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