Person::players[i]->aitype == passivetype &&
6879                                   Person::players[i]->numwaypoints <= 1)))
6880                             Person::players[i]->setAnimation(Person::players[i]->getStop());
6881                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6882                             Person::players[i]->setAnimation(Person::players[i]->getStop());
6883                     }
6884                 }
6885                 if (Person::players[i]->animTarget == rollanim)
6886                     Person::players[i]->targetyaw = oldtargetyaw;
6887             }
6888
6889             //Rotation
6890             for (unsigned k = 0; k < Person::players.size(); k++) {
6891                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6892                     if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6893                         Person::players[k]->yaw -= 360;
6894                     else
6895                         Person::players[k]->yaw += 360;
6896                 }
6897
6898                 //stop to turn in right direction
6899                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6900                     Person::players[k]->setAnimation(Person::players[k]->getStop());
6901
6902                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6903                     Person::players[k]->targettilt = 0;
6904
6905                 if (Person::players[k]->animTarget != jumpupanim &&
6906                         Person::players[k]->animTarget != backhandspringanim &&
6907                         Person::players[k]->animTarget != jumpdownanim &&
6908                         !Person::players[k]->isFlip()) {
6909                     Person::players[k]->targettilt = 0;
6910                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6911                         Person::players[k]->jumppower = 0;
6912                     Person::players[k]->jumppower += multiplier * 7;
6913                     if (Person::players[k]->isCrouch())
6914                         Person::players[k]->jumppower += multiplier * 7;
6915                     if (Person::players[k]->jumppower > 5)
6916                         Person::players[k]->jumppower = 5;
6917                 }
6918
6919                 if (Person::players[k]->isRun())
6920                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6921
6922                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6923                 Person::players[k]->grabdelay -= multiplier;
6924             }
6925
6926             //do animations
6927             for (unsigned k = 0; k < Person::players.size(); k++) {
6928                 Person::players[k]->DoAnimations();
6929                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6930                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6931             }
6932
6933             //do stuff
6934             objects.DoStuff();
6935
6936             for (int j = numenvsounds - 1; j >= 0; j--) {
6937                 envsoundlife[j] -= multiplier;
6938                 if (envsoundlife[j] < 0) {
6939                     numenvsounds--;
6940                     envsoundlife[j] = envsoundlife[numenvsounds];
6941                     envsound[j] = envsound[numenvsounds];
6942                 }
6943             }
6944             if (slomo)
6945                 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
6946             else
6947                 OPENAL_SetFrequency(OPENAL_ALL, 22050);
6948
6949             if (tutoriallevel == 1) {
6950                 XYZ temp;
6951                 XYZ temp2;
6952                 XYZ temp3;
6953                 XYZ oldtemp;
6954                 XYZ oldtemp2;
6955                 temp.x = 1011;
6956                 temp.y = 84;
6957                 temp.z = 491;
6958                 temp2.x = 1025;
6959                 temp2.y = 75;
6960                 temp2.z = 447;
6961                 temp3.x = 1038;
6962                 temp3.y = 76;
6963                 temp3.z = 453;
6964                 oldtemp = temp;
6965                 oldtemp2 = temp2;
6966                 if (tutorialstage >= 51)
6967                     if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6968                         OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6969                         OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6970
6971                         emit_stream_np(stream_menutheme);
6972
6973                         gameon = 0;
6974                         mainmenu = 5;
6975
6976                         fireSound();
6977
6978                         flash();
6979                     }
6980                 if (tutorialstage < 51)
6981                     if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6982                         emit_sound_at(fireendsound, Person::players[0]->coords);
6983
6984                         Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6985
6986                         flash();
6987                     }
6988                 if (tutorialstage >= 14 && tutorialstage < 50)
6989                     if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6990                         emit_sound_at(fireendsound, Person::players[1]->coords);
6991
6992                         for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6993                             if (Random() % 2 == 0) {
6994                                 if (!Person::players[1]->skeleton.free)
6995                                     temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6996                                 if (Person::players[1]->skeleton.free)
6997                                     temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6998                                 if (!Person::players[1]->skeleton.free)
6999                                     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;
7000                                 if (Person::players[1]->skeleton.free)
7001                                     temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7002                                 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7003                             }
7004                         }
7005
7006                         Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
7007                         for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7008                             Person::players[1]->skeleton.joints[i].velocity = 0;
7009                             if (Random() % 2 == 0) {
7010                                 if (!Person::players[1]->skeleton.free)
7011                                     temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7012                                 if (Person::players[1]->skeleton.free)
7013                                     temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7014                                 if (!Person::players[1]->skeleton.free)
7015                                     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;
7016                                 if (Person::players[1]->skeleton.free)
7017                                     temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7018                                 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7019                             }
7020                         }
7021                     }
7022             }
7023
7024
7025             //3d sound
7026             static float gLoc[3];
7027             gLoc[0] = viewer.x;
7028             gLoc[1] = viewer.y;
7029             gLoc[2] = viewer.z;
7030             static float vel[3];
7031             vel[0] = (viewer.x - oldviewer.x) / multiplier;
7032             vel[1] = (viewer.y - oldviewer.y) / multiplier;
7033             vel[2] = (viewer.z - oldviewer.z) / multiplier;
7034
7035             //Set orientation with forward and up vectors
7036             static XYZ upvector;
7037             upvector = 0;
7038             upvector.z = -1;
7039
7040             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
7041             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
7042
7043             facing = 0;
7044             facing.z = -1;
7045
7046             facing = DoRotation(facing, -pitch, 0, 0);
7047             facing = DoRotation(facing, 0, 0 - yaw, 0);
7048
7049
7050             static float ori[6];
7051             ori[0] = -facing.x;
7052             ori[1] = facing.y;
7053             ori[2] = -facing.z;
7054             ori[3] = -upvector.x;
7055             ori[4] = upvector.y;
7056             ori[5] = -upvector.z;
7057
7058             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7059             OPENAL_Update();
7060
7061             oldviewer = viewer;
7062         }
7063     }
7064
7065     if (Input::isKeyPressed(SDL_SCANCODE_F1))
7066         Screenshot();
7067 }
7068
7069 void Game::TickOnce()
7070 {
7071     if (mainmenu)
7072         yaw += multiplier * 5;
7073     else if (directing || indialogue == -1) {
7074         yaw += deltah * .7;
7075         if (!invertmouse)
7076             pitch += deltav * .7;
7077         if (invertmouse)
7078             pitch -= deltav * .7;
7079         if (pitch > 90)
7080             pitch = 90;
7081         if (pitch < -70)
7082             pitch = -70;
7083     }
7084 }
7085
7086 void Game::TickOnceAfter()
7087 {
7088     static XYZ colviewer;
7089     static XYZ coltarget;
7090     static XYZ target;
7091     static XYZ col;
7092     static XYZ facing;
7093     static float changedelay;
7094     static bool alldead;
7095     static float unseendelay;
7096     static float cameraspeed;
7097
7098     if (!mainmenu) {
7099         static int oldmusictype = musictype;
7100
7101         if (environment == snowyenvironment)
7102             leveltheme = stream_snowtheme;
7103         if (environment == grassyenvironment)
7104             leveltheme = stream_grasstheme;
7105         if (environment == desertenvironment)
7106             leveltheme = stream_deserttheme;
7107
7108         realthreat = 0;
7109
7110         musictype = leveltheme;
7111         for (unsigned i = 0; i < Person::players.size(); i++) {
7112             if ((Person::players[i]->aitype == attacktypecutoff ||
7113                     Person::players[i]->aitype == getweapontype ||
7114                     Person::players[i]->aitype == gethelptype ||
7115                     Person::players[i]->aitype == searchtype) &&
7116                     !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
7117                     (Person::players[i]->animTarget != sneakattackedanim &&
7118                      Person::players[i]->animTarget != knifesneakattackedanim &&
7119                      Person::players[i]->animTarget != swordsneakattackedanim)) {
7120                 musictype = stream_fighttheme;
7121                 realthreat = 1;
7122             }
7123         }
7124         if (Person::players[0]->dead)
7125             musictype = stream_menutheme;
7126
7127
7128         if (musictype == stream_fighttheme)
7129             unseendelay = 1;
7130
7131         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
7132             unseendelay -= multiplier;
7133             if (unseendelay > 0)
7134                 musictype = stream_fighttheme;
7135         }
7136
7137
7138         if (loading == 2) {
7139             musictype = stream_menutheme;
7140             musicvolume[2] = 512;
7141             musicvolume[0] = 0;
7142             musicvolume[1] = 0;
7143             musicvolume[3] = 0;
7144         }
7145
7146         if (musictoggle)
7147             if (musictype != oldmusictype && musictype == stream_fighttheme)
7148                 emit_sound_np(alarmsound);
7149         musicselected = musictype;
7150
7151         if (musicselected == leveltheme)
7152             musicvolume[0] += multiplier * 450;
7153         else
7154             musicvolume[0] -= multiplier * 450;
7155         if (musicselected == stream_fighttheme)
7156             musicvolume[1] += multiplier * 450;
7157         else
7158             musicvolume[1] -= multiplier * 450;
7159         if (musicselected == stream_menutheme)
7160             musicvolume[2] += multiplier * 450;
7161         else
7162             musicvolume[2] -= multiplier * 450;
7163
7164         for (int i = 0; i < 3; i++) {
7165             if (musicvolume[i] < 0)
7166                 musicvolume[i] = 0;
7167             if (musicvolume[i] > 512)
7168                 musicvolume[i] = 512;
7169         }
7170
7171         if (musicvolume[2] > 128 && !loading && !mainmenu)
7172             musicvolume[2] = 128;
7173
7174         if (musictoggle) {
7175             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
7176                 emit_stream_np(leveltheme, musicvolume[0]);
7177             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
7178                 emit_stream_np(stream_fighttheme, musicvolume[1]);
7179             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
7180                 emit_stream_np(stream_menutheme, musicvolume[2]);
7181             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
7182                 pause_sound(leveltheme);
7183             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
7184                 pause_sound(stream_fighttheme);
7185             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
7186                 pause_sound(stream_menutheme);
7187
7188             if (musicvolume[0] != oldmusicvolume[0])
7189                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7190             if (musicvolume[1] != oldmusicvolume[1])
7191                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7192             if (musicvolume[2] != oldmusicvolume[2])
7193                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7194
7195             for (int i = 0; i < 3; i++)
7196                 oldmusicvolume[i] = musicvolume[i];
7197         } else {
7198             pause_sound(leveltheme);
7199             pause_sound(stream_fighttheme);
7200             pause_sound(stream_menutheme);
7201
7202             for (int i = 0; i < 4; i++) {
7203                 oldmusicvolume[i] = 0;
7204                 musicvolume[i] = 0;
7205             }
7206         }
7207
7208         killhotspot = 2;
7209         for (int i = 0; i < numhotspots; i++) {
7210             if (hotspottype[i] > 10 && hotspottype[i] < 20) {
7211                 if (Person::players[hotspottype[i] - 10]->dead == 0)
7212                     killhotspot = 0;
7213                 else if (killhotspot == 2)
7214                     killhotspot = 1;
7215             }
7216         }
7217         if (killhotspot == 2)
7218             killhotspot = 0;
7219
7220
7221         winhotspot = false;
7222         for (int i = 0; i < numhotspots; i++)
7223             if (hotspottype[i] == -1)
7224                 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
7225                     winhotspot = true;
7226
7227         int numalarmed = 0;
7228         for (unsigned i = 1; i < Person::players.size(); i++)
7229             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7230                 numalarmed++;
7231         if (numalarmed > maxalarmed)
7232             maxalarmed = numalarmed;
7233
7234         if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7235             if (Person::players[0]->dead && changedelay <= 0) {
7236                 changedelay = 1;
7237                 targetlevel = whichlevel;
7238             }
7239             alldead = true;
7240             for (unsigned i = 1; i < Person::players.size(); i++) {
7241                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7242                     alldead = false;
7243                     break;
7244                 }
7245             }
7246
7247
7248             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7249                 changedelay = 1;
7250                 targetlevel = whichlevel + 1;
7251                 if (targetlevel > numchallengelevels - 1)
7252                     targetlevel = 0;
7253             }
7254             if (winhotspot || windialogue) {
7255                 changedelay = 0.1;
7256                 targetlevel = whichlevel + 1;
7257                 if (targetlevel > numchallengelevels - 1)
7258                     targetlevel = 0;
7259             }
7260
7261
7262             if (killhotspot) {
7263                 changedelay = 1;
7264                 targetlevel = whichlevel + 1;
7265                 if (targetlevel > numchallengelevels - 1)
7266                     targetlevel = 0;
7267             }
7268
7269             if (changedelay > 0 && !Person::players[0]->dead && !won) {
7270                 //high scores, awards, win
7271                 if (campaign) {
7272                     accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7273                     scoreadded = 1;
7274                 } else {
7275                     accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7276                 }
7277                 won = 1;
7278             }
7279         }
7280
7281         if (!winfreeze) {
7282
7283             if (leveltime < 1) {
7284                 loading = 0;
7285                 changedelay = .1;
7286                 alldead = false;
7287                 winhotspot = false;
7288                 killhotspot = 0;
7289             }
7290
7291             if (!editorenabled && gameon && !mainmenu) {
7292                 if (changedelay != -999)
7293                     changedelay -= multiplier / 7;
7294                 if (Person::players[0]->dead)
7295                     targetlevel = whichlevel;
7296                 if (loading == 2 && !campaign) {
7297                     flash();
7298
7299                     fireSound(firestartsound);
7300
7301                     if (!Person::players[0]->dead && targetlevel != whichlevel)
7302                         startbonustotal = bonustotal;
7303                     if (Person::players[0]->dead)
7304                         Loadlevel(whichlevel);
7305                     else
7306                         Loadlevel(targetlevel);
7307
7308                     fireSound();
7309
7310                     loading = 3;
7311                 }
7312                 if (loading == 2 && targetlevel == whichlevel) {
7313                     flash();
7314                     loadtime = 0;
7315
7316                     fireSound(firestartsound);
7317
7318                     Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7319
7320                     fireSound();
7321
7322                     loading = 3;
7323                 }
7324                 if (changedelay <= -999 &&
7325                         whichlevel != -2 &&
7326                         !loading &&
7327                         (Person::players[0]->dead ||
7328                          (alldead && maptype == mapkilleveryone) ||
7329                          (winhotspot) ||
7330                          (killhotspot)))
7331                     loading = 1;
7332                 if ((Person::players[0]->dead ||
7333                         (alldead && maptype == mapkilleveryone) ||
7334                         (winhotspot) ||
7335                         (windialogue) ||
7336                         (killhotspot)) &&
7337                         changedelay <= 0) {
7338                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7339                         winfreeze = true;
7340                         changedelay = -999;
7341                     }
7342                     if (Person::players[0]->dead)
7343                         loading = 1;
7344                 }
7345             }
7346
7347             if (campaign) {
7348                 // campaignchoosenext determines what to do when the level is complete:
7349                 // 0 = load next level
7350                 // 1 = go back to level select screen
7351                 // 2 = stealthload next level
7352                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7353                     if (campaignlevels[actuallevel].nextlevel.empty())
7354                         endgame = 1;
7355                 } else if (mainmenu == 0 && winfreeze) {
7356                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7357
7358                     if (!stealthloading) {
7359                         fireSound(firestartsound);
7360
7361                         flash();
7362                     }
7363
7364                     startbonustotal = 0;
7365
7366                     LoadCampaign();
7367
7368                     loading = 2;
7369                     loadtime = 0;
7370                     targetlevel = 7;
7371                     if (!firstload)
7372                         LoadStuff();
7373                     whichchoice = 0;
7374                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
7375                     visibleloading = 1;
7376                     stillloading = 1;
7377                     Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7378                     campaign = 1;
7379                     mainmenu = 0;
7380                     gameon = 1;
7381                     pause_sound(stream_menutheme);
7382
7383                     stealthloading = 0;
7384                 }
7385             }
7386
7387             if (loading == 3)
7388                 loading = 0;
7389
7390         }
7391
7392         oldmusictype = musictype;
7393     }
7394
7395     facing = 0;
7396     facing.z = -1;
7397
7398     facing = DoRotation(facing, -pitch, 0, 0);
7399     facing = DoRotation(facing, 0, 0 - yaw, 0);
7400     viewerfacing = facing;
7401
7402     if (!cameramode) {
7403         if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7404             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;
7405         else
7406             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;
7407         target.y += .1;
7408         if (Person::players[0]->skeleton.free) {
7409             for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7410                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7411                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7412             }
7413             target.y += .1;
7414         }
7415         if (Person::players[0]->skeleton.free != 2) {
7416             cameraspeed = 20;
7417             if (findLengthfast(&Person::players[0]->velocity) > 400) {
7418                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7419             }
7420             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7421                 target.y += 1.4;
7422             coltarget = target - cameraloc;
7423             if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7424                 cameraloc = target;
7425             else {
7426                 Normalise(&coltarget);
7427                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7428                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7429                 else
7430                     cameraloc = cameraloc + coltarget * multiplier * 8;
7431             }
7432             if (editorenabled)
7433                 cameraloc = target;
7434             cameradist += multiplier * 5;
7435             if (cameradist > 2.3)
7436                 cameradist = 2.3;
7437             viewer = cameraloc - facing * cameradist;
7438             colviewer = viewer;
7439             coltarget = cameraloc;
7440             objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7441             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7442                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7443                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7444                     colviewer = viewer;
7445                     coltarget = cameraloc;
7446                     if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7447                         viewer = col;
7448                 }
7449             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7450                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7451                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7452                     colviewer = viewer;
7453                     if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7454                         viewer = colviewer;
7455                     }
7456                 }
7457             cameradist = findDistance(&viewer, &target);
7458             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7459             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7460                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7461             }
7462         }
7463         if (camerashake > .8)
7464             camerashake = .8;
7465         woozy += multiplier;
7466         if (Person::players[0]->dead)
7467             camerashake = 0;
7468         if (Person::players[0]->dead)
7469             woozy = 0;
7470         camerashake -= multiplier * 2;
7471         blackout -= multiplier * 2;
7472         if (camerashake < 0)
7473             camerashake = 0;
7474         if (blackout < 0)
7475             blackout = 0;
7476         if (camerashake) {
7477             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7478             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7479             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
7480         }
7481     }
7482 }
7483