]> git.jsancho.org Git - lugaru.git/blob - Source/GameTick.cpp
Removed numplayers (using Person::players.size() instead)
[lugaru.git] / Source / GameTick.cpp
1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3
4 This file is part of Lugaru.
5
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14
15 See the GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
20 */
21
22 #if PLATFORM_UNIX
23 #include <sys/stat.h>
24 #include <sys/types.h>
25 #include <unistd.h>
26 #else
27 #include <direct.h>
28 #endif
29
30 #include <limits>
31 #include <ctime>
32 #include <dirent.h>
33 #include "Game.h"
34 #include "openal_wrapper.h"
35 #include "Settings.h"
36 #include "Input.h"
37 #include "Animation.h"
38 #include "Awards.h"
39 #include "Menu.h"
40
41 #include <algorithm>
42
43 using namespace std;
44 using namespace Game;
45
46 // Added more evilness needed for MSVC
47 #ifdef _MSC_VER
48 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
49 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
50 #endif
51
52
53 extern float multiplier;
54 extern XYZ viewer;
55 extern int environment;
56 extern Terrain terrain;
57 extern float screenwidth, screenheight;
58 extern float gravity;
59 extern int detail;
60 extern float texdetail;
61 extern Objects objects;
62 extern int slomo;
63 extern float slomodelay;
64 extern bool floatjump;
65 extern float volume;
66 extern Light light;
67 extern float camerashake;
68 extern float woozy;
69 extern float blackout;
70 extern bool cellophane;
71 extern bool musictoggle;
72 extern int difficulty;
73 extern int bloodtoggle;
74 extern bool invertmouse;
75 extern float windvar;
76 extern float precipdelay;
77 extern XYZ viewerfacing;
78 extern bool ambientsound;
79 extern bool mousejump;
80 extern float viewdistance;
81 extern bool freeze;
82 extern bool keyboardfrozen;
83 extern bool loadingstuff;
84 extern XYZ windvector;
85 extern bool debugmode;
86 static int leveltheme;
87 extern int mainmenu;
88 extern int oldmainmenu;
89 extern bool visibleloading;
90 extern XYZ envsound[30];
91 extern float envsoundvol[30];
92 extern int numenvsounds;
93 extern float envsoundlife[30];
94 extern float usermousesensitivity;
95 extern bool ismotionblur;
96 extern bool showdamagebar; // (des)activate the damage bar
97 extern bool decals;
98 extern float tintr, tintg, tintb;
99 extern bool skyboxtexture;
100 extern float skyboxr;
101 extern float skyboxg;
102 extern float skyboxb;
103 extern float skyboxlightr;
104 extern float skyboxlightg;
105 extern float skyboxlightb;
106 extern float fadestart;
107 extern float slomospeed;
108 extern float slomofreq;
109 extern int tutoriallevel;
110 extern float smoketex;
111 extern float tutorialstagetime;
112 extern int tutorialstage;
113 extern float tutorialmaxtime;
114 extern float tutorialsuccess;
115 extern bool againbonus;
116 extern bool reversaltrain;
117 extern bool canattack;
118 extern bool cananger;
119 extern float damagedealt;
120 extern int maptype;
121 extern int editoractive;
122 extern int editorpathtype;
123 extern TGAImageRec texture;
124
125 extern float hostiletime;
126
127 extern bool gamestarted;
128
129 extern int numhotspots;
130 extern int killhotspot;
131 extern XYZ hotspot[40];
132 extern int hotspottype[40];
133 extern float hotspotsize[40];
134 extern char hotspottext[40][256];
135 extern int currenthotspot;
136
137 extern int hostile;
138
139 extern bool stillloading;
140 extern bool winfreeze;
141
142 extern bool campaign;
143
144
145
146 void Loadlevel(int which);
147 void Loadlevel(const char *name);
148
149
150
151 class CampaignLevel
152 {
153 private:
154     int width;
155     struct Position {
156         int x, y;
157     };
158 public:
159     std::string mapname;
160     std::string description;
161     int choosenext;
162     /*
163     0 = Immediately load next level at the end of this one.
164     1 = Go back to the world map.
165     2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
166     */
167     //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
168     std::vector<int> nextlevel;
169     Position location;
170     CampaignLevel() : width(10) {
171         choosenext = 1;
172         location.x = 0;
173         location.y = 0;
174     }
175     int getStartX() {
176         return 30 + 120 + location.x * 400 / 512;
177     }
178     int getStartY() {
179         return 30 + 30 + (512 - location.y) * 400 / 512;
180     }
181     int getEndX() {
182         return getStartX() + width;
183     }
184     int getEndY() {
185         return getStartY() + width;
186     }
187     XYZ getCenter() {
188         XYZ center;
189         center.x = getStartX() + width / 2;
190         center.y = getStartY() + width / 2;
191         return center;
192     }
193     int getWidth() {
194         return width;
195     }
196     istream& operator<< (istream& is) {
197         is.ignore(256, ':');
198         is.ignore(256, ':');
199         is.ignore(256, ' ');
200         is >> mapname;
201         is.ignore(256, ':');
202         is >> description;
203         for (unsigned pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
204             description.replace(pos, 1, 1, ' ');
205         }
206         is.ignore(256, ':');
207         is >> choosenext;
208         is.ignore(256, ':');
209         int numnext, next;
210         is >> numnext;
211         for (int j = 0; j < numnext; j++) {
212             is.ignore(256, ':');
213             is >> next;
214             nextlevel.push_back(next - 1);
215         }
216         is.ignore(256, ':');
217         is >> location.x;
218         is.ignore(256, ':');
219         is >> location.y;
220         return is;
221     }
222     friend istream& operator>> (istream& is, CampaignLevel& cl) {
223         return cl << is;
224     }
225 };
226
227 int indemo = 0;
228 bool won = false;
229 int entername = 0;
230 vector<CampaignLevel> campaignlevels;
231 int whichchoice = 0;
232 int actuallevel = 0;
233 bool winhotspot = false;
234 bool windialogue = false;
235 bool realthreat = 0;
236 XYZ cameraloc;
237 float cameradist = 0;
238 bool oldattackkey = 0;
239 int whichlevel = 0;
240 float musicvolume[4] = {};
241 float oldmusicvolume[4] = {};
242 int musicselected = 0;
243
244
245
246 static const char *rabbitskin[] = {
247     ":Data:Textures:Fur3.jpg",
248     ":Data:Textures:Fur.jpg",
249     ":Data:Textures:Fur2.jpg",
250     ":Data:Textures:Lynx.jpg",
251     ":Data:Textures:Otter.jpg",
252     ":Data:Textures:Opal.jpg",
253     ":Data:Textures:Sable.jpg",
254     ":Data:Textures:Chocolate.jpg",
255     ":Data:Textures:BW2.jpg",
256     ":Data:Textures:WB2.jpg"
257 };
258
259 static const char *wolfskin[] = {
260     ":Data:Textures:Wolf.jpg",
261     ":Data:Textures:Darkwolf.jpg",
262     ":Data:Textures:Snowwolf.jpg"
263 };
264
265 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
266 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
267
268 static const char **creatureskin[] = {rabbitskin, wolfskin};
269
270 /* Return true if PFX is a prefix of STR (case-insensitive).  */
271 static bool stripfx(const char *str, const char *pfx)
272 {
273     return !strncasecmp(str, pfx, strlen(pfx));
274 }
275
276 static const char *cmd_names[] = {
277 #define DECLARE_COMMAND(cmd) #cmd,
278 #include "ConsoleCmds.h"
279 #undef  DECLARE_COMMAND
280 };
281
282 typedef void (*console_handler)(const char *args);
283
284 #define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
285 #include "ConsoleCmds.h"
286 #undef  DECLARE_COMMAND
287
288 static console_handler cmd_handlers[] = {
289 #define DECLARE_COMMAND(cmd) ch_##cmd,
290 #include "ConsoleCmds.h"
291 #undef  DECLARE_COMMAND
292 };
293
294
295
296 // utility functions
297
298 // TODO: this is slightly incorrect
299 inline float roughDirection(XYZ vec)
300 {
301     Normalise(&vec);
302     float angle = -asin(-vec.x) * 180 / M_PI;
303     if (vec.z < 0)
304         angle = 180 - angle;
305     return angle;
306 }
307 inline float roughDirectionTo(XYZ start, XYZ end)
308 {
309     return roughDirection(end - start);
310 }
311 inline float pitchOf(XYZ vec)
312 {
313     Normalise(&vec);
314     return -asin(vec.y) * 180 / M_PI;
315 }
316 inline float pitchTo(XYZ start, XYZ end)
317 {
318     return pitchOf(end - start);
319 }
320 inline float sq(float n)
321 {
322     return n * n;
323 }
324 inline float stepTowardf(float from, float to, float by)
325 {
326     if (fabs(from - to) < by)
327         return to;
328     else if (from > to)
329         return from - by;
330     else
331         return from + by;
332 }
333
334 void playdialogueboxsound()
335 {
336     XYZ temppos;
337     temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
338     temppos = temppos - viewer;
339     Normalise(&temppos);
340     temppos += viewer;
341
342     int sound = -1;
343     switch (dialogueboxsound[whichdialogue][indialogue]) {
344     case -6:
345         sound = alarmsound;
346         break;
347     case -4:
348         sound = consolefailsound;
349         break;
350     case -3:
351         sound = consolesuccesssound;
352         break;
353     case -2:
354         sound = firestartsound;
355         break;
356     case -1:
357         sound = fireendsound;
358         break;
359     case 1:
360         sound = rabbitchitter;
361         break;
362     case 2:
363         sound = rabbitchitter2;
364         break;
365     case 3:
366         sound = rabbitpainsound;
367         break;
368     case 4:
369         sound = rabbitpain1sound;
370         break;
371     case 5:
372         sound = rabbitattacksound;
373         break;
374     case 6:
375         sound = rabbitattack2sound;
376         break;
377     case 7:
378         sound = rabbitattack3sound;
379         break;
380     case 8:
381         sound = rabbitattack4sound;
382         break;
383     case 9:
384         sound = growlsound;
385         break;
386     case 10:
387         sound = growl2sound;
388         break;
389     case 11:
390         sound = snarlsound;
391         break;
392     case 12:
393         sound = snarl2sound;
394         break;
395     case 13:
396         sound = barksound;
397         break;
398     case 14:
399         sound = bark2sound;
400         break;
401     case 15:
402         sound = bark3sound;
403         break;
404     case 16:
405         sound = barkgrowlsound;
406         break;
407     default:
408         break;
409     }
410     if (sound != -1)
411         emit_sound_at(sound, temppos);
412 }
413
414 // ================================================================
415
416 bool AddClothes(const char *fileName, GLubyte *array)
417 {
418     LOGFUNC;
419     //Load Image
420     unsigned char fileNamep[256];
421     CopyCStringToPascal(fileName, fileNamep);
422     bool opened;
423     opened = upload_image( fileNamep , 1);
424
425     float alphanum;
426     //Is it valid?
427     if (opened) {
428         if (tintr > 1) tintr = 1;
429         if (tintg > 1) tintg = 1;
430         if (tintb > 1) tintb = 1;
431
432         if (tintr < 0) tintr = 0;
433         if (tintg < 0) tintg = 0;
434         if (tintb < 0) tintb = 0;
435
436         int bytesPerPixel = texture.bpp / 8;
437
438         int tempnum = 0;
439         alphanum = 255;
440         for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
441             if (bytesPerPixel == 3)
442                 alphanum = 255;
443             else if ((i + 1) % 4 == 0)
444                 alphanum = texture.data[i];
445             //alphanum/=2;
446             if ((i + 1) % 4 || bytesPerPixel == 3) {
447                 if ((i % 4) == 0)
448                     texture.data[i] *= tintr;
449                 if ((i % 4) == 1)
450                     texture.data[i] *= tintg;
451                 if ((i % 4) == 2)
452                     texture.data[i] *= tintb;
453                 array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
454                 tempnum++;
455             }
456         }
457     } else
458         return 0;
459     return 1;
460 }
461
462
463
464 static void ch_quit(const char *args)
465 {
466     tryquit = 1;
467 }
468
469 static void ch_map(const char *args)
470 {
471     Loadlevel(args);
472     whichlevel = -2;
473     campaign = 0;
474 }
475
476 static void ch_save(const char *args)
477 {
478     char buf[64];
479     snprintf(buf, 63, ":Data:Maps:%s", args);
480
481     int mapvers = 12;
482
483     FILE *tfile;
484     tfile = fopen( ConvertFileName(buf), "wb" );
485     fpackf(tfile, "Bi", mapvers);
486     fpackf(tfile, "Bi", maptype);
487     fpackf(tfile, "Bi", hostile);
488     fpackf(tfile, "Bf Bf", viewdistance, fadestart);
489     fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
490     fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
491     fpackf(tfile, "Bf Bf Bf Bf Bf Bi", Person::players[0]->coords.x, Person::players[0]->coords.y, Person::players[0]->coords.z,
492            Person::players[0]->yaw, Person::players[0]->targetyaw, Person::players[0]->num_weapons);
493     if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
494         for (int j = 0; j < Person::players[0]->num_weapons; j++)
495             fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType());
496
497     fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow);
498     fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow);
499     fpackf(tfile, "Bf Bf Bf", Person::players[0]->metalhead, Person::players[0]->metalhigh, Person::players[0]->metallow);
500     fpackf(tfile, "Bf Bf", Person::players[0]->power, Person::players[0]->speedmult);
501
502     fpackf(tfile, "Bi", Person::players[0]->numclothes);
503
504     fpackf(tfile, "Bi Bi", Person::players[0]->whichskin, Person::players[0]->creature);
505
506     fpackf(tfile, "Bi", numdialogues);
507
508     for (int k = 0; k < numdialogues; k++) {
509         fpackf(tfile, "Bi", numdialogueboxes[k]);
510         fpackf(tfile, "Bi", dialoguetype[k]);
511         for (int l = 0; l < 10; l++) {
512             fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
513             fpackf(tfile, "Bf", participantyaw[k][l]);
514         }
515         for (int l = 0; l < numdialogueboxes[k]; l++) {
516             fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
517             fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
518             fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
519             fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
520             fpackf(tfile, "Bi", dialogueboxsound[k][l]);
521
522             int templength = strlen(dialoguetext[k][l]);
523             fpackf(tfile, "Bi", (templength));
524             for (int m = 0; m < templength; m++) {
525                 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
526                 if (dialoguetext[k][l][m] == '\0')
527                     break;
528             }
529
530             templength = strlen(dialoguename[k][l]);
531             fpackf(tfile, "Bi", templength);
532             for (int m = 0; m < templength; m++) {
533                 fpackf(tfile, "Bb", dialoguename[k][l][m]);
534                 if (dialoguename[k][l][m] == '\0')
535                     break;
536             }
537
538             fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
539             fpackf(tfile, "Bi", participantfocus[k][l]);
540             fpackf(tfile, "Bi", participantaction[k][l]);
541
542             for (int m = 0; m < 10; m++)
543                 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
544
545             fpackf(tfile, "Bf Bf", dialoguecamerayaw[k][l], dialoguecamerapitch[k][l]);
546         }
547     }
548
549     for (int k = 0; k < Person::players[0]->numclothes; k++) {
550         int templength = strlen(Person::players[0]->clothes[k]);
551         fpackf(tfile, "Bi", templength);
552         for (int l = 0; l < templength; l++)
553             fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]);
554         fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[0]->clothestintb[k]);
555     }
556
557     fpackf(tfile, "Bi", environment);
558
559     fpackf(tfile, "Bi", objects.numobjects);
560
561     for (int k = 0; k < objects.numobjects; k++)
562         fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k],
563                objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
564
565     fpackf(tfile, "Bi", numhotspots);
566     for (int i = 0; i < numhotspots; i++) {
567         fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i], hotspotsize[i], hotspot[i].x, hotspot[i].y, hotspot[i].z);
568         int templength = strlen(hotspottext[i]);
569         fpackf(tfile, "Bi", templength);
570         for (int l = 0; l < templength; l++)
571             fpackf(tfile, "Bb", hotspottext[i][l]);
572     }
573
574     fpackf(tfile, "Bi", Person::players.size());
575     if (Person::players.size() > maxplayers) {
576         cout << "Warning: this level contains more players than allowed" << endl;
577     }
578     for (int j = 1; j < Person::players.size(); j++) {
579         fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
580                Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
581                Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
582         if (Person::players[j]->num_weapons < 5)
583             for (int k = 0; k < Person::players[j]->num_weapons; k++)
584                 fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
585         if (Person::players[j]->numwaypoints < 30) {
586             fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
587             for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
588                 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
589                 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
590                 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
591                 fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
592             }
593             fpackf(tfile, "Bi", Person::players[j]->waypoint);
594         } else {
595             Person::players[j]->numwaypoints = 0;
596             Person::players[j]->waypoint = 0;
597             fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
598         }
599
600         fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
601         fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
602         fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
603         fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
604
605         float headprop, bodyprop, armprop, legprop;
606         if (Person::players[j]->creature == wolftype) {
607             headprop = Person::players[j]->proportionhead.x / 1.1;
608             bodyprop = Person::players[j]->proportionbody.x / 1.1;
609             armprop = Person::players[j]->proportionarms.x / 1.1;
610             legprop = Person::players[j]->proportionlegs.x / 1.1;
611         } else if (Person::players[j]->creature == rabbittype) {
612             headprop = Person::players[j]->proportionhead.x / 1.2;
613             bodyprop = Person::players[j]->proportionbody.x / 1.05;
614             armprop = Person::players[j]->proportionarms.x / 1.00;
615             legprop = Person::players[j]->proportionlegs.x / 1.1;
616         }
617
618         fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
619
620         fpackf(tfile, "Bi", Person::players[j]->numclothes);
621         if (Person::players[j]->numclothes)
622             for (int k = 0; k < Person::players[j]->numclothes; k++) {
623                 int templength;
624                 templength = strlen(Person::players[j]->clothes[k]);
625                 fpackf(tfile, "Bi", templength);
626                 for (int l = 0; l < templength; l++)
627                     fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
628                 fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
629             }
630     }
631
632     fpackf(tfile, "Bi", numpathpoints);
633     for (int j = 0; j < numpathpoints; j++) {
634         fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
635         for (int k = 0; k < numpathpointconnect[j]; k++)
636             fpackf(tfile, "Bi", pathpointconnect[j][k]);
637     }
638
639     fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
640
641     fclose(tfile);
642 }
643
644 static void ch_cellar(const char *args)
645 {
646     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
647 }
648
649 static void ch_tint(const char *args)
650 {
651     sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
652 }
653
654 static void ch_tintr(const char *args)
655 {
656     tintr = atof(args);
657 }
658
659 static void ch_tintg(const char *args)
660 {
661     tintg = atof(args);
662 }
663
664 static void ch_tintb(const char *args)
665 {
666     tintb = atof(args);
667 }
668
669 static void ch_speed(const char *args)
670 {
671     Person::players[0]->speedmult = atof(args);
672 }
673
674 static void ch_strength(const char *args)
675 {
676     Person::players[0]->power = atof(args);
677 }
678
679 static void ch_power(const char *args)
680 {
681     Person::players[0]->power = atof(args);
682 }
683
684 static void ch_size(const char *args)
685 {
686     Person::players[0]->scale = atof(args) * .2;
687 }
688
689 static int findClosestPlayer()
690 {
691     int closest = -1;
692     float closestdist = std::numeric_limits<float>::max();
693
694     for (int i = 1; i < Person::players.size(); i++) {
695         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
696         if (distance < closestdist) {
697             closestdist = distance;
698             closest = i;
699         }
700     }
701     return closest;
702 }
703
704 static int findClosestObject()
705 {
706     int closest = -1;
707     float closestdist = std::numeric_limits<float>::max();
708
709     for (int i = 0; i < objects.numobjects; i++) {
710         float distance = distsq(&objects.position[i], &Person::players[0]->coords);
711         if (distance < closestdist) {
712             closestdist = distance;
713             closest = i;
714         }
715     }
716     return closest;
717 }
718
719 static void ch_sizenear(const char *args)
720 {
721     int closest = findClosestPlayer();
722     if (closest >= 0)
723         Person::players[closest]->scale = atof(args) * .2;
724 }
725
726 static void set_proportion(int pnum, const char *args)
727 {
728     float headprop, bodyprop, armprop, legprop;
729
730     sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
731
732     if (Person::players[pnum]->creature == wolftype) {
733         Person::players[pnum]->proportionhead = 1.1 * headprop;
734         Person::players[pnum]->proportionbody = 1.1 * bodyprop;
735         Person::players[pnum]->proportionarms = 1.1 * armprop;
736         Person::players[pnum]->proportionlegs = 1.1 * legprop;
737     } else if (Person::players[pnum]->creature == rabbittype) {
738         Person::players[pnum]->proportionhead = 1.2 * headprop;
739         Person::players[pnum]->proportionbody = 1.05 * bodyprop;
740         Person::players[pnum]->proportionarms = 1.00 * armprop;
741         Person::players[pnum]->proportionlegs = 1.1 * legprop;
742         Person::players[pnum]->proportionlegs.y = 1.05 * legprop;
743     }
744 }
745
746 static void ch_proportion(const char *args)
747 {
748     set_proportion(0, args);
749 }
750
751 static void ch_proportionnear(const char *args)
752 {
753     int closest = findClosestPlayer();
754     if (closest >= 0)
755         set_proportion(closest, args);
756 }
757
758 static void set_protection(int pnum, const char *args)
759 {
760     float head, high, low;
761     sscanf(args, "%f%f%f", &head, &high, &low);
762
763     Person::players[pnum]->protectionhead = head;
764     Person::players[pnum]->protectionhigh = high;
765     Person::players[pnum]->protectionlow  = low;
766 }
767
768 static void ch_protection(const char *args)
769 {
770     set_protection(0, args);
771 }
772
773 static void ch_protectionnear(const char *args)
774 {
775     int closest = findClosestPlayer();
776     if (closest >= 0)
777         set_protection(closest, args);
778 }
779
780 static void set_armor(int pnum, const char *args)
781 {
782     float head, high, low;
783     sscanf(args, "%f%f%f", &head, &high, &low);
784
785     Person::players[pnum]->armorhead = head;
786     Person::players[pnum]->armorhigh = high;
787     Person::players[pnum]->armorlow  = low;
788 }
789
790 static void ch_armor(const char *args)
791 {
792     set_armor(0, args);
793 }
794
795 static void ch_armornear(const char *args)
796 {
797     int closest = findClosestPlayer();
798     if (closest >= 0)
799         set_armor(closest, args);
800 }
801
802 static void ch_protectionreset(const char *args)
803 {
804     set_protection(0, "1 1 1");
805     set_armor(0, "1 1 1");
806 }
807
808 static void set_metal(int pnum, const char *args)
809 {
810     float head, high, low;
811     sscanf(args, "%f%f%f", &head, &high, &low);
812
813     Person::players[pnum]->metalhead = head;
814     Person::players[pnum]->metalhigh = high;
815     Person::players[pnum]->metallow  = low;
816 }
817
818 static void ch_metal(const char *args)
819 {
820     set_metal(0, args);
821 }
822
823 static void set_noclothes(int pnum, const char *args)
824 {
825     Person::players[pnum]->numclothes = 0;
826     Person::players[pnum]->skeleton.drawmodel.textureptr.load(
827         creatureskin[Person::players[pnum]->creature][Person::players[pnum]->whichskin], 1,
828         &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize);
829 }
830
831 static void ch_noclothes(const char *args)
832 {
833     set_noclothes(0, args);
834 }
835
836 static void ch_noclothesnear(const char *args)
837 {
838     int closest = findClosestPlayer();
839     if (closest >= 0)
840         set_noclothes(closest, args);
841 }
842
843
844 static void set_clothes(int pnum, const char *args)
845 {
846     char buf[64];
847     snprintf(buf, 63, ":Data:Textures:%s.png", args);
848
849     if (!AddClothes(buf, &Person::players[pnum]->skeleton.skinText[pnum]))
850         return;
851
852     Person::players[pnum]->DoMipmaps();
853     strcpy(Person::players[pnum]->clothes[Person::players[pnum]->numclothes], buf);
854     Person::players[pnum]->clothestintr[Person::players[pnum]->numclothes] = tintr;
855     Person::players[pnum]->clothestintg[Person::players[pnum]->numclothes] = tintg;
856     Person::players[pnum]->clothestintb[Person::players[pnum]->numclothes] = tintb;
857     Person::players[pnum]->numclothes++;
858 }
859
860 static void ch_clothes(const char *args)
861 {
862     set_clothes(0, args);
863 }
864
865 static void ch_clothesnear(const char *args)
866 {
867     int closest = findClosestPlayer();
868     if (closest >= 0)
869         set_clothes(closest, args);
870 }
871
872 static void ch_belt(const char *args)
873 {
874     Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
875 }
876
877
878 static void ch_cellophane(const char *args)
879 {
880     cellophane = !cellophane;
881     float mul = (cellophane ? 0 : 1);
882
883     for (auto player : Person::players) {
884         player->proportionhead.z = player->proportionhead.x * mul;
885         player->proportionbody.z = player->proportionbody.x * mul;
886         player->proportionarms.z = player->proportionarms.x * mul;
887         player->proportionlegs.z = player->proportionlegs.x * mul;
888     }
889 }
890
891 static void ch_funnybunny(const char *args)
892 {
893     Person::players[0]->skeleton.id = 0;
894     Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow",
895                             ":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid",
896                             ":Data:Models:Body2.solid", ":Data:Models:Body3.solid",
897                             ":Data:Models:Body4.solid", ":Data:Models:Body5.solid",
898                             ":Data:Models:Body6.solid", ":Data:Models:Body7.solid",
899                             ":Data:Models:Bodylow.solid", ":Data:Models:Belt.solid", 1);
900     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
901     Person::players[0]->creature = rabbittype;
902     Person::players[0]->scale = .2;
903     Person::players[0]->headless = 0;
904     Person::players[0]->damagetolerance = 200;
905     set_proportion(0, "1 1 1 1");
906 }
907
908 static void ch_wolfie(const char *args)
909 {
910     Person::players[0]->skeleton.id = 0;
911     Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low",
912                             ":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid",
913                             ":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid",
914                             ":Data:Models:Wolf4.solid", ":Data:Models:Wolf5.solid",
915                             ":Data:Models:Wolf6.solid", ":Data:Models:Wolf7.solid",
916                             ":Data:Models:Wolflow.solid", ":Data:Models:Belt.solid", 0);
917     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
918     Person::players[0]->creature = wolftype;
919     Person::players[0]->damagetolerance = 300;
920     set_proportion(0, "1 1 1 1");
921 }
922
923 static void ch_wolfieisgod(const char *args)
924 {
925     ch_wolfie(args);
926 }
927
928 static void ch_wolf(const char *args)
929 {
930     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
931 }
932
933 static void ch_snowwolf(const char *args)
934 {
935     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
936 }
937
938 static void ch_darkwolf(const char *args)
939 {
940     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
941 }
942
943 static void ch_lizardwolf(const char *args)
944 {
945     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
946 }
947
948 static void ch_white(const char *args)
949 {
950     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
951 }
952
953 static void ch_brown(const char *args)
954 {
955     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
956 }
957
958 static void ch_black(const char *args)
959 {
960     Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
961 }
962
963 static void ch_sizemin(const char *args)
964 {
965     for (int i = 1; i < Person::players.size(); i++)
966         if (Person::players[i]->scale < 0.8 * 0.2)
967             Person::players[i]->scale = 0.8 * 0.2;
968 }
969
970 static void ch_tutorial(const char *args)
971 {
972     tutoriallevel = atoi(args);
973 }
974
975 static void ch_hostile(const char *args)
976 {
977     hostile = atoi(args);
978 }
979
980 static void ch_indemo(const char *args)
981 {
982     indemo = 1;
983     hotspot[numhotspots] = Person::players[0]->coords;
984     hotspotsize[numhotspots] = 0;
985     hotspottype[numhotspots] = -111;
986     strcpy(hotspottext[numhotspots], "mapname");
987     numhotspots++;
988 }
989
990 static void ch_notindemo(const char *args)
991 {
992     indemo = 0;
993     numhotspots--;
994 }
995
996 static void ch_type(const char *args)
997 {
998     int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
999     for (int i = 0; i < n; i++)
1000         if (stripfx(args, editortypenames[i])) {
1001             editoractive = i;
1002             break;
1003         }
1004 }
1005
1006 static void ch_path(const char *args)
1007 {
1008     int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
1009     for (int i = 0; i < n; i++)
1010         if (stripfx(args, pathtypenames[i])) {
1011             editorpathtype = i;
1012             break;
1013         }
1014 }
1015
1016 static void ch_hs(const char *args)
1017 {
1018     hotspot[numhotspots] = Person::players[0]->coords;
1019
1020     float size;
1021     int type, shift;
1022     sscanf(args, "%f%d %n", &size, &type, &shift);
1023
1024     hotspotsize[numhotspots] = size;
1025     hotspottype[numhotspots] = type;
1026
1027     strcpy(hotspottext[numhotspots], args + shift);
1028     strcat(hotspottext[numhotspots], "\n");
1029
1030     numhotspots++;
1031 }
1032
1033 static void ch_dialogue(const char *args)
1034 {
1035     int dlg;
1036     char buf1[32], buf2[64];
1037
1038     sscanf(args, "%d %31s", &dlg, buf1);
1039     snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1040
1041     dialoguetype[numdialogues] = dlg;
1042
1043     memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
1044     memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
1045
1046     ifstream ipstream(ConvertFileName(buf2));
1047     ipstream.ignore(256, ':');
1048     ipstream >> numdialogueboxes[numdialogues];
1049     for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1050         ipstream.ignore(256, ':');
1051         ipstream.ignore(256, ':');
1052         ipstream.ignore(256, ' ');
1053         ipstream >> dialogueboxlocation[numdialogues][i];
1054         ipstream.ignore(256, ':');
1055         ipstream >> dialogueboxcolor[numdialogues][i][0];
1056         ipstream >> dialogueboxcolor[numdialogues][i][1];
1057         ipstream >> dialogueboxcolor[numdialogues][i][2];
1058         ipstream.ignore(256, ':');
1059         ipstream.getline(dialoguename[numdialogues][i], 64);
1060         ipstream.ignore(256, ':');
1061         ipstream.ignore(256, ' ');
1062         ipstream.getline(dialoguetext[numdialogues][i], 128);
1063         for (int j = 0; j < 128; j++) {
1064             if (dialoguetext[numdialogues][i][j] == '\\')
1065                 dialoguetext[numdialogues][i][j] = '\n';
1066         }
1067         ipstream.ignore(256, ':');
1068         ipstream >> dialogueboxsound[numdialogues][i];
1069     }
1070
1071     for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1072         for (int j = 0; j < Person::players.size(); j++) {
1073             participantfacing[numdialogues][i][j] = Person::players[j]->facing;
1074         }
1075     }
1076     ipstream.close();
1077
1078     directing = 1;
1079     indialogue = 0;
1080     whichdialogue = numdialogues;
1081
1082     numdialogues++;
1083 }
1084
1085 static void ch_fixdialogue(const char *args)
1086 {
1087     char buf1[32], buf2[64];
1088     int whichdi;
1089
1090     sscanf(args, "%d %31s", &whichdi, buf1);
1091     snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1092
1093     memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
1094     memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
1095
1096     ifstream ipstream(ConvertFileName(buf2));
1097     ipstream.ignore(256, ':');
1098     ipstream >> numdialogueboxes[whichdi];
1099     for (int i = 0; i < numdialogueboxes[whichdi]; i++) {
1100         ipstream.ignore(256, ':');
1101         ipstream.ignore(256, ':');
1102         ipstream.ignore(256, ' ');
1103         ipstream >> dialogueboxlocation[whichdi][i];
1104         ipstream.ignore(256, ':');
1105         ipstream >> dialogueboxcolor[whichdi][i][0];
1106         ipstream >> dialogueboxcolor[whichdi][i][1];
1107         ipstream >> dialogueboxcolor[whichdi][i][2];
1108         ipstream.ignore(256, ':');
1109         ipstream.getline(dialoguename[whichdi][i], 64);
1110         ipstream.ignore(256, ':');
1111         ipstream.ignore(256, ' ');
1112         ipstream.getline(dialoguetext[whichdi][i], 128);
1113         for (int j = 0; j < 128; j++) {
1114             if (dialoguetext[whichdi][i][j] == '\\')
1115                 dialoguetext[whichdi][i][j] = '\n';
1116         }
1117         ipstream.ignore(256, ':');
1118         ipstream >> dialogueboxsound[whichdi][i];
1119     }
1120
1121     ipstream.close();
1122 }
1123
1124 static void ch_fixtype(const char *args)
1125 {
1126     int dlg;
1127     sscanf(args, "%d", &dlg);
1128     dialoguetype[0] = dlg;
1129 }
1130
1131 static void ch_fixrotation(const char *args)
1132 {
1133     participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = Person::players[participantfocus[whichdialogue][indialogue]]->yaw;
1134 }
1135
1136 static void ch_ddialogue(const char *args)
1137 {
1138     if (numdialogues)
1139         numdialogues--;
1140 }
1141
1142 static void ch_dhs(const char *args)
1143 {
1144     if (numhotspots)
1145         numhotspots--;
1146 }
1147
1148 static void ch_immobile(const char *args)
1149 {
1150     Person::players[0]->immobile = 1;
1151 }
1152
1153 static void ch_allimmobile(const char *args)
1154 {
1155     for (int i = 1; i < Person::players.size(); i++)
1156         Person::players[i]->immobile = 1;
1157 }
1158
1159 static void ch_mobile(const char *args)
1160 {
1161     Person::players[0]->immobile = 0;
1162 }
1163
1164 static void ch_default(const char *args)
1165 {
1166     Person::players[0]->armorhead = 1;
1167     Person::players[0]->armorhigh = 1;
1168     Person::players[0]->armorlow = 1;
1169     Person::players[0]->protectionhead = 1;
1170     Person::players[0]->protectionhigh = 1;
1171     Person::players[0]->protectionlow = 1;
1172     Person::players[0]->metalhead = 1;
1173     Person::players[0]->metalhigh = 1;
1174     Person::players[0]->metallow = 1;
1175     Person::players[0]->power = 1;
1176     Person::players[0]->speedmult = 1;
1177     Person::players[0]->scale = 1;
1178
1179     if (Person::players[0]->creature == wolftype) {
1180         Person::players[0]->proportionhead = 1.1;
1181         Person::players[0]->proportionbody = 1.1;
1182         Person::players[0]->proportionarms = 1.1;
1183         Person::players[0]->proportionlegs = 1.1;
1184     } else if (Person::players[0]->creature == rabbittype) {
1185         Person::players[0]->proportionhead = 1.2;
1186         Person::players[0]->proportionbody = 1.05;
1187         Person::players[0]->proportionarms = 1.00;
1188         Person::players[0]->proportionlegs = 1.1;
1189         Person::players[0]->proportionlegs.y = 1.05;
1190     }
1191
1192     Person::players[0]->numclothes = 0;
1193     Person::players[0]->skeleton.drawmodel.textureptr.load(
1194         creatureskin[Person::players[0]->creature][Person::players[0]->whichskin], 1,
1195         &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
1196
1197     editoractive = typeactive;
1198     Person::players[0]->immobile = 0;
1199 }
1200
1201 static void ch_play(const char *args)
1202 {
1203     int dlg;
1204     sscanf(args, "%d", &dlg);
1205     whichdialogue = dlg;
1206
1207     if (whichdialogue >= numdialogues)
1208         return;
1209
1210     for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) {
1211         Person::players[participantfocus[whichdialogue][i]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1212         Person::players[participantfocus[whichdialogue][i]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1213         Person::players[participantfocus[whichdialogue][i]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1214         Person::players[participantfocus[whichdialogue][i]]->velocity = 0;
1215         Person::players[participantfocus[whichdialogue][i]]->animTarget = Person::players[participantfocus[whichdialogue][i]]->getIdle();
1216         Person::players[participantfocus[whichdialogue][i]]->frameTarget = 0;
1217     }
1218
1219     directing = 0;
1220     indialogue = 0;
1221
1222     playdialogueboxsound();
1223 }
1224
1225 static void ch_mapkilleveryone(const char *args)
1226 {
1227     maptype = mapkilleveryone;
1228 }
1229
1230 static void ch_mapkillmost(const char *args)
1231 {
1232     maptype = mapkillmost;
1233 }
1234
1235 static void ch_mapkillsomeone(const char *args)
1236 {
1237     maptype = mapkillsomeone;
1238 }
1239
1240 static void ch_mapgosomewhere(const char *args)
1241 {
1242     maptype = mapgosomewhere;
1243 }
1244
1245 static void ch_viewdistance(const char *args)
1246 {
1247     viewdistance = atof(args) * 100;
1248 }
1249
1250 static void ch_fadestart(const char *args)
1251 {
1252     fadestart = atof(args);
1253 }
1254
1255 static void ch_slomo(const char *args)
1256 {
1257     slomospeed = atof(args);
1258     slomo = !slomo;
1259     slomodelay = 1000;
1260 }
1261
1262 static void ch_slofreq(const char *args)
1263 {
1264     slomofreq = atof(args);
1265 }
1266
1267 static void ch_skytint(const char *args)
1268 {
1269     sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1270
1271     skyboxlightr = skyboxr;
1272     skyboxlightg = skyboxg;
1273     skyboxlightb = skyboxb;
1274
1275     SetUpLighting();
1276
1277     terrain.DoShadows();
1278     objects.DoShadows();
1279 }
1280
1281 static void ch_skylight(const char *args)
1282 {
1283     sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1284
1285     SetUpLighting();
1286
1287     terrain.DoShadows();
1288     objects.DoShadows();
1289 }
1290
1291 static void ch_skybox(const char *args)
1292 {
1293     skyboxtexture = !skyboxtexture;
1294
1295     SetUpLighting();
1296
1297     terrain.DoShadows();
1298     objects.DoShadows();
1299 }
1300
1301 static void cmd_dispatch(const string cmd)
1302 {
1303     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1304
1305     for (i = 0; i < n_cmds; i++)
1306         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
1307             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
1308             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
1309             break;
1310         }
1311     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1312 }
1313
1314 /********************> Tick() <*****/
1315 extern bool save_image(const char * fname);
1316 void Screenshot (void)
1317 {
1318     char temp[1024];
1319     time_t t = time(NULL);
1320     struct tm *tme = localtime(&t);
1321     sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
1322
1323 #if defined(_WIN32)
1324     mkdir("Screenshots");
1325 #else
1326     mkdir("Screenshots", S_IRWXU);
1327 #endif
1328
1329     save_image(temp);
1330 }
1331
1332 void Game::SetUpLighting()
1333 {
1334     if (environment == snowyenvironment)
1335         light.setColors(.65, .65, .7, .4, .4, .44);
1336     if (environment == desertenvironment)
1337         light.setColors(.95, .95, .95, .4, .35, .3);
1338     if (environment == grassyenvironment)
1339         light.setColors(.95, .95, 1, .4, .4, .44);
1340     if (!skyboxtexture)
1341         light.setColors(1, 1, 1, .4, .4, .4);
1342     float average;
1343     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
1344     light.color[0] *= (skyboxlightr + average) / 2;
1345     light.color[1] *= (skyboxlightg + average) / 2;
1346     light.color[2] *= (skyboxlightb + average) / 2;
1347     light.ambient[0] *= (skyboxlightr + average) / 2;
1348     light.ambient[1] *= (skyboxlightg + average) / 2;
1349     light.ambient[2] *= (skyboxlightb + average) / 2;
1350 }
1351
1352 int findPathDist(int start, int end)
1353 {
1354     int smallestcount, count, connected;
1355     int last, last2, last3, last4;
1356     int closest;
1357
1358     smallestcount = 1000;
1359     for (int i = 0; i < 50; i++) {
1360         count = 0;
1361         last = start;
1362         last2 = -1;
1363         last3 = -1;
1364         last4 = -1;
1365         while (last != end && count < 30) {
1366             closest = -1;
1367             for (int j = 0; j < numpathpoints; j++) {
1368                 if (j != last && j != last2 && j != last3 && j != last4) {
1369                     connected = 0;
1370                     if (numpathpointconnect[j])
1371                         for (int k = 0; k < numpathpointconnect[j]; k++) {
1372                             if (pathpointconnect[j][k] == last)connected = 1;
1373                         }
1374                     if (!connected)
1375                         if (numpathpointconnect[last])
1376                             for (int k = 0; k < numpathpointconnect[last]; k++) {
1377                                 if (pathpointconnect[last][k] == j)connected = 1;
1378                             }
1379                     if (connected)
1380                         if (closest == -1 || Random() % 2 == 0) {
1381                             closest = j;
1382                         }
1383                 }
1384             }
1385             last4 = last3;
1386             last3 = last2;
1387             last2 = last;
1388             last = closest;
1389             count++;
1390         }
1391         if (count < smallestcount)
1392             smallestcount = count;
1393     }
1394     return smallestcount;
1395 }
1396
1397 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
1398 {
1399     static XYZ colpoint, colviewer, coltarget;
1400     static float minx, minz, maxx, maxz, miny, maxy;
1401
1402     minx = min(startpoint.x, endpoint.x) - 1;
1403     miny = min(startpoint.y, endpoint.y) - 1;
1404     minz = min(startpoint.z, endpoint.z) - 1;
1405     maxx = max(startpoint.x, endpoint.x) + 1;
1406     maxy = max(startpoint.y, endpoint.y) + 1;
1407     maxz = max(startpoint.z, endpoint.z) + 1;
1408
1409     for (int i = 0; i < objects.numobjects; i++) {
1410         if (     objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
1411                  objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
1412                  objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
1413                  objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
1414                  objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
1415                  objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
1416             if (     objects.type[i] != treeleavestype &&
1417                      objects.type[i] != bushtype &&
1418                      objects.type[i] != firetype) {
1419                 colviewer = startpoint;
1420                 coltarget = endpoint;
1421                 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
1422                     return i;
1423             }
1424         }
1425     }
1426
1427     //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1428
1429     return -1;
1430 }
1431
1432 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
1433 {
1434     static XYZ colpoint, colviewer, coltarget;
1435     static float minx, minz, maxx, maxz, miny, maxy;
1436     static int i; //FIXME: see below
1437
1438     minx = min(startpoint.x, endpoint.x) - 1;
1439     miny = min(startpoint.y, endpoint.y) - 1;
1440     minz = min(startpoint.z, endpoint.z) - 1;
1441     maxx = max(startpoint.x, endpoint.x) + 1;
1442     maxy = max(startpoint.y, endpoint.y) + 1;
1443     maxz = max(startpoint.z, endpoint.z) + 1;
1444
1445     if (what != 1000) {
1446         if (     objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
1447                  objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
1448                  objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
1449                  objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
1450                  objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
1451                  objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
1452             if (     objects.type[what] != treeleavestype &&
1453                      objects.type[what] != bushtype &&
1454                      objects.type[what] != firetype) {
1455                 colviewer = startpoint;
1456                 coltarget = endpoint;
1457                 //FIXME: i/what
1458                 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
1459                     return i;
1460             }
1461         }
1462     }
1463
1464     if (what == 1000)
1465         if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
1466             return 1000;
1467
1468     return -1;
1469 }
1470
1471 void Setenvironment(int which)
1472 {
1473     LOGFUNC;
1474
1475     LOG(" Setting environment...");
1476
1477     float temptexdetail;
1478     environment = which;
1479
1480     pause_sound(stream_snowtheme);
1481     pause_sound(stream_grasstheme);
1482     pause_sound(stream_deserttheme);
1483     pause_sound(stream_wind);
1484     pause_sound(stream_desertambient);
1485
1486
1487     if (environment == snowyenvironment) {
1488         windvector = 0;
1489         windvector.z = 3;
1490         if (ambientsound)
1491             emit_stream_np(stream_wind);
1492
1493         objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
1494         objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
1495         objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
1496         objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
1497
1498         footstepsound = footstepsn1;
1499         footstepsound2 = footstepsn2;
1500         footstepsound3 = footstepst1;
1501         footstepsound4 = footstepst2;
1502
1503         terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
1504         terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
1505
1506         //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1507
1508
1509
1510
1511         temptexdetail = texdetail;
1512         if (texdetail > 1)
1513             texdetail = 4;
1514         skybox->load(   ":Data:Textures:Skybox(snow):Front.jpg",
1515                         ":Data:Textures:Skybox(snow):Left.jpg",
1516                         ":Data:Textures:Skybox(snow):Back.jpg",
1517                         ":Data:Textures:Skybox(snow):Right.jpg",
1518                         ":Data:Textures:Skybox(snow):Up.jpg",
1519                         ":Data:Textures:Skybox(snow):Down.jpg");
1520
1521
1522
1523
1524         texdetail = temptexdetail;
1525     } else if (environment == desertenvironment) {
1526         windvector = 0;
1527         windvector.z = 2;
1528         objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
1529         objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
1530         objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
1531         objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
1532
1533
1534         if (ambientsound)
1535             emit_stream_np(stream_desertambient);
1536
1537         footstepsound = footstepsn1;
1538         footstepsound2 = footstepsn2;
1539         footstepsound3 = footstepsn1;
1540         footstepsound4 = footstepsn2;
1541
1542         terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
1543         terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
1544
1545         //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1546
1547
1548
1549         temptexdetail = texdetail;
1550         if (texdetail > 1)
1551             texdetail = 4;
1552         skybox->load(   ":Data:Textures:Skybox(sand):Front.jpg",
1553                         ":Data:Textures:Skybox(sand):Left.jpg",
1554                         ":Data:Textures:Skybox(sand):Back.jpg",
1555                         ":Data:Textures:Skybox(sand):Right.jpg",
1556                         ":Data:Textures:Skybox(sand):Up.jpg",
1557                         ":Data:Textures:Skybox(sand):Down.jpg");
1558
1559
1560
1561
1562         texdetail = temptexdetail;
1563     } else if (environment == grassyenvironment) {
1564         windvector = 0;
1565         windvector.z = 2;
1566         objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
1567         objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
1568         objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
1569         objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
1570
1571         if (ambientsound)
1572             emit_stream_np(stream_wind, 100.);
1573
1574         footstepsound = footstepgr1;
1575         footstepsound2 = footstepgr2;
1576         footstepsound3 = footstepst1;
1577         footstepsound4 = footstepst2;
1578
1579         terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
1580         terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
1581
1582         //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1583
1584
1585
1586         temptexdetail = texdetail;
1587         if (texdetail > 1)
1588             texdetail = 4;
1589         skybox->load(   ":Data:Textures:Skybox(grass):Front.jpg",
1590                         ":Data:Textures:Skybox(grass):Left.jpg",
1591                         ":Data:Textures:Skybox(grass):Back.jpg",
1592                         ":Data:Textures:Skybox(grass):Right.jpg",
1593                         ":Data:Textures:Skybox(grass):Up.jpg",
1594                         ":Data:Textures:Skybox(grass):Down.jpg");
1595
1596
1597
1598         texdetail = temptexdetail;
1599     }
1600     temptexdetail = texdetail;
1601     texdetail = 1;
1602     terrain.load(":Data:Textures:heightmap.png");
1603
1604     texdetail = temptexdetail;
1605 }
1606
1607 void LoadCampaign()
1608 {
1609     if (!accountactive)
1610         return;
1611     ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
1612     ipstream.ignore(256, ':');
1613     int numlevels;
1614     ipstream >> numlevels;
1615     campaignlevels.clear();
1616     for (int i = 0; i < numlevels; i++) {
1617         CampaignLevel cl;
1618         ipstream >> cl;
1619         campaignlevels.push_back(cl);
1620     }
1621     ipstream.close();
1622
1623     ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
1624     if (test.good()) {
1625         Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
1626     } else {
1627         Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
1628     }
1629
1630     if (accountactive->getCampaignChoicesMade() == 0) {
1631         accountactive->setCampaignScore(0);
1632         accountactive->resetFasttime();
1633     }
1634 }
1635
1636 vector<string> ListCampaigns()
1637 {
1638     DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
1639     struct dirent *campaign = NULL;
1640     if (!campaigns) {
1641         perror("Problem while loading campaigns");
1642         cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
1643         exit(EXIT_FAILURE);
1644     }
1645     vector<string> campaignNames;
1646     while ((campaign = readdir(campaigns)) != NULL) {
1647         string name(campaign->d_name);
1648         if (name.length() < 5)
1649             continue;
1650         if (!name.compare(name.length() - 4, 4, ".txt")) {
1651             campaignNames.push_back(name.substr(0, name.length() - 4));
1652         }
1653     }
1654     closedir(campaigns);
1655     return campaignNames;
1656 }
1657
1658 void Loadlevel(int which)
1659 {
1660     stealthloading = 0;
1661     whichlevel = which;
1662
1663     if (which == -1) {
1664         tutoriallevel = -1;
1665         Loadlevel("tutorial");
1666     } else if (which >= 0 && which <= 15) {
1667         char buf[32];
1668         snprintf(buf, 32, "map%d", which + 1); // challenges
1669         Loadlevel(buf);
1670     } else
1671         Loadlevel("mapsave");
1672 }
1673
1674 void Loadlevel(const char *name)
1675 {
1676     int templength;
1677     float lamefloat;
1678     static const char *pfx = ":Data:Maps:";
1679     char *buf;
1680
1681     float headprop, legprop, armprop, bodyprop;
1682
1683     LOGFUNC;
1684
1685     LOG(std::string("Loading level...") + name);
1686
1687     if (!gameon)
1688         visibleloading = 1;
1689     if (stealthloading)
1690         visibleloading = 0;
1691     if (!stillloading)
1692         loadtime = 0;
1693     gamestarted = 1;
1694
1695     numenvsounds = 0;
1696
1697     if (tutoriallevel != -1)
1698         tutoriallevel = 0;
1699     else
1700         tutoriallevel = 1;
1701
1702     if (tutoriallevel == 1)
1703         tutorialstage = 0;
1704     if (tutorialstage == 0) {
1705         tutorialstagetime = 0;
1706         tutorialmaxtime = 1;
1707     }
1708     loadingstuff = 1;
1709     pause_sound(whooshsound);
1710     pause_sound(stream_firesound);
1711
1712     // Change the map filename into something that is os specific
1713     buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1714     sprintf(buf, "%s%s", pfx, name);
1715     const char *FixedFN = ConvertFileName(buf);
1716
1717     int mapvers;
1718     FILE *tfile;
1719     //~ char* buff=getcwd(NULL,0);
1720     //~ cout << buff << " " << FixedFN << endl;
1721     //~ free(buff);
1722     tfile = fopen( FixedFN, "rb" );
1723     if (tfile) {
1724         pause_sound(stream_firesound);
1725         scoreadded = 0;
1726         windialogue = false;
1727         hostiletime = 0;
1728         won = 0;
1729
1730         animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
1731
1732         numdialogues = 0;
1733
1734         for (int i = 0; i < 20; i++)
1735             dialoguegonethrough[i] = 0;
1736
1737         indialogue = -1;
1738         cameramode = 0;
1739
1740         damagedealt = 0;
1741         damagetaken = 0;
1742
1743         if (accountactive)
1744             difficulty = accountactive->getDifficulty();
1745
1746         numhotspots = 0;
1747         currenthotspot = -1;
1748         bonustime = 1;
1749
1750         skyboxtexture = 1;
1751         skyboxr = 1;
1752         skyboxg = 1;
1753         skyboxb = 1;
1754
1755         freeze = 0;
1756         winfreeze = 0;
1757
1758         for (int i = 0; i < 100; i++)
1759             bonusnum[i] = 0;
1760
1761         numfalls = 0;
1762         numflipfail = 0;
1763         numseen = 0;
1764         numstaffattack = 0;
1765         numswordattack = 0;
1766         numknifeattack = 0;
1767         numunarmedattack = 0;
1768         numescaped = 0;
1769         numflipped = 0;
1770         numwallflipped = 0;
1771         numthrowkill = 0;
1772         numafterkill = 0;
1773         numreversals = 0;
1774         numattacks = 0;
1775         maxalarmed = 0;
1776         numresponded = 0;
1777
1778         bonustotal = startbonustotal;
1779         bonus = 0;
1780         gameon = 1;
1781         changedelay = 0;
1782         if (console) {
1783             emit_sound_np(consolesuccesssound);
1784             freeze = 0;
1785             console = false;
1786         }
1787
1788         if (!stealthloading) {
1789             terrain.numdecals = 0;
1790             Sprite::deleteSprites();
1791             for (int i = 0; i < objects.numobjects; i++)
1792                 objects.model[i].numdecals = 0;
1793
1794             int j = objects.numobjects;
1795             for (int i = 0; i < j; i++) {
1796                 objects.DeleteObject(0);
1797                 if (visibleloading)
1798                     LoadingScreen();
1799             }
1800
1801             for (int i = 0; i < subdivision; i++)
1802                 for (int j = 0; j < subdivision; j++)
1803                     terrain.patchobjectnum[i][j] = 0;
1804             if (visibleloading)
1805                 LoadingScreen();
1806         }
1807
1808         weapons.clear();
1809
1810         funpackf(tfile, "Bi", &mapvers);
1811         if (mapvers >= 15)
1812             funpackf(tfile, "Bi", &indemo);
1813         else
1814             indemo = 0;
1815         if (mapvers >= 5)
1816             funpackf(tfile, "Bi", &maptype);
1817         else
1818             maptype = mapkilleveryone;
1819         if (mapvers >= 6)
1820             funpackf(tfile, "Bi", &hostile);
1821         else
1822             hostile = 1;
1823         if (mapvers >= 4)
1824             funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1825         else {
1826             viewdistance = 100;
1827             fadestart = .6;
1828         }
1829         if (mapvers >= 2)
1830             funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1831         else {
1832             skyboxtexture = 1;
1833             skyboxr = 1;
1834             skyboxg = 1;
1835             skyboxb = 1;
1836         }
1837         if (mapvers >= 10)
1838             funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1839         else {
1840             skyboxlightr = skyboxr;
1841             skyboxlightg = skyboxg;
1842             skyboxlightb = skyboxb;
1843         }
1844         if (!stealthloading)
1845             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);
1846         if (stealthloading)
1847             funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
1848         Person::players[0]->originalcoords = Person::players[0]->coords;
1849         if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
1850             for (int j = 0; j < Person::players[0]->num_weapons; j++) {
1851                 Person::players[0]->weaponids[j] = weapons.size();
1852                 int type;
1853                 funpackf(tfile, "Bi", &type);
1854                 weapons.push_back(Weapon(type, 0));
1855             }
1856
1857         if (visibleloading)
1858             LoadingScreen();
1859
1860         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
1861         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
1862         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
1863         funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
1864
1865         funpackf(tfile, "Bi", &Person::players[0]->numclothes);
1866
1867         if (mapvers >= 9)
1868             funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
1869         else {
1870             Person::players[0]->whichskin = 0;
1871             Person::players[0]->creature = rabbittype;
1872         }
1873
1874         Person::players[0]->lastattack = -1;
1875         Person::players[0]->lastattack2 = -1;
1876         Person::players[0]->lastattack3 = -1;
1877
1878         //dialogues
1879         if (mapvers >= 8) {
1880             funpackf(tfile, "Bi", &numdialogues);
1881             for (int k = 0; k < numdialogues; k++) {
1882                 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1883                 funpackf(tfile, "Bi", &dialoguetype[k]);
1884                 for (int l = 0; l < 10; l++) {
1885                     funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1886                     funpackf(tfile, "Bf", &participantyaw[k][l]);
1887                 }
1888                 for (int l = 0; l < numdialogueboxes[k]; l++) {
1889                     funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1890                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1891                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1892                     funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1893                     funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1894
1895                     funpackf(tfile, "Bi", &templength);
1896                     if (templength > 128 || templength <= 0)
1897                         templength = 128;
1898                     int m;
1899                     for (m = 0; m < templength; m++) {
1900                         funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1901                         if (dialoguetext[k][l][m] == '\0')
1902                             break;
1903                     }
1904                     dialoguetext[k][l][m] = 0;
1905
1906                     funpackf(tfile, "Bi", &templength);
1907                     if (templength > 64 || templength <= 0)
1908                         templength = 64;
1909                     for (m = 0; m < templength; m++) {
1910                         funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1911                         if (dialoguename[k][l][m] == '\0')
1912                             break;
1913                     }
1914                     dialoguename[k][l][m] = 0;
1915                     funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1916                     funpackf(tfile, "Bi", &participantfocus[k][l]);
1917                     funpackf(tfile, "Bi", &participantaction[k][l]);
1918
1919                     for (m = 0; m < 10; m++)
1920                         funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1921
1922                     funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1923                 }
1924             }
1925         } else
1926             numdialogues = 0;
1927
1928         for (int k = 0; k < Person::players[0]->numclothes; k++) {
1929             funpackf(tfile, "Bi", &templength);
1930             for (int l = 0; l < templength; l++)
1931                 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1932             Person::players[0]->clothes[k][templength] = '\0';
1933             funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1934         }
1935
1936         funpackf(tfile, "Bi", &environment);
1937
1938         funpackf(tfile, "Bi", &objects.numobjects);
1939         for (int i = 0; i < objects.numobjects; i++) {
1940             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]);
1941             if (objects.type[i] == treeleavestype)
1942                 objects.scale[i] = objects.scale[i - 1];
1943         }
1944
1945         if (mapvers >= 7) {
1946             funpackf(tfile, "Bi", &numhotspots);
1947             for (int i = 0; i < numhotspots; i++) {
1948                 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1949                 funpackf(tfile, "Bi", &templength);
1950                 if (templength)
1951                     for (int l = 0; l < templength; l++)
1952                         funpackf(tfile, "Bb", &hotspottext[i][l]);
1953                 hotspottext[i][templength] = '\0';
1954                 if (hotspottype[i] == -111)
1955                     indemo = 1;
1956             }
1957         } else
1958             numhotspots = 0;
1959
1960         if (visibleloading)
1961             LoadingScreen();
1962
1963         if (!stealthloading) {
1964             objects.center = 0;
1965             for (int i = 0; i < objects.numobjects; i++)
1966                 objects.center += objects.position[i];
1967             objects.center /= objects.numobjects;
1968
1969
1970             if (visibleloading)
1971                 LoadingScreen();
1972
1973             float maxdistance = 0;
1974             float tempdist;
1975             //~ int whichclosest;
1976             for (int i = 0; i < objects.numobjects; i++) {
1977                 tempdist = distsq(&objects.center, &objects.position[i]);
1978                 if (tempdist > maxdistance) {
1979                     //~ whichclosest=i;
1980                     maxdistance = tempdist;
1981                 }
1982             }
1983             objects.radius = fast_sqrt(maxdistance);
1984         }
1985
1986         if (visibleloading)
1987             LoadingScreen();
1988
1989         int numplayers;
1990         funpackf(tfile, "Bi", &numplayers);
1991         int howmanyremoved = 0;
1992         bool removeanother = 0;
1993         if (numplayers > maxplayers) {
1994             cout << "Warning: this level contains more players than allowed" << endl;
1995         }
1996         if (numplayers > 1) {
1997             for (int i = 1; i < numplayers; i++) {
1998                 Person::players.push_back(shared_ptr<Person>(new Person()));
1999                 if (visibleloading)
2000                     LoadingScreen();
2001                 removeanother = 0;
2002
2003                 funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &Person::players[i - howmanyremoved]->whichskin, &Person::players[i - howmanyremoved]->creature, &Person::players[i - howmanyremoved]->coords.x, &Person::players[i - howmanyremoved]->coords.y, &Person::players[i - howmanyremoved]->coords.z, &Person::players[i - howmanyremoved]->num_weapons);
2004                 if (mapvers >= 5)
2005                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
2006                 else
2007                     Person::players[i - howmanyremoved]->howactive = typeactive;
2008                 if (mapvers >= 3)
2009                     funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
2010                 else
2011                     Person::players[i - howmanyremoved]->scale = -1;
2012                 if (mapvers >= 11)
2013                     funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
2014                 else
2015                     Person::players[i - howmanyremoved]->immobile = 0;
2016                 if (mapvers >= 12)
2017                     funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
2018                 else
2019                     Person::players[i - howmanyremoved]->yaw = 0;
2020                 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
2021                 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
2022                     removeanother = 1;
2023                     howmanyremoved++;
2024                 }
2025                 if (!removeanother) {
2026                     if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
2027                         for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
2028                             Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
2029                             int type;
2030                             funpackf(tfile, "Bi", &type);
2031                             weapons.push_back(Weapon(type, i));
2032                         }
2033                     }
2034                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
2035                     //Person::players[i-howmanyremoved]->numwaypoints=10;
2036                     for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
2037                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
2038                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
2039                         funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
2040                         if (mapvers >= 5)
2041                             funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
2042                         else
2043                             Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
2044                     }
2045
2046                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
2047                     if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
2048                         Person::players[i - howmanyremoved]->waypoint = 0;
2049
2050                     funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
2051                     funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
2052                     funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
2053                     funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
2054
2055                     if (mapvers >= 4)
2056                         funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
2057                     else {
2058                         headprop = 1;
2059                         bodyprop = 1;
2060                         armprop = 1;
2061                         legprop = 1;
2062                     }
2063                     if (Person::players[i - howmanyremoved]->creature == wolftype) {
2064                         Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
2065                         Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
2066                         Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
2067                         Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2068                     }
2069
2070                     if (Person::players[i - howmanyremoved]->creature == rabbittype) {
2071                         Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
2072                         Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
2073                         Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
2074                         Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2075                         Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
2076                     }
2077
2078                     funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
2079                     if (Person::players[i - howmanyremoved]->numclothes) {
2080                         for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
2081                             int templength;
2082                             funpackf(tfile, "Bi", &templength);
2083                             for (int l = 0; l < templength; l++)
2084                                 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
2085                             Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
2086                             funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
2087                         }
2088                     }
2089                 }
2090             }
2091         }
2092         if (visibleloading)
2093             LoadingScreen();
2094
2095         numplayers -= howmanyremoved;
2096         Person::players.resize(numplayers);
2097
2098         funpackf(tfile, "Bi", &numpathpoints);
2099         if (numpathpoints > 30 || numpathpoints < 0)
2100             numpathpoints = 0;
2101         for (int j = 0; j < numpathpoints; j++) {
2102             funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
2103             for (int k = 0; k < numpathpointconnect[j]; k++) {
2104                 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
2105             }
2106         }
2107         if (visibleloading)
2108             LoadingScreen();
2109
2110         funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
2111
2112         SetUpLighting();
2113         if (environment != oldenvironment)
2114             Setenvironment(environment);
2115         oldenvironment = environment;
2116
2117         if (!stealthloading) {
2118             int j = objects.numobjects;
2119             objects.numobjects = 0;
2120             for (int i = 0; i < j; i++) {
2121                 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
2122                 if (visibleloading)
2123                     LoadingScreen();
2124             }
2125
2126             terrain.DoShadows();
2127             if (visibleloading)
2128                 LoadingScreen();
2129             objects.DoShadows();
2130             if (visibleloading)
2131                 LoadingScreen();
2132         }
2133
2134         fclose(tfile);
2135
2136         for (int i = 0; i < Person::players.size(); i++) {
2137             if (visibleloading)
2138                 LoadingScreen();
2139             Person::players[i]->burnt = 0;
2140             Person::players[i]->bled = 0;
2141             Person::players[i]->onfire = 0;
2142             if (i == 0 || Person::players[i]->scale < 0)
2143                 Person::players[i]->scale = .2;
2144             Person::players[i]->skeleton.free = 0;
2145             Person::players[i]->skeleton.id = i;
2146             if (i == 0 && mapvers < 9)
2147                 Person::players[i]->creature = rabbittype;
2148             if (Person::players[i]->creature != wolftype) {
2149                 Person::players[i]->skeleton.Load(
2150                     (char *)":Data:Skeleton:Basic Figure",
2151                     (char *)":Data:Skeleton:Basic Figurelow",
2152                     (char *)":Data:Skeleton:Rabbitbelt",
2153                     (char *)":Data:Models:Body.solid",
2154                     (char *)":Data:Models:Body2.solid",
2155                     (char *)":Data:Models:Body3.solid",
2156                     (char *)":Data:Models:Body4.solid",
2157                     (char *)":Data:Models:Body5.solid",
2158                     (char *)":Data:Models:Body6.solid",
2159                     (char *)":Data:Models:Body7.solid",
2160                     (char *)":Data:Models:Bodylow.solid",
2161                     (char *)":Data:Models:Belt.solid", 0);
2162             } else {
2163                 if (Person::players[i]->creature != wolftype) {
2164                     Person::players[i]->skeleton.Load(
2165                         (char *)":Data:Skeleton:Basic Figure",
2166                         (char *)":Data:Skeleton:Basic Figurelow",
2167                         (char *)":Data:Skeleton:Rabbitbelt",
2168                         (char *)":Data:Models:Body.solid",
2169                         (char *)":Data:Models:Body2.solid",
2170                         (char *)":Data:Models:Body3.solid",
2171                         (char *)":Data:Models:Body4.solid",
2172                         (char *)":Data:Models:Body5.solid",
2173                         (char *)":Data:Models:Body6.solid",
2174                         (char *)":Data:Models:Body7.solid",
2175                         (char *)":Data:Models:Bodylow.solid",
2176                         (char *)":Data:Models:Belt.solid", 1);
2177                     Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2178                 }
2179                 if (Person::players[i]->creature == wolftype) {
2180                     Person::players[i]->skeleton.Load(
2181                         (char *)":Data:Skeleton:Basic Figure Wolf",
2182                         (char *)":Data:Skeleton:Basic Figure Wolf Low",
2183                         (char *)":Data:Skeleton:Rabbitbelt",
2184                         (char *)":Data:Models:Wolf.solid",
2185                         (char *)":Data:Models:Wolf2.solid",
2186                         (char *)":Data:Models:Wolf3.solid",
2187                         (char *)":Data:Models:Wolf4.solid",
2188                         (char *)":Data:Models:Wolf5.solid",
2189                         (char *)":Data:Models:Wolf6.solid",
2190                         (char *)":Data:Models:Wolf7.solid",
2191                         (char *)":Data:Models:Wolflow.solid",
2192                         (char *)":Data:Models:Belt.solid", 0);
2193                 }
2194             }
2195
2196             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);
2197
2198             if (Person::players[i]->numclothes) {
2199                 for (int j = 0; j < Person::players[i]->numclothes; j++) {
2200                     tintr = Person::players[i]->clothestintr[j];
2201                     tintg = Person::players[i]->clothestintg[j];
2202                     tintb = Person::players[i]->clothestintb[j];
2203                     AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
2204                 }
2205                 Person::players[i]->DoMipmaps();
2206             }
2207
2208             Person::players[i]->animCurrent = bounceidleanim;
2209             Person::players[i]->animTarget = bounceidleanim;
2210             Person::players[i]->frameCurrent = 0;
2211             Person::players[i]->frameTarget = 1;
2212             Person::players[i]->target = 0;
2213             Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
2214             if (difficulty == 0)
2215                 Person::players[i]->speed -= .2;
2216             if (difficulty == 1)
2217                 Person::players[i]->speed -= .1;
2218
2219             Person::players[i]->velocity = 0;
2220             Person::players[i]->oldcoords = Person::players[i]->coords;
2221             Person::players[i]->realoldcoords = Person::players[i]->coords;
2222
2223             Person::players[i]->id = i;
2224             Person::players[i]->skeleton.id = i;
2225             Person::players[i]->updatedelay = 0;
2226             Person::players[i]->normalsupdatedelay = 0;
2227
2228             Person::players[i]->aitype = passivetype;
2229             Person::players[i]->madskills = 0;
2230
2231             if (i == 0) {
2232                 Person::players[i]->proportionhead = 1.2;
2233                 Person::players[i]->proportionbody = 1.05;
2234                 Person::players[i]->proportionarms = 1.00;
2235                 Person::players[i]->proportionlegs = 1.1;
2236                 Person::players[i]->proportionlegs.y = 1.05;
2237             }
2238             Person::players[i]->headless = 0;
2239             Person::players[i]->currentoffset = 0;
2240             Person::players[i]->targetoffset = 0;
2241
2242             Person::players[i]->damagetolerance = 200;
2243
2244             if (Person::players[i]->creature == wolftype) {
2245                 if (i == 0 || Person::players[i]->scale < 0)
2246                     Person::players[i]->scale = .23;
2247                 Person::players[i]->damagetolerance = 300;
2248             }
2249
2250             if (visibleloading)
2251                 LoadingScreen();
2252             if (cellophane) {
2253                 Person::players[i]->proportionhead.z = 0;
2254                 Person::players[i]->proportionbody.z = 0;
2255                 Person::players[i]->proportionarms.z = 0;
2256                 Person::players[i]->proportionlegs.z = 0;
2257             }
2258
2259             Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
2260
2261             Person::players[i]->headmorphness = 0;
2262             Person::players[i]->targetheadmorphness = 1;
2263             Person::players[i]->headmorphstart = 0;
2264             Person::players[i]->headmorphend = 0;
2265
2266             Person::players[i]->pausetime = 0;
2267
2268             Person::players[i]->dead = 0;
2269             Person::players[i]->jumppower = 5;
2270             Person::players[i]->damage = 0;
2271             Person::players[i]->permanentdamage = 0;
2272             Person::players[i]->superpermanentdamage = 0;
2273
2274             Person::players[i]->forwardkeydown = 0;
2275             Person::players[i]->leftkeydown = 0;
2276             Person::players[i]->backkeydown = 0;
2277             Person::players[i]->rightkeydown = 0;
2278             Person::players[i]->jumpkeydown = 0;
2279             Person::players[i]->crouchkeydown = 0;
2280             Person::players[i]->throwkeydown = 0;
2281
2282             Person::players[i]->collided = -10;
2283             Person::players[i]->loaded = 1;
2284             Person::players[i]->bloodloss = 0;
2285             Person::players[i]->weaponactive = -1;
2286             Person::players[i]->weaponstuck = -1;
2287             Person::players[i]->bleeding = 0;
2288             Person::players[i]->deathbleeding = 0;
2289             Person::players[i]->stunned = 0;
2290             Person::players[i]->hasvictim = 0;
2291             Person::players[i]->wentforweapon = 0;
2292         }
2293
2294         Person::players[0]->aitype = playercontrolled;
2295         Person::players[0]->weaponactive = -1;
2296
2297         if (difficulty == 1) {
2298             Person::players[0]->power = 1 / .9;
2299             Person::players[0]->damagetolerance = 250;
2300         } else if (difficulty == 0) {
2301             Person::players[0]->power = 1 / .8;
2302             Person::players[0]->damagetolerance = 300;
2303             Person::players[0]->armorhead *= 1.5;
2304             Person::players[0]->armorhigh *= 1.5;
2305             Person::players[0]->armorlow *= 1.5;
2306         }
2307
2308         cameraloc = Person::players[0]->coords;
2309         cameraloc.y += 5;
2310         yaw = Person::players[0]->yaw;
2311
2312         hawkcoords = Person::players[0]->coords;
2313         hawkcoords.y += 30;
2314
2315         if (visibleloading)
2316             LoadingScreen();
2317
2318         LOG("Starting background music...");
2319
2320         OPENAL_StopSound(OPENAL_ALL);
2321         if (ambientsound) {
2322             if (environment == snowyenvironment) {
2323                 emit_stream_np(stream_wind);
2324             } else if (environment == desertenvironment) {
2325                 emit_stream_np(stream_desertambient);
2326             } else if (environment == grassyenvironment) {
2327                 emit_stream_np(stream_wind, 100.);
2328             }
2329         }
2330         oldmusicvolume[0] = 0;
2331         oldmusicvolume[1] = 0;
2332         oldmusicvolume[2] = 0;
2333         oldmusicvolume[3] = 0;
2334
2335         if (!firstload)
2336             firstload = 1;
2337     } else {
2338         perror("Problem");
2339     }
2340     leveltime = 0;
2341     loadingstuff = 0;
2342     visibleloading = 0;
2343 }
2344
2345 void doTutorial()
2346 {
2347     if (tutorialstagetime > tutorialmaxtime) {
2348         tutorialstage++;
2349         tutorialsuccess = 0;
2350         if (tutorialstage <= 1) {
2351             canattack = 0;
2352             cananger = 0;
2353             reversaltrain = 0;
2354         }
2355         switch (tutorialstage) {
2356         case 1:
2357             tutorialmaxtime = 5;
2358             break;
2359         case 2:
2360             tutorialmaxtime = 2;
2361             break;
2362         case 3:
2363             tutorialmaxtime = 600;
2364             break;
2365         case 4:
2366             tutorialmaxtime = 1000;
2367             break;
2368         case 5:
2369             tutorialmaxtime = 600;
2370             break;
2371         case 6:
2372             tutorialmaxtime = 600;
2373             break;
2374         case 7:
2375             tutorialmaxtime = 600;
2376             break;
2377         case 8:
2378             tutorialmaxtime = 600;
2379             break;
2380         case 9:
2381             tutorialmaxtime = 600;
2382             break;
2383         case 10:
2384             tutorialmaxtime = 2;
2385             break;
2386         case 11:
2387             tutorialmaxtime = 1000;
2388             break;
2389         case 12:
2390             tutorialmaxtime = 1000;
2391             break;
2392         case 13:
2393             tutorialmaxtime = 2;
2394             break;
2395         case 14: {
2396             tutorialmaxtime = 3;
2397
2398             XYZ temp, temp2;
2399
2400             temp.x = 1011;
2401             temp.y = 84;
2402             temp.z = 491;
2403             temp2.x = 1025;
2404             temp2.y = 75;
2405             temp2.z = 447;
2406
2407             Person::players[1]->coords = (temp + temp2) / 2;
2408
2409             emit_sound_at(fireendsound, Person::players[1]->coords);
2410
2411             for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2412                 if (Random() % 2 == 0) {
2413                     if (!Person::players[1]->skeleton.free)
2414                         temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2415                     if (Person::players[1]->skeleton.free)
2416                         temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2417                     if (!Person::players[1]->skeleton.free)
2418                         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;
2419                     if (Person::players[1]->skeleton.free)
2420                         temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2421                     Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2422                 }
2423             }
2424         }
2425         break;
2426         case 15:
2427             tutorialmaxtime = 500;
2428             break;
2429         case 16:
2430             tutorialmaxtime = 500;
2431             break;
2432         case 17:
2433             tutorialmaxtime = 500;
2434             break;
2435         case 18:
2436             tutorialmaxtime = 500;
2437             break;
2438         case 19:
2439             tutorialstage = 20;
2440             //tutorialmaxtime=500;
2441             break;
2442         case 20:
2443             tutorialmaxtime = 500;
2444             break;
2445         case 21:
2446             tutorialmaxtime = 500;
2447             if (bonus == cannon) {
2448                 bonus = Slicebonus;
2449                 againbonus = 1;
2450             } else
2451                 againbonus = 0;
2452             break;
2453         case 22:
2454             tutorialmaxtime = 500;
2455             break;
2456         case 23:
2457             tutorialmaxtime = 500;
2458             break;
2459         case 24:
2460             tutorialmaxtime = 500;
2461             break;
2462         case 25:
2463             tutorialmaxtime = 500;
2464             break;
2465         case 26:
2466             tutorialmaxtime = 2;
2467             break;
2468         case 27:
2469             tutorialmaxtime = 4;
2470             reversaltrain = 1;
2471             cananger = 1;
2472             Person::players[1]->aitype = attacktypecutoff;
2473             break;
2474         case 28:
2475             tutorialmaxtime = 400;
2476             break;
2477         case 29:
2478             tutorialmaxtime = 400;
2479             Person::players[0]->escapednum = 0;
2480             break;
2481         case 30:
2482             tutorialmaxtime = 4;
2483             reversaltrain = 0;
2484             cananger = 0;
2485             Person::players[1]->aitype = passivetype;
2486             break;
2487         case 31:
2488             tutorialmaxtime = 13;
2489             break;
2490         case 32:
2491             tutorialmaxtime = 8;
2492             break;
2493         case 33:
2494             tutorialmaxtime = 400;
2495             cananger = 1;
2496             canattack = 1;
2497             Person::players[1]->aitype = attacktypecutoff;
2498             break;
2499         case 34:
2500             tutorialmaxtime = 400;
2501             break;
2502         case 35:
2503             tutorialmaxtime = 400;
2504             break;
2505         case 36:
2506             tutorialmaxtime = 2;
2507             reversaltrain = 0;
2508             cananger = 0;
2509             Person::players[1]->aitype = passivetype;
2510             break;
2511         case 37:
2512             damagedealt = 0;
2513             damagetaken = 0;
2514             tutorialmaxtime = 50;
2515             cananger = 1;
2516             canattack = 1;
2517             Person::players[1]->aitype = attacktypecutoff;
2518             break;
2519         case 38:
2520             tutorialmaxtime = 4;
2521             canattack = 0;
2522             cananger = 0;
2523             Person::players[1]->aitype = passivetype;
2524             break;
2525         case 39: {
2526             XYZ temp, temp2;
2527
2528             temp.x = 1011;
2529             temp.y = 84;
2530             temp.z = 491;
2531             temp2.x = 1025;
2532             temp2.y = 75;
2533             temp2.z = 447;
2534
2535             Weapon w(knife, -1);
2536             w.position = (temp + temp2) / 2;
2537             w.tippoint = (temp + temp2) / 2;
2538
2539             w.velocity = 0.1;
2540             w.tipvelocity = 0.1;
2541             w.missed = 1;
2542             w.hitsomething = 0;
2543             w.freetime = 0;
2544             w.firstfree = 1;
2545             w.physics = 1;
2546
2547             weapons.push_back(w);
2548         }
2549         break;
2550         case 40:
2551             tutorialmaxtime = 300;
2552             break;
2553         case 41:
2554             tutorialmaxtime = 300;
2555             break;
2556         case 42:
2557             tutorialmaxtime = 8;
2558             break;
2559         case 43:
2560             tutorialmaxtime = 300;
2561             break;
2562         case 44:
2563             weapons[0].owner = 1;
2564             Person::players[0]->weaponactive = -1;
2565             Person::players[0]->num_weapons = 0;
2566             Person::players[1]->weaponactive = 0;
2567             Person::players[1]->num_weapons = 1;
2568             Person::players[1]->weaponids[0] = 0;
2569
2570             cananger = 1;
2571             canattack = 1;
2572             Person::players[1]->aitype = attacktypecutoff;
2573
2574             tutorialmaxtime = 300;
2575             break;
2576         case 45:
2577             weapons[0].owner = 1;
2578             Person::players[0]->weaponactive = -1;
2579             Person::players[0]->num_weapons = 0;
2580             Person::players[1]->weaponactive = 0;
2581             Person::players[1]->num_weapons = 1;
2582             Person::players[1]->weaponids[0] = 0;
2583
2584             tutorialmaxtime = 300;
2585             break;
2586         case 46:
2587             weapons[0].owner = 1;
2588             Person::players[0]->weaponactive = -1;
2589             Person::players[0]->num_weapons = 0;
2590             Person::players[1]->weaponactive = 0;
2591             Person::players[1]->num_weapons = 1;
2592             Person::players[1]->weaponids[0] = 0;
2593
2594             weapons[0].setType(sword);
2595
2596             tutorialmaxtime = 300;
2597             break;
2598         case 47: {
2599             tutorialmaxtime = 10;
2600
2601             XYZ temp, temp2;
2602
2603             temp.x = 1011;
2604             temp.y = 84;
2605             temp.z = 491;
2606             temp2.x = 1025;
2607             temp2.y = 75;
2608             temp2.z = 447;
2609
2610             Weapon w(sword, -1);
2611             w.position = (temp + temp2) / 2;
2612             w.tippoint = (temp + temp2) / 2;
2613
2614             w.velocity = 0.1;
2615             w.tipvelocity = 0.1;
2616             w.missed = 1;
2617             w.hitsomething = 0;
2618             w.freetime = 0;
2619             w.firstfree = 1;
2620             w.physics = 1;
2621
2622             weapons.push_back(w);
2623
2624             weapons[0].owner = 1;
2625             weapons[1].owner = 0;
2626             Person::players[0]->weaponactive = 0;
2627             Person::players[0]->num_weapons = 1;
2628             Person::players[0]->weaponids[0] = 1;
2629             Person::players[1]->weaponactive = 0;
2630             Person::players[1]->num_weapons = 1;
2631             Person::players[1]->weaponids[0] = 0;
2632
2633         }
2634         break;
2635         case 48:
2636             canattack = 0;
2637             cananger = 0;
2638             Person::players[1]->aitype = passivetype;
2639
2640             tutorialmaxtime = 15;
2641
2642             weapons[0].owner = 1;
2643             weapons[1].owner = 0;
2644             Person::players[0]->weaponactive = 0;
2645             Person::players[0]->num_weapons = 1;
2646             Person::players[0]->weaponids[0] = 1;
2647             Person::players[1]->weaponactive = 0;
2648             Person::players[1]->num_weapons = 1;
2649             Person::players[1]->weaponids[0] = 0;
2650
2651             if (Person::players[0]->weaponactive != -1)
2652                 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
2653             else
2654                 weapons[0].setType(staff);
2655             break;
2656         case 49:
2657             canattack = 0;
2658             cananger = 0;
2659             Person::players[1]->aitype = passivetype;
2660
2661             tutorialmaxtime = 200;
2662
2663             weapons[1].position = 1000;
2664             weapons[1].tippoint = 1000;
2665
2666             weapons[0].setType(knife);
2667
2668             weapons[0].owner = 0;
2669             Person::players[1]->weaponactive = -1;
2670             Person::players[1]->num_weapons = 0;
2671             Person::players[0]->weaponactive = 0;
2672             Person::players[0]->num_weapons = 1;
2673             Person::players[0]->weaponids[0] = 0;
2674
2675             break;
2676         case 50: {
2677             tutorialmaxtime = 8;
2678
2679             XYZ temp, temp2;
2680             emit_sound_at(fireendsound, Person::players[1]->coords);
2681
2682             for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2683                 if (Random() % 2 == 0) {
2684                     if (!Person::players[1]->skeleton.free)
2685                         temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2686                     if (Person::players[1]->skeleton.free)
2687                         temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2688                     if (!Person::players[1]->skeleton.free)
2689                         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;
2690                     if (Person::players[1]->skeleton.free)
2691                         temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2692                     Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2693                 }
2694             }
2695
2696             Person::players[1]->num_weapons = 0;
2697             Person::players[1]->weaponstuck = -1;
2698             Person::players[1]->weaponactive = -1;
2699
2700             weapons.clear();
2701         }
2702         break;
2703         case 51:
2704             tutorialmaxtime = 80000;
2705             break;
2706         default:
2707             break;
2708         }
2709         if (tutorialstage <= 51)
2710             tutorialstagetime = 0;
2711     }
2712
2713     //Tutorial success
2714     if (tutorialstagetime < tutorialmaxtime - 3) {
2715         switch (tutorialstage) {
2716         case 3:
2717             if (deltah || deltav)
2718                 tutorialsuccess += multiplier;
2719             break;
2720         case 4:
2721             if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
2722                 tutorialsuccess += multiplier;
2723             break;
2724         case 5:
2725             if (Person::players[0]->jumpkeydown)
2726                 tutorialsuccess = 1;
2727             break;
2728         case 6:
2729             if (Person::players[0]->isCrouch())
2730                 tutorialsuccess = 1;
2731             break;
2732         case 7:
2733             if (Person::players[0]->animTarget == rollanim)
2734                 tutorialsuccess = 1;
2735             break;
2736         case 8:
2737             if (Person::players[0]->animTarget == sneakanim)
2738                 tutorialsuccess += multiplier;
2739             break;
2740         case 9:
2741             if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
2742                 tutorialsuccess += multiplier;
2743             break;
2744         case 11:
2745             if (Person::players[0]->isWallJump())
2746                 tutorialsuccess = 1;
2747             break;
2748         case 12:
2749             if (Person::players[0]->animTarget == flipanim)
2750                 tutorialsuccess = 1;
2751             break;
2752         case 15:
2753             if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
2754                 tutorialsuccess = 1;
2755             break;
2756         case 16:
2757             if (Person::players[0]->animTarget == winduppunchanim)
2758                 tutorialsuccess = 1;
2759             break;
2760         case 17:
2761             if (Person::players[0]->animTarget == spinkickanim)
2762                 tutorialsuccess = 1;
2763             break;
2764         case 18:
2765             if (Person::players[0]->animTarget == sweepanim)
2766                 tutorialsuccess = 1;
2767             break;
2768         case 19:
2769             if (Person::players[0]->animTarget == dropkickanim)
2770                 tutorialsuccess = 1;
2771             break;
2772         case 20:
2773             if (Person::players[0]->animTarget == rabbitkickanim)
2774                 tutorialsuccess = 1;
2775             break;
2776         case 21:
2777             if (bonus == cannon)
2778                 tutorialsuccess = 1;
2779             break;
2780         case 22:
2781             if (bonus == spinecrusher)
2782                 tutorialsuccess = 1;
2783             break;
2784         case 23:
2785             if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
2786                 tutorialsuccess = 1;
2787             break;
2788         case 24:
2789             if (Person::players[0]->animTarget == rabbittacklinganim)
2790                 tutorialsuccess = 1;
2791             break;
2792         case 25:
2793             if (Person::players[0]->animTarget == backhandspringanim)
2794                 tutorialsuccess = 1;
2795             break;
2796         case 28:
2797             if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
2798                 tutorialsuccess = 1;
2799             break;
2800         case 29:
2801             if (Person::players[0]->escapednum == 2) {
2802                 tutorialsuccess = 1;
2803                 reversaltrain = 0;
2804                 cananger = 0;
2805                 Person::players[1]->aitype = passivetype;
2806             }
2807             break;
2808         case 33:
2809             if (animation[Person::players[0]->animTarget].attack == reversal)
2810                 tutorialsuccess = 1;
2811             break;
2812         case 34:
2813             if (animation[Person::players[0]->animTarget].attack == reversal)
2814                 tutorialsuccess = 1;
2815             break;
2816         case 35:
2817             if (animation[Person::players[0]->animTarget].attack == reversal) {
2818                 tutorialsuccess = 1;
2819                 reversaltrain = 0;
2820                 cananger = 0;
2821                 Person::players[1]->aitype = passivetype;
2822             }
2823             break;
2824         case 40:
2825             if (Person::players[0]->num_weapons > 0)
2826                 tutorialsuccess = 1;
2827             break;
2828         case 41:
2829             if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
2830                 tutorialsuccess = 1;
2831             break;
2832         case 43:
2833             if (Person::players[0]->animTarget == knifeslashstartanim)
2834                 tutorialsuccess = 1;
2835             break;
2836         case 44:
2837             if (animation[Person::players[0]->animTarget].attack == reversal)
2838                 tutorialsuccess = 1;
2839             break;
2840         case 45:
2841             if (animation[Person::players[0]->animTarget].attack == reversal)
2842                 tutorialsuccess = 1;
2843             break;
2844         case 46:
2845             if (animation[Person::players[0]->animTarget].attack == reversal)
2846                 tutorialsuccess = 1;
2847             break;
2848         case 49:
2849             if (Person::players[1]->weaponstuck != -1)
2850                 tutorialsuccess = 1;
2851             break;
2852         default:
2853             break;
2854         }
2855         if (tutorialsuccess >= 1)
2856             tutorialstagetime = tutorialmaxtime - 3;
2857
2858
2859         if (tutorialstagetime == tutorialmaxtime - 3) {
2860             emit_sound_np(consolesuccesssound);
2861         }
2862
2863         if (tutorialsuccess >= 1) {
2864             if (tutorialstage == 34 || tutorialstage == 35)
2865                 tutorialstagetime = tutorialmaxtime - 1;
2866         }
2867     }
2868
2869     if (tutorialstage < 14 || tutorialstage >= 50) {
2870         Person::players[1]->coords.y = 300;
2871         Person::players[1]->velocity = 0;
2872     }
2873 }
2874
2875 void doDebugKeys()
2876 {
2877     float headprop, bodyprop, armprop, legprop;
2878     if (debugmode) {
2879         if (Input::isKeyPressed(SDLK_h)) {
2880             Person::players[0]->damagetolerance = 200000;
2881             Person::players[0]->damage = 0;
2882             Person::players[0]->burnt = 0;
2883             Person::players[0]->permanentdamage = 0;
2884             Person::players[0]->superpermanentdamage = 0;
2885         }
2886
2887         if (Input::isKeyPressed(SDLK_j)) {
2888             environment++;
2889             if (environment > 2)
2890                 environment = 0;
2891             Setenvironment(environment);
2892         }
2893
2894         if (Input::isKeyPressed(SDLK_c)) {
2895             cameramode = 1 - cameramode;
2896         }
2897
2898         if (Input::isKeyPressed(SDLK_x) && !Input::isKeyDown(SDLK_LSHIFT)) {
2899             if (Person::players[0]->num_weapons > 0) {
2900                 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
2901                     weapons[Person::players[0]->weaponids[0]].setType(staff);
2902                 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
2903                     weapons[Person::players[0]->weaponids[0]].setType(knife);
2904                 else
2905                     weapons[Person::players[0]->weaponids[0]].setType(sword);
2906             }
2907         }
2908
2909         if (Input::isKeyPressed(SDLK_x) && Input::isKeyDown(SDLK_LSHIFT)) {
2910             int closest = findClosestPlayer();
2911             if (closest >= 0) {
2912                 if (Person::players[closest]->num_weapons) {
2913                     if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2914                         weapons[Person::players[closest]->weaponids[0]].setType(staff);
2915                     else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2916                         weapons[Person::players[closest]->weaponids[0]].setType(knife);
2917                     else
2918                         weapons[Person::players[closest]->weaponids[0]].setType(sword);
2919                 }
2920                 if (!Person::players[closest]->num_weapons) {
2921                     Person::players[closest]->weaponids[0] = weapons.size();
2922
2923                     weapons.push_back(Weapon(knife, closest));
2924
2925                     Person::players[closest]->num_weapons = 1;
2926                 }
2927             }
2928         }
2929
2930         if (Input::isKeyDown(SDLK_u)) {
2931             int closest = findClosestPlayer();
2932             if (closest >= 0) {
2933                 Person::players[closest]->yaw += multiplier * 50;
2934                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2935             }
2936         }
2937
2938
2939         if (Input::isKeyPressed(SDLK_o) && !Input::isKeyDown(SDLK_LSHIFT)) {
2940             int closest = findClosestPlayer();
2941             if (Input::isKeyDown(SDLK_LCTRL))
2942                 closest = 0;
2943
2944             if (closest >= 0) {
2945                 Person::players[closest]->whichskin++;
2946                 if (Person::players[closest]->whichskin > 9)
2947                     Person::players[closest]->whichskin = 0;
2948                 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2949                     Person::players[closest]->whichskin = 0;
2950
2951                 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2952                         &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2953             }
2954
2955             if (Person::players[closest]->numclothes) {
2956                 for (int i = 0; i < Person::players[closest]->numclothes; i++) {
2957                     tintr = Person::players[closest]->clothestintr[i];
2958                     tintg = Person::players[closest]->clothestintg[i];
2959                     tintb = Person::players[closest]->clothestintb[i];
2960                     AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
2961                 }
2962                 Person::players[closest]->DoMipmaps();
2963             }
2964         }
2965
2966         if (Input::isKeyPressed(SDLK_o) && Input::isKeyDown(SDLK_LSHIFT)) {
2967             int closest = findClosestPlayer();
2968             if (closest >= 0) {
2969                 if (Person::players[closest]->creature == wolftype) {
2970                     headprop = Person::players[closest]->proportionhead.x / 1.1;
2971                     bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2972                     armprop = Person::players[closest]->proportionarms.x / 1.1;
2973                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
2974                 }
2975
2976                 if (Person::players[closest]->creature == rabbittype) {
2977                     headprop = Person::players[closest]->proportionhead.x / 1.2;
2978                     bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2979                     armprop = Person::players[closest]->proportionarms.x / 1.00;
2980                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
2981                 }
2982
2983
2984                 if (Person::players[closest]->creature == rabbittype) {
2985                     Person::players[closest]->skeleton.id = closest;
2986                     Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0);
2987                     Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
2988                     Person::players[closest]->whichskin = 0;
2989                     Person::players[closest]->creature = wolftype;
2990
2991                     Person::players[closest]->proportionhead = 1.1;
2992                     Person::players[closest]->proportionbody = 1.1;
2993                     Person::players[closest]->proportionarms = 1.1;
2994                     Person::players[closest]->proportionlegs = 1.1;
2995                     Person::players[closest]->proportionlegs.y = 1.1;
2996                     Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
2997
2998                     Person::players[closest]->damagetolerance = 300;
2999                 } else {
3000                     Person::players[closest]->skeleton.id = closest;
3001                     Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
3002                     Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
3003                     Person::players[closest]->whichskin = 0;
3004                     Person::players[closest]->creature = rabbittype;
3005
3006                     Person::players[closest]->proportionhead = 1.2;
3007                     Person::players[closest]->proportionbody = 1.05;
3008                     Person::players[closest]->proportionarms = 1.00;
3009                     Person::players[closest]->proportionlegs = 1.1;
3010                     Person::players[closest]->proportionlegs.y = 1.05;
3011                     Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
3012
3013                     Person::players[closest]->damagetolerance = 200;
3014                 }
3015
3016                 if (Person::players[closest]->creature == wolftype) {
3017                     Person::players[closest]->proportionhead = 1.1 * headprop;
3018                     Person::players[closest]->proportionbody = 1.1 * bodyprop;
3019                     Person::players[closest]->proportionarms = 1.1 * armprop;
3020                     Person::players[closest]->proportionlegs = 1.1 * legprop;
3021                 }
3022
3023                 if (Person::players[closest]->creature == rabbittype) {
3024                     Person::players[closest]->proportionhead = 1.2 * headprop;
3025                     Person::players[closest]->proportionbody = 1.05 * bodyprop;
3026                     Person::players[closest]->proportionarms = 1.00 * armprop;
3027                     Person::players[closest]->proportionlegs = 1.1 * legprop;
3028                     Person::players[closest]->proportionlegs.y = 1.05 * legprop;
3029                 }
3030
3031             }
3032         }
3033
3034         if (Input::isKeyPressed(SDLK_b) && !Input::isKeyDown(SDLK_LSHIFT)) {
3035             slomo = 1 - slomo;
3036             slomodelay = 1000;
3037         }
3038
3039
3040         if (((Input::isKeyPressed(SDLK_i) && !Input::isKeyDown(SDLK_LSHIFT)))) {
3041             int closest = -1;
3042             float closestdist = std::numeric_limits<float>::max();
3043
3044             for (int i = 1; i < Person::players.size(); i++) {
3045                 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
3046                 if (!Person::players[i]->headless)
3047                     if (distance < closestdist) {
3048                         closestdist = distance;
3049                         closest = i;
3050                     }
3051             }
3052
3053             XYZ flatfacing2, flatvelocity2;
3054             XYZ blah;
3055             if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3056                 blah = Person::players[closest]->coords;
3057                 XYZ headspurtdirection;
3058                 //int i = Person::players[closest]->skeleton.jointlabels[head];
3059                 Joint& headjoint = Person::players[closest]->joint(head);
3060                 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
3061                     if (!Person::players[closest]->skeleton.free)
3062                         flatvelocity2 = Person::players[closest]->velocity;
3063                     if (Person::players[closest]->skeleton.free)
3064                         flatvelocity2 = headjoint.velocity;
3065                     if (!Person::players[closest]->skeleton.free)
3066                         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;
3067                     if (Person::players[closest]->skeleton.free)
3068                         flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
3069                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3070                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3071                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3072                     headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
3073                     Normalise(&headspurtdirection);
3074                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
3075                     flatvelocity2 += headspurtdirection * 8;
3076                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
3077                 }
3078                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3079
3080                 emit_sound_at(splattersound, blah);
3081                 emit_sound_at(breaksound2, blah, 100.);
3082
3083                 if (Person::players[closest]->skeleton.free == 2)
3084                     Person::players[closest]->skeleton.free = 0;
3085                 Person::players[closest]->RagDoll(0);
3086                 Person::players[closest]->dead = 2;
3087                 Person::players[closest]->headless = 1;
3088                 Person::players[closest]->DoBloodBig(3, 165);
3089
3090                 camerashake += .3;
3091             }
3092         }
3093
3094         if (((Input::isKeyPressed(SDLK_i) && Input::isKeyDown(SDLK_LSHIFT)))) {
3095             int closest = findClosestPlayer();
3096             XYZ flatfacing2, flatvelocity2;
3097             XYZ blah;
3098             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3099                 blah = Person::players[closest]->coords;
3100                 emit_sound_at(splattersound, blah);
3101                 emit_sound_at(breaksound2, blah);
3102
3103                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3104                     if (!Person::players[closest]->skeleton.free)
3105                         flatvelocity2 = Person::players[closest]->velocity;
3106                     if (Person::players[closest]->skeleton.free)
3107                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3108                     if (!Person::players[closest]->skeleton.free)
3109                         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;
3110                     if (Person::players[closest]->skeleton.free)
3111                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3112                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3113                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3114                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3115                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3116                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
3117                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3118                 }
3119
3120                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3121                     if (!Person::players[closest]->skeleton.free)
3122                         flatvelocity2 = Person::players[closest]->velocity;
3123                     if (Person::players[closest]->skeleton.free)
3124                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3125                     if (!Person::players[closest]->skeleton.free)
3126                         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;
3127                     if (Person::players[closest]->skeleton.free)
3128                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3129                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3130                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3131                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3132                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3133                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
3134                 }
3135
3136                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3137                     if (!Person::players[closest]->skeleton.free)
3138                         flatvelocity2 = Person::players[closest]->velocity;
3139                     if (Person::players[closest]->skeleton.free)
3140                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3141                     if (!Person::players[closest]->skeleton.free)
3142                         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;
3143                     if (Person::players[closest]->skeleton.free)
3144                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3145                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3146                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3147                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3148                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3149                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3150                 }
3151
3152                 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3153                     if (!Person::players[closest]->skeleton.free)
3154                         flatvelocity2 = Person::players[closest]->velocity;
3155                     if (Person::players[closest]->skeleton.free)
3156                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3157                     if (!Person::players[closest]->skeleton.free)
3158                         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;
3159                     if (Person::players[closest]->skeleton.free)
3160                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3161                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3162                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3163                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3164                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3165                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3166                 }
3167
3168                 XYZ temppos;
3169                 for (int j = 0; j < Person::players.size(); j++) {
3170                     if (j != closest) {
3171                         if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
3172                             Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
3173                             if (Person::players[j]->skeleton.free == 2)
3174                                 Person::players[j]->skeleton.free = 1;
3175                             Person::players[j]->skeleton.longdead = 0;
3176                             Person::players[j]->RagDoll(0);
3177                             for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
3178                                 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
3179                                 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
3180                                     flatvelocity2 = temppos - Person::players[closest]->coords;
3181                                     Normalise(&flatvelocity2);
3182                                     Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
3183                                 }
3184                             }
3185                         }
3186                     }
3187                 }
3188
3189                 Person::players[closest]->DoDamage(10000);
3190                 Person::players[closest]->RagDoll(0);
3191                 Person::players[closest]->dead = 2;
3192                 Person::players[closest]->coords = 20;
3193                 Person::players[closest]->skeleton.free = 2;
3194
3195                 camerashake += .6;
3196
3197             }
3198         }
3199
3200         if (Input::isKeyPressed(SDLK_f)) {
3201             Person::players[0]->onfire = 1 - Person::players[0]->onfire;
3202             if (Person::players[0]->onfire) {
3203                 Person::players[0]->CatchFire();
3204             }
3205             if (!Person::players[0]->onfire) {
3206                 emit_sound_at(fireendsound, Person::players[0]->coords);
3207                 pause_sound(stream_firesound);
3208             }
3209         }
3210
3211         if (Input::isKeyPressed(SDLK_n) && !Input::isKeyDown(SDLK_LCTRL)) {
3212             //if(!Person::players[0]->skeleton.free)Person::players[0]->damage+=500;
3213             Person::players[0]->RagDoll(0);
3214             //Person::players[0]->spurt=1;
3215             //Person::players[0]->DoDamage(1000);
3216
3217             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
3218         }
3219
3220         if (Input::isKeyPressed(SDLK_n) && Input::isKeyDown(SDLK_LCTRL)) {
3221             for (int i = 0; i < objects.numobjects; i++) {
3222                 if (objects.type[i] == treeleavestype) {
3223                     objects.scale[i] *= .9;
3224                 }
3225             }
3226         }
3227
3228         if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) {
3229             editorenabled = 1 - editorenabled;
3230             if (editorenabled) {
3231                 Person::players[0]->damagetolerance = 100000;
3232             } else {
3233                 Person::players[0]->damagetolerance = 200;
3234             }
3235             Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
3236             Person::players[0]->permanentdamage = 0;
3237             Person::players[0]->superpermanentdamage = 0;
3238             Person::players[0]->bloodloss = 0;
3239             Person::players[0]->deathbleeding = 0;
3240         }
3241
3242         //skip level
3243         if (whichlevel != -2 && Input::isKeyPressed(SDLK_k) && Input::isKeyDown(SDLK_LSHIFT) && !editorenabled) {
3244             targetlevel++;
3245             if (targetlevel > numchallengelevels - 1)
3246                 targetlevel = 0;
3247             loading = 1;
3248             leveltime = 5;
3249         }
3250
3251         if (editorenabled) {
3252             if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LSHIFT)) {
3253                 int closest = findClosestPlayer();
3254                 if (closest >= 0) {
3255                     Person::players.erase(Person::players.begin()+closest);
3256                 }
3257             }
3258
3259             if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LCTRL)) {
3260                 int closest = findClosestObject();
3261                 if (closest >= 0)
3262                     objects.position[closest].y -= 500;
3263             }
3264
3265             if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) {
3266                 //drawmode++;
3267                 //if(drawmode>2)drawmode=0;
3268                 if (objects.numobjects < max_objects - 1) {
3269                     XYZ boxcoords;
3270                     boxcoords.x = Person::players[0]->coords.x;
3271                     boxcoords.z = Person::players[0]->coords.z;
3272                     boxcoords.y = Person::players[0]->coords.y - 3;
3273                     if (editortype == bushtype)
3274                         boxcoords.y = Person::players[0]->coords.y - .5;
3275                     if (editortype == firetype)
3276                         boxcoords.y = Person::players[0]->coords.y - .5;
3277                     //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3278                     float temprotat, temprotat2;
3279                     temprotat = editoryaw;
3280                     temprotat2 = editorpitch;
3281                     if (temprotat < 0 || editortype == bushtype)
3282                         temprotat = Random() % 360;
3283                     if (temprotat2 < 0)
3284                         temprotat2 = Random() % 360;
3285
3286                     objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
3287                     if (editortype == treetrunktype)
3288                         objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
3289                 }
3290             }
3291
3292             if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3293                 Person::players.push_back(shared_ptr<Person>(new Person()));
3294
3295                 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
3296                 Person::players.back()->creature = rabbittype;
3297                 Person::players.back()->howactive = editoractive;
3298                 Person::players.back()->skeleton.id = Person::players.size()-1;
3299                 Person::players.back()->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
3300
3301                 int k = abs(Random() % 2) + 1;
3302                 if (k == 0) {
3303                     Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3304                     Person::players.back()->whichskin = 0;
3305                 } else if (k == 1) {
3306                     Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3307                     Person::players.back()->whichskin = 1;
3308                 } else {
3309                     Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3310                     Person::players.back()->whichskin = 2;
3311                 }
3312
3313                 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
3314                 Person::players.back()->power = 1;
3315                 Person::players.back()->speedmult = 1;
3316                 Person::players.back()->animCurrent = bounceidleanim;
3317                 Person::players.back()->animTarget = bounceidleanim;
3318                 Person::players.back()->frameCurrent = 0;
3319                 Person::players.back()->frameTarget = 1;
3320                 Person::players.back()->target = 0;
3321                 Person::players.back()->bled = 0;
3322                 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
3323
3324                 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
3325                 Person::players.back()->yaw = Person::players[0]->yaw;
3326
3327                 Person::players.back()->velocity = 0;
3328                 Person::players.back()->coords = Person::players[0]->coords;
3329                 Person::players.back()->oldcoords = Person::players.back()->coords;
3330                 Person::players.back()->realoldcoords = Person::players.back()->coords;
3331
3332                 Person::players.back()->id = Person::players.size()-1;
3333                 Person::players.back()->updatedelay = 0;
3334                 Person::players.back()->normalsupdatedelay = 0;
3335
3336                 Person::players.back()->aitype = passivetype;
3337
3338                 if (Person::players[0]->creature == wolftype) {
3339                     headprop = Person::players[0]->proportionhead.x / 1.1;
3340                     bodyprop = Person::players[0]->proportionbody.x / 1.1;
3341                     armprop = Person::players[0]->proportionarms.x / 1.1;
3342                     legprop = Person::players[0]->proportionlegs.x / 1.1;
3343                 }
3344
3345                 if (Person::players[0]->creature == rabbittype) {
3346                     headprop = Person::players[0]->proportionhead.x / 1.2;
3347                     bodyprop = Person::players[0]->proportionbody.x / 1.05;
3348                     armprop = Person::players[0]->proportionarms.x / 1.00;
3349                     legprop = Person::players[0]->proportionlegs.x / 1.1;
3350                 }
3351
3352                 if (Person::players.back()->creature == wolftype) {
3353                     Person::players.back()->proportionhead = 1.1 * headprop;
3354                     Person::players.back()->proportionbody = 1.1 * bodyprop;
3355                     Person::players.back()->proportionarms = 1.1 * armprop;
3356                     Person::players.back()->proportionlegs = 1.1 * legprop;
3357                 }
3358
3359                 if (Person::players.back()->creature == rabbittype) {
3360                     Person::players.back()->proportionhead = 1.2 * headprop;
3361                     Person::players.back()->proportionbody = 1.05 * bodyprop;
3362                     Person::players.back()->proportionarms = 1.00 * armprop;
3363                     Person::players.back()->proportionlegs = 1.1 * legprop;
3364                     Person::players.back()->proportionlegs.y = 1.05 * legprop;
3365                 }
3366
3367                 Person::players.back()->headless = 0;
3368                 Person::players.back()->onfire = 0;
3369
3370                 if (cellophane) {
3371                     Person::players.back()->proportionhead.z = 0;
3372                     Person::players.back()->proportionbody.z = 0;
3373                     Person::players.back()->proportionarms.z = 0;
3374                     Person::players.back()->proportionlegs.z = 0;
3375                 }
3376
3377                 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
3378
3379                 Person::players.back()->damagetolerance = 200;
3380
3381                 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
3382                 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
3383                 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
3384                 Person::players.back()->armorhead = Person::players[0]->armorhead;
3385                 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
3386                 Person::players.back()->armorlow = Person::players[0]->armorlow;
3387                 Person::players.back()->metalhead = Person::players[0]->metalhead;
3388                 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
3389                 Person::players.back()->metallow = Person::players[0]->metallow;
3390
3391                 Person::players.back()->immobile = Person::players[0]->immobile;
3392
3393                 Person::players.back()->numclothes = Person::players[0]->numclothes;
3394                 if (Person::players.back()->numclothes)
3395                     for (int i = 0; i < Person::players.back()->numclothes; i++) {
3396                         strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
3397                         Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
3398                         Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
3399                         Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
3400                         tintr = Person::players.back()->clothestintr[i];
3401                         tintg = Person::players.back()->clothestintg[i];
3402                         tintb = Person::players.back()->clothestintb[i];
3403                         AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
3404                     }
3405                 if (Person::players.back()->numclothes) {
3406                     Person::players.back()->DoMipmaps();
3407                 }
3408
3409                 Person::players.back()->power = Person::players[0]->power;
3410                 Person::players.back()->speedmult = Person::players[0]->speedmult;
3411
3412                 Person::players.back()->damage = 0;
3413                 Person::players.back()->permanentdamage = 0;
3414                 Person::players.back()->superpermanentdamage = 0;
3415                 Person::players.back()->deathbleeding = 0;
3416                 Person::players.back()->bleeding = 0;
3417                 Person::players.back()->numwaypoints = 0;
3418                 Person::players.back()->waypoint = 0;
3419                 Person::players.back()->jumppath = 0;
3420                 Person::players.back()->weaponstuck = -1;
3421                 Person::players.back()->weaponactive = -1;
3422                 Person::players.back()->num_weapons = 0;
3423                 Person::players.back()->bloodloss = 0;
3424                 Person::players.back()->dead = 0;
3425
3426                 Person::players.back()->loaded = 1;
3427             }
3428
3429             if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LSHIFT)) {
3430                 if (Person::players.back()->numwaypoints < 90) {
3431                     Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
3432                     Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
3433                     Person::players.back()->numwaypoints++;
3434                 }
3435             }
3436
3437             if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LCTRL)) {
3438                 if (numpathpoints < 30) {
3439                     bool connected, alreadyconnected;
3440                     connected = 0;
3441                     if (numpathpoints > 1)
3442                         for (int i = 0; i < numpathpoints; i++) {
3443                             if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
3444                                 alreadyconnected = 0;
3445                                 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
3446                                     if (pathpointconnect[pathpointselected][j] == i)
3447                                         alreadyconnected = 1;
3448                                 }
3449                                 if (!alreadyconnected) {
3450                                     numpathpointconnect[pathpointselected]++;
3451                                     connected = 1;
3452                                     pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
3453                                 }
3454                             }
3455                         }
3456                     if (!connected) {
3457                         numpathpoints++;
3458                         pathpoint[numpathpoints - 1] = Person::players[0]->coords;
3459                         numpathpointconnect[numpathpoints - 1] = 0;
3460                         if (numpathpoints > 1 && pathpointselected != -1) {
3461                             numpathpointconnect[pathpointselected]++;
3462                             pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
3463                         }
3464                         pathpointselected = numpathpoints - 1;
3465                     }
3466                 }
3467             }
3468
3469             if (Input::isKeyPressed(SDLK_PERIOD)) {
3470                 pathpointselected++;
3471                 if (pathpointselected >= numpathpoints)
3472                     pathpointselected = -1;
3473             }
3474             if (Input::isKeyPressed(SDLK_COMMA) && !Input::isKeyDown(SDLK_LSHIFT)) {
3475                 pathpointselected--;
3476                 if (pathpointselected <= -2)
3477                     pathpointselected = numpathpoints - 1;
3478             }
3479             if (Input::isKeyPressed(SDLK_COMMA) && Input::isKeyDown(SDLK_LSHIFT)) {
3480                 if (pathpointselected != -1) {
3481                     numpathpoints--;
3482                     pathpoint[pathpointselected] = pathpoint[numpathpoints];
3483                     numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
3484                     for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
3485                         pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
3486                     }
3487                     for (int i = 0; i < numpathpoints; i++) {
3488                         for (int j = 0; j < numpathpointconnect[i]; j++) {
3489                             if (pathpointconnect[i][j] == pathpointselected) {
3490                                 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
3491                                 numpathpointconnect[i]--;
3492                             }
3493                             if (pathpointconnect[i][j] == numpathpoints) {
3494                                 pathpointconnect[i][j] = pathpointselected;
3495                             }
3496                         }
3497                     }
3498                     pathpointselected = numpathpoints - 1;
3499                 }
3500             }
3501
3502             if (Input::isKeyPressed(SDLK_LEFT) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3503                 editortype--;
3504                 if (editortype == treeleavestype || editortype == 10)
3505                     editortype--;
3506                 if (editortype < 0)
3507                     editortype = firetype;
3508             }
3509
3510             if (Input::isKeyPressed(SDLK_RIGHT) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3511                 editortype++;
3512                 if (editortype == treeleavestype || editortype == 10)
3513                     editortype++;
3514                 if (editortype > firetype)
3515                     editortype = 0;
3516             }
3517
3518             if (Input::isKeyDown(SDLK_LEFT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3519                 editoryaw -= multiplier * 100;
3520                 if (editoryaw < -.01)
3521                     editoryaw = -.01;
3522             }
3523
3524             if (Input::isKeyDown(SDLK_RIGHT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3525                 editoryaw += multiplier * 100;
3526             }
3527
3528             if (Input::isKeyDown(SDLK_UP) && !Input::isKeyDown(SDLK_LCTRL)) {
3529                 editorsize += multiplier;
3530             }
3531
3532             if (Input::isKeyDown(SDLK_DOWN) && !Input::isKeyDown(SDLK_LCTRL)) {
3533                 editorsize -= multiplier;
3534                 if (editorsize < .1)
3535                     editorsize = .1;
3536             }
3537
3538
3539             if (Input::isKeyPressed(SDLK_LEFT) && Input::isKeyDown(SDLK_LSHIFT) && Input::isKeyDown(SDLK_LCTRL)) {
3540                 mapradius -= multiplier * 10;
3541             }
3542
3543             if (Input::isKeyPressed(SDLK_RIGHT) && Input::isKeyDown(SDLK_LSHIFT) && Input::isKeyDown(SDLK_LCTRL)) {
3544                 mapradius += multiplier * 10;
3545             }
3546             if (Input::isKeyDown(SDLK_UP) && Input::isKeyDown(SDLK_LCTRL)) {
3547                 editorpitch += multiplier * 100;
3548             }
3549
3550             if (Input::isKeyDown(SDLK_DOWN) && Input::isKeyDown(SDLK_LCTRL)) {
3551                 editorpitch -= multiplier * 100;
3552                 if (editorpitch < -.01)
3553                     editorpitch = -.01;
3554             }
3555             if (Input::isKeyPressed(SDLK_DELETE) && objects.numobjects && Input::isKeyDown(SDLK_LSHIFT)) {
3556                 int closest = findClosestObject();
3557                 if (closest >= 0)
3558                     objects.DeleteObject(closest);
3559             }
3560         }
3561     }
3562 }
3563
3564 void doJumpReversals()
3565 {
3566     for (int k = 0; k < Person::players.size(); k++)
3567         for (int i = k; i < Person::players.size(); i++) {
3568             if (i == k)
3569                 continue;
3570             if (     Person::players[k]->skeleton.free == 0 &&
3571                      Person::players[i]->skeleton.oldfree == 0 &&
3572                      (Person::players[i]->animTarget == jumpupanim ||
3573                       Person::players[k]->animTarget == jumpupanim) &&
3574                      (Person::players[i]->aitype == playercontrolled ||
3575                       Person::players[k]->aitype == playercontrolled) &&
3576                      (Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0 ||
3577                       Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0)) {
3578                 if (     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
3579                          distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3580                     //TODO: refactor two huge similar ifs
3581                     if (Person::players[i]->animTarget == jumpupanim &&
3582                             Person::players[k]->animTarget != getupfrombackanim &&
3583                             Person::players[k]->animTarget != getupfromfrontanim &&
3584                             animation[Person::players[k]->animTarget].height == middleheight &&
3585                             normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
3586                             (Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown ||
3587                              Person::players[k]->aitype != playercontrolled)) {
3588                         Person::players[i]->victim = Person::players[k];
3589                         Person::players[i]->velocity = 0;
3590                         Person::players[i]->animCurrent = jumpreversedanim;
3591                         Person::players[i]->animTarget = jumpreversedanim;
3592                         Person::players[i]->frameCurrent = 0;
3593                         Person::players[i]->frameTarget = 1;
3594                         Person::players[i]->targettilt2 = 0;
3595                         Person::players[k]->victim = Person::players[i];
3596                         Person::players[k]->velocity = 0;
3597                         Person::players[k]->animCurrent = jumpreversalanim;
3598                         Person::players[k]->animTarget = jumpreversalanim;
3599                         Person::players[k]->frameCurrent = 0;
3600                         Person::players[k]->frameTarget = 1;
3601                         Person::players[k]->targettilt2 = 0;
3602                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
3603                             Person::players[i]->animCurrent = rabbitkickreversedanim;
3604                             Person::players[i]->animTarget = rabbitkickreversedanim;
3605                             Person::players[i]->frameCurrent = 1;
3606                             Person::players[i]->frameTarget = 2;
3607                             Person::players[k]->animCurrent = rabbitkickreversalanim;
3608                             Person::players[k]->animTarget = rabbitkickreversalanim;
3609                             Person::players[k]->frameCurrent = 1;
3610                             Person::players[k]->frameTarget = 2;
3611                         }
3612                         Person::players[i]->target = 0;
3613                         Person::players[k]->oldcoords = Person::players[k]->coords;
3614                         Person::players[i]->coords = Person::players[k]->coords;
3615                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
3616                         Person::players[k]->yaw = Person::players[i]->targetyaw;
3617                         if (Person::players[k]->aitype == attacktypecutoff)
3618                             Person::players[k]->stunned = .5;
3619                     }
3620                     if (Person::players[k]->animTarget == jumpupanim &&
3621                             Person::players[i]->animTarget != getupfrombackanim &&
3622                             Person::players[i]->animTarget != getupfromfrontanim &&
3623                             animation[Person::players[i]->animTarget].height == middleheight &&
3624                             normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
3625                             ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
3626                              Person::players[i]->aitype != playercontrolled)) {
3627                         Person::players[k]->victim = Person::players[i];
3628                         Person::players[k]->velocity = 0;
3629                         Person::players[k]->animCurrent = jumpreversedanim;
3630                         Person::players[k]->animTarget = jumpreversedanim;
3631                         Person::players[k]->frameCurrent = 0;
3632                         Person::players[k]->frameTarget = 1;
3633                         Person::players[k]->targettilt2 = 0;
3634                         Person::players[i]->victim = Person::players[k];
3635                         Person::players[i]->velocity = 0;
3636                         Person::players[i]->animCurrent = jumpreversalanim;
3637                         Person::players[i]->animTarget = jumpreversalanim;
3638                         Person::players[i]->frameCurrent = 0;
3639                         Person::players[i]->frameTarget = 1;
3640                         Person::players[i]->targettilt2 = 0;
3641                         if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
3642                             Person::players[k]->animTarget = rabbitkickreversedanim;
3643                             Person::players[k]->animCurrent = rabbitkickreversedanim;
3644                             Person::players[i]->animCurrent = rabbitkickreversalanim;
3645                             Person::players[i]->animTarget = rabbitkickreversalanim;
3646                             Person::players[k]->frameCurrent = 1;
3647                             Person::players[k]->frameTarget = 2;
3648                             Person::players[i]->frameCurrent = 1;
3649                             Person::players[i]->frameTarget = 2;
3650                         }
3651                         Person::players[k]->target = 0;
3652                         Person::players[i]->oldcoords = Person::players[i]->coords;
3653                         Person::players[k]->coords = Person::players[i]->coords;
3654                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3655                         Person::players[i]->yaw = Person::players[k]->targetyaw;
3656                         if (Person::players[i]->aitype == attacktypecutoff)
3657                             Person::players[i]->stunned = .5;
3658                     }
3659                 }
3660             }
3661         }
3662 }
3663
3664 void doAerialAcrobatics()
3665 {
3666     static XYZ facing, flatfacing;
3667     for (int k = 0; k < Person::players.size(); k++) {
3668         Person::players[k]->turnspeed = 500;
3669
3670         if ((Person::players[k]->isRun() &&
3671                 ((Person::players[k]->targetyaw != rabbitrunninganim &&
3672                   Person::players[k]->targetyaw != wolfrunninganim) ||
3673                  Person::players[k]->frameTarget == 4)) ||
3674                 Person::players[k]->animTarget == removeknifeanim ||
3675                 Person::players[k]->animTarget == crouchremoveknifeanim ||
3676                 Person::players[k]->animTarget == flipanim ||
3677                 Person::players[k]->animTarget == fightsidestep ||
3678                 Person::players[k]->animTarget == walkanim) {
3679             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
3680         }
3681
3682
3683         if (Person::players[k]->isStop() ||
3684                 Person::players[k]->isLanding() ||
3685                 Person::players[k]->animTarget == staggerbackhighanim ||
3686                 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
3687                 Person::players[k]->animTarget == staggerbackhardanim ||
3688                 Person::players[k]->animTarget == backhandspringanim ||
3689                 Person::players[k]->animTarget == dodgebackanim ||
3690                 Person::players[k]->animTarget == rollanim ||
3691                 (animation[Person::players[k]->animTarget].attack &&
3692                  Person::players[k]->animTarget != rabbitkickanim &&
3693                  (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
3694                  (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
3695             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
3696         }
3697
3698         if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
3699             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
3700         }
3701
3702         /*if(Person::players[k]->aitype!=passivetype||(distsq(&Person::players[k]->coords,&viewer)<viewdistance*viewdistance))*/
3703         Person::players[k]->DoStuff();
3704         if (Person::players[k]->immobile && k != 0)
3705             Person::players[k]->coords = Person::players[k]->realoldcoords;
3706
3707         //if player's position has changed (?)
3708         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
3709                 !Person::players[k]->skeleton.free &&
3710                 Person::players[k]->animTarget != climbanim &&
3711                 Person::players[k]->animTarget != hanganim) {
3712             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
3713             int whichhit;
3714             bool tempcollide = 0;
3715
3716             if (Person::players[k]->collide < -.3)
3717                 Person::players[k]->collide = -.3;
3718             if (Person::players[k]->collide > 1)
3719                 Person::players[k]->collide = 1;
3720             Person::players[k]->collide -= multiplier * 30;
3721
3722             //clip to terrain
3723             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
3724
3725             for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3726                 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3727                 if (objects.type[i] != rocktype ||
3728                         objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
3729                         objects.position[i].y > Person::players[k]->coords.y) {
3730                     lowpoint = Person::players[k]->coords;
3731                     if (Person::players[k]->animTarget != jumpupanim &&
3732                             Person::players[k]->animTarget != jumpdownanim &&
3733                             !Person::players[k]->isFlip())
3734                         lowpoint.y += 1.25;
3735                     else
3736                         lowpoint.y += 1.3;
3737                     if (     Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
3738                              Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
3739                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
3740                     if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3741                         flatfacing = lowpoint - Person::players[k]->coords;
3742                         Person::players[k]->coords = lowpoint;
3743                         Person::players[k]->coords.y -= 1.3;
3744                         Person::players[k]->collide = 1;
3745                         tempcollide = 1;
3746                         //wall jumps
3747                         //TODO: refactor four similar blocks
3748                         if (Person::players[k]->aitype == playercontrolled &&
3749                                 (Person::players[k]->animTarget == jumpupanim ||
3750                                  Person::players[k]->animTarget == jumpdownanim ||
3751                                  Person::players[k]->isFlip()) &&
3752                                 !Person::players[k]->jumptogglekeydown &&
3753                                 Person::players[k]->jumpkeydown) {
3754                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
3755                             XYZ tempcoords1 = lowpoint;
3756                             whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3757                             if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3758                                 Person::players[k]->setAnimation(walljumpleftanim);
3759                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3760                                 if (k == 0)
3761                                     pause_sound(whooshsound);
3762
3763                                 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3764                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3765                                 if (lowpointtarget.z < 0)
3766                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3767                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
3768                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
3769                                 if (k == 0)
3770                                     numwallflipped++;
3771                             } else {
3772                                 lowpoint = tempcoords1;
3773                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
3774                                 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3775                                 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3776                                     Person::players[k]->setAnimation(walljumprightanim);
3777                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
3778                                     if (k == 0)
3779                                         pause_sound(whooshsound);
3780
3781                                     lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3782                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3783                                     if (lowpointtarget.z < 0)
3784                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3785                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
3786                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
3787                                     if (k == 0)
3788                                         numwallflipped++;
3789                                 } else {
3790                                     lowpoint = tempcoords1;
3791                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
3792                                     whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3793                                     if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3794                                         Person::players[k]->setAnimation(walljumpbackanim);
3795                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
3796                                         if (k == 0)
3797                                             pause_sound(whooshsound);
3798
3799                                         lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3800                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3801                                         if (lowpointtarget.z < 0)
3802                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3803                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
3804                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
3805                                         if (k == 0)
3806                                             numwallflipped++;
3807                                     } else {
3808                                         lowpoint = tempcoords1;
3809                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
3810                                         whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3811                                         if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3812                                             Person::players[k]->setAnimation(walljumpfrontanim);
3813                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
3814                                             if (k == 0)
3815                                                 pause_sound(whooshsound);
3816
3817                                             lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3818                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3819                                             if (lowpointtarget.z < 0)
3820                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3821                                             Person::players[k]->yaw += 180;
3822                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
3823                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
3824                                             if (k == 0)
3825                                                 numwallflipped++;
3826                                         }
3827                                     }
3828                                 }
3829                             }
3830                         }
3831                     }
3832                 } else if (objects.type[i] == rocktype) {
3833                     lowpoint2 = Person::players[k]->coords;
3834                     lowpoint = Person::players[k]->coords;
3835                     lowpoint.y += 2;
3836                     if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
3837                         Person::players[k]->coords = colpoint;
3838                         Person::players[k]->collide = 1;
3839                         tempcollide = 1;
3840
3841                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
3842                             //flipped into a rock
3843                             if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
3844                                 Person::players[k]->RagDoll(0);
3845
3846                             if (Person::players[k]->animTarget == jumpupanim) {
3847                                 Person::players[k]->jumppower = -4;
3848                                 Person::players[k]->animTarget = Person::players[k]->getIdle();
3849                             }
3850                             Person::players[k]->target = 0;
3851                             Person::players[k]->frameTarget = 0;
3852                             Person::players[k]->onterrain = 1;
3853
3854                             if (Person::players[k]->id == 0) {
3855                                 pause_sound(whooshsound);
3856                                 OPENAL_SetVolume(channels[whooshsound], 0);
3857                             }
3858
3859                             //landing
3860                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
3861                                 if (Person::players[k]->isFlip())
3862                                     Person::players[k]->jumppower = -4;
3863                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
3864                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
3865                                 if (k == 0) {
3866                                     envsound[numenvsounds] = Person::players[k]->coords;
3867                                     envsoundvol[numenvsounds] = 16;
3868                                     envsoundlife[numenvsounds] = .4;
3869                                     numenvsounds++;
3870                                 }
3871
3872                             }
3873                         }
3874                     }
3875                 }
3876             }
3877
3878             if (tempcollide && (/*Person::players[k]->jumptogglekeydown*/1 == 1 || Person::players[k]->aitype != playercontrolled))
3879                 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3880                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3881                     lowpoint = Person::players[k]->coords;
3882                     lowpoint.y += 1.35;
3883                     if (objects.type[i] != rocktype)
3884                         if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3885                             if (Person::players[k]->animTarget != jumpupanim &&
3886                                     Person::players[k]->animTarget != jumpdownanim &&
3887                                     Person::players[k]->onterrain)
3888                                 Person::players[k]->avoidcollided = 1;
3889                             Person::players[k]->coords = lowpoint;
3890                             Person::players[k]->coords.y -= 1.35;
3891                             Person::players[k]->collide = 1;
3892
3893                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
3894                                     (Person::players[k]->animCurrent != climbanim &&
3895                                      Person::players[k]->animCurrent != hanganim &&
3896                                      !Person::players[k]->isWallJump() ||
3897                                      Person::players[k]->animTarget == jumpupanim ||
3898                                      Person::players[k]->animTarget == jumpdownanim)) {
3899                                 lowpoint = Person::players[k]->coords;
3900                                 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
3901                                 lowpoint = Person::players[k]->coords;
3902                                 lowpoint.y += .05;
3903                                 facing = 0;
3904                                 facing.z = -1;
3905                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
3906                                 lowpointtarget = lowpoint + facing * 1.4;
3907                                 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3908                                 if (whichhit != -1) {
3909                                     lowpoint = Person::players[k]->coords;
3910                                     lowpoint.y += .1;
3911                                     lowpointtarget = lowpoint + facing * 1.4;
3912                                     lowpoint2 = lowpoint;
3913                                     lowpointtarget2 = lowpointtarget;
3914                                     lowpoint3 = lowpoint;
3915                                     lowpointtarget3 = lowpointtarget;
3916                                     lowpoint4 = lowpoint;
3917                                     lowpointtarget4 = lowpointtarget;
3918                                     lowpoint5 = lowpoint;
3919                                     lowpointtarget5 = lowpointtarget;
3920                                     lowpoint6 = lowpoint;
3921                                     lowpointtarget6 = lowpointtarget;
3922                                     lowpoint7 = lowpoint;
3923                                     lowpointtarget7 = lowpoint;
3924                                     lowpoint2.x += .1;
3925                                     lowpointtarget2.x += .1;
3926                                     lowpoint3.z += .1;
3927                                     lowpointtarget3.z += .1;
3928                                     lowpoint4.x -= .1;
3929                                     lowpointtarget4.x -= .1;
3930                                     lowpoint5.z -= .1;
3931                                     lowpointtarget5.z -= .1;
3932                                     lowpoint6.y += 45 / 13;
3933                                     lowpointtarget6.y += 45 / 13;
3934                                     lowpointtarget6 += facing * .6;
3935                                     lowpointtarget7.y += 90 / 13;
3936                                     whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3937                                     if (objects.friction[i] > .5)
3938                                         if (whichhit != -1) {
3939                                             if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3940                                                 Person::players[k]->collided = 1;
3941                                             if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3942                                                 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3943                                                     if (     objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3944                                                              &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3945                                                              objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3946                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3947                                                              objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3948                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3949                                                              objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3950                                                                      &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3951                                                         for (int j = 0; j < 45; j++) {
3952                                                             lowpoint = Person::players[k]->coords;
3953                                                             lowpoint.y += (float)j / 13;
3954                                                             lowpointtarget = lowpoint + facing * 1.4;
3955                                                             if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3956                                                                                                    &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3957                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3958                                                                     break;
3959                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3960                                                                     lowpoint = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0);
3961                                                                     lowpoint = Person::players[k]->coords;
3962                                                                     lowpoint.y += (float)j / 13;
3963                                                                     lowpointtarget = lowpoint + facing * 1.3;
3964                                                                     flatfacing = Person::players[k]->coords;
3965                                                                     Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3966                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
3967                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3968
3969                                                                     if (j > 10 || !Person::players[k]->isRun()) {
3970                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3971                                                                             if (k == 0)
3972                                                                                 pause_sound(whooshsound);
3973                                                                         }
3974                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3975
3976                                                                         lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3977                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3978                                                                         if (lowpointtarget.z < 0)
3979                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3980                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
3981                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
3982
3983                                                                         //Person::players[k]->velocity=lowpointtarget*.03;
3984                                                                         Person::players[k]->velocity = 0;
3985
3986                                                                         //climb ledge (?)
3987                                                                         if (Person::players[k]->animTarget == jumpupanim) {
3988                                                                             Person::players[k]->animTarget = climbanim;
3989                                                                             Person::players[k]->jumppower = 0;
3990                                                                             Person::players[k]->jumpclimb = 1;
3991                                                                         }
3992                                                                         Person::players[k]->transspeed = 6;
3993                                                                         Person::players[k]->target = 0;
3994                                                                         Person::players[k]->frameTarget = 1;
3995                                                                         //hang ledge (?)
3996                                                                         if (j > 25) {
3997                                                                             Person::players[k]->setAnimation(hanganim);
3998                                                                             Person::players[k]->jumppower = 0;
3999                                                                         }
4000                                                                     }
4001                                                                     break;
4002                                                                 }
4003                                                             }
4004                                                         }
4005                                         }
4006                                 }
4007                             }
4008                         }
4009                 }
4010             if (Person::players[k]->collide <= 0) {
4011                 //in the air
4012                 if (!Person::players[k]->onterrain &&
4013                         Person::players[k]->animTarget != jumpupanim &&
4014                         Person::players[k]->animTarget != jumpdownanim &&
4015                         Person::players[k]->animTarget != climbanim &&
4016                         Person::players[k]->animTarget != hanganim &&
4017                         !Person::players[k]->isWallJump() &&
4018                         !Person::players[k]->isFlip()) {
4019                     if (Person::players[k]->animCurrent != climbanim &&
4020                             Person::players[k]->animCurrent != tempanim &&
4021                             Person::players[k]->animTarget != backhandspringanim &&
4022                             (Person::players[k]->animTarget != rollanim ||
4023                              Person::players[k]->frameTarget < 2 ||
4024                              Person::players[k]->frameTarget > 6)) {
4025                         //stagger off ledge (?)
4026                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
4027                             Person::players[k]->RagDoll(0);
4028                         Person::players[k]->setAnimation(jumpdownanim);
4029
4030                         if (!k)
4031                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
4032                     }
4033                     //gravity
4034                     Person::players[k]->velocity.y += gravity;
4035                 }
4036             }
4037         }
4038         Person::players[k]->realoldcoords = Person::players[k]->coords;
4039     }
4040 }
4041
4042 void doAttacks()
4043 {
4044     static XYZ relative;
4045     static int randattack;
4046     static bool playerrealattackkeydown = 0;
4047
4048     if (!Input::isKeyDown(attackkey))
4049         oldattackkey = 0;
4050     if (oldattackkey)
4051         Person::players[0]->attackkeydown = 0;
4052     if (oldattackkey)
4053         playerrealattackkeydown = 0;
4054     if (!oldattackkey)
4055         playerrealattackkeydown = Input::isKeyDown(attackkey);
4056     if ((Person::players[0]->parriedrecently <= 0 ||
4057             Person::players[0]->weaponactive == -1) &&
4058             (!oldattackkey ||
4059              (realthreat &&
4060               Person::players[0]->lastattack != swordslashanim &&
4061               Person::players[0]->lastattack != knifeslashstartanim &&
4062               Person::players[0]->lastattack != staffhitanim &&
4063               Person::players[0]->lastattack != staffspinhitanim)))
4064         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
4065     if (Input::isKeyDown(attackkey) &&
4066             !oldattackkey &&
4067             !Person::players[0]->backkeydown) {
4068         for (int k = 0; k < Person::players.size(); k++) {
4069             if ((Person::players[k]->animTarget == swordslashanim ||
4070                     Person::players[k]->animTarget == staffhitanim ||
4071                     Person::players[k]->animTarget == staffspinhitanim) &&
4072                     Person::players[0]->animCurrent != dodgebackanim &&
4073                     !Person::players[k]->skeleton.free)
4074                 Person::players[k]->Reverse();
4075         }
4076     }
4077
4078     if (!hostile || indialogue != -1)
4079         Person::players[0]->attackkeydown = 0;
4080
4081     for (int k = 0; k < Person::players.size(); k++) {
4082         if (indialogue != -1)
4083             Person::players[k]->attackkeydown = 0;
4084         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
4085             if (Person::players[k]->aitype != playercontrolled)
4086                 Person::players[k]->victim = Person::players[0];
4087             //attack key pressed
4088             if (Person::players[k]->attackkeydown) {
4089                 //dodge backward
4090                 if (Person::players[k]->backkeydown &&
4091                         Person::players[k]->animTarget != backhandspringanim &&
4092                         (Person::players[k]->isIdle() ||
4093                          Person::players[k]->isStop() ||
4094                          Person::players[k]->isRun() ||
4095                          Person::players[k]->animTarget == walkanim)) {
4096                     if (Person::players[k]->jumppower <= 1) {
4097                         Person::players[k]->jumppower -= 2;
4098                     } else {
4099                         for (int i = 0; i < Person::players.size(); i++) {
4100                             if (i == k)
4101                                 continue;
4102                             if (Person::players[i]->animTarget == swordslashanim ||
4103                                     Person::players[i]->animTarget == knifeslashstartanim ||
4104                                     Person::players[i]->animTarget == staffhitanim ||
4105                                     Person::players[i]->animTarget == staffspinhitanim)
4106                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
4107                                     Person::players[k]->setAnimation(dodgebackanim);
4108                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4109                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4110                                 }
4111                         }
4112                         if (Person::players[k]->animTarget != dodgebackanim) {
4113                             if (k == 0)
4114                                 numflipped++;
4115                             Person::players[k]->setAnimation(backhandspringanim);
4116                             Person::players[k]->targetyaw = -yaw + 180;
4117                             if (Person::players[k]->leftkeydown)
4118                                 Person::players[k]->targetyaw -= 45;
4119                             if (Person::players[k]->rightkeydown)
4120                                 Person::players[k]->targetyaw += 45;
4121                             Person::players[k]->yaw = Person::players[k]->targetyaw;
4122                             Person::players[k]->jumppower -= 2;
4123                         }
4124                     }
4125                 }
4126                 //attack
4127                 if (!animation[Person::players[k]->animTarget].attack &&
4128                         !Person::players[k]->backkeydown &&
4129                         (Person::players[k]->isIdle() ||
4130                          Person::players[k]->isRun() ||
4131                          Person::players[k]->animTarget == walkanim ||
4132                          Person::players[k]->animTarget == sneakanim ||
4133                          Person::players[k]->isCrouch())) {
4134                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
4135                     //normal attacks (?)
4136                     Person::players[k]->hasvictim = 0;
4137                     if (Person::players.size() > 1)
4138                         for (int i = 0; i < Person::players.size(); i++) {
4139                             if (i == k || !(k == 0 || i == 0))
4140                                 continue;
4141                             if (!Person::players[k]->hasvictim)
4142                                 if (animation[Person::players[k]->animTarget].attack != reversal) {
4143                                     //choose an attack
4144                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4145                                     if (distance < 4.5 &&
4146                                             !Person::players[i]->skeleton.free &&
4147                                             Person::players[i]->howactive < typedead1 &&
4148                                             Person::players[i]->animTarget != jumpreversedanim &&
4149                                             Person::players[i]->animTarget != rabbitkickreversedanim &&
4150                                             Person::players[i]->animTarget != rabbitkickanim &&
4151                                             Person::players[k]->animTarget != rabbitkickanim &&
4152                                             Person::players[i]->animTarget != getupfrombackanim &&
4153                                             (Person::players[i]->animTarget != staggerbackhighanim &&
4154                                              (Person::players[i]->animTarget != staggerbackhardanim ||
4155                                               animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
4156                                             Person::players[i]->animTarget != jumpdownanim &&
4157                                             Person::players[i]->animTarget != jumpupanim &&
4158                                             Person::players[i]->animTarget != getupfromfrontanim) {
4159                                         Person::players[k]->victim = Person::players[i];
4160                                         Person::players[k]->hasvictim = 1;
4161                                         if (Person::players[k]->aitype == playercontrolled) { //human player
4162                                             //sweep
4163                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4164                                                     Person::players[k]->crouchkeydown &&
4165                                                     animation[Person::players[i]->animTarget].height != lowheight)
4166                                                 Person::players[k]->animTarget = sweepanim;
4167                                             //winduppunch
4168                                             else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4169                                                      animation[Person::players[i]->animTarget].height != lowheight &&
4170                                                      !Person::players[k]->forwardkeydown &&
4171                                                      !Person::players[k]->leftkeydown &&
4172                                                      !Person::players[k]->rightkeydown &&
4173                                                      !Person::players[k]->crouchkeydown &&
4174                                                      !attackweapon &&
4175                                                      !reversaltrain)
4176                                                 Person::players[k]->animTarget = winduppunchanim;
4177                                             //upunch
4178                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4179                                                      animation[Person::players[i]->animTarget].height != lowheight &&
4180                                                      !Person::players[k]->forwardkeydown &&
4181                                                      !Person::players[k]->leftkeydown &&
4182                                                      !Person::players[k]->rightkeydown &&
4183                                                      !Person::players[k]->crouchkeydown &&
4184                                                      !attackweapon)
4185                                                 Person::players[k]->animTarget = upunchanim;
4186                                             //knifefollow
4187                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4188                                                      Person::players[i]->staggerdelay > 0 &&
4189                                                      attackweapon == knife &&
4190                                                      Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
4191                                                 Person::players[k]->animTarget = knifefollowanim;
4192                                             //knifeslashstart
4193                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4194                                                      animation[Person::players[i]->animTarget].height != lowheight &&
4195                                                      !Person::players[k]->forwardkeydown &&
4196                                                      !Person::players[k]->leftkeydown &&
4197                                                      !Person::players[k]->rightkeydown &&
4198                                                      !Person::players[k]->crouchkeydown &&
4199                                                      attackweapon == knife &&
4200                                                      Person::players[k]->weaponmissdelay <= 0)
4201                                                 Person::players[k]->animTarget = knifeslashstartanim;
4202                                             //swordslash
4203                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4204                                                      animation[Person::players[i]->animTarget].height != lowheight &&
4205                                                      !Person::players[k]->crouchkeydown &&
4206                                                      attackweapon == sword &&
4207                                                      Person::players[k]->weaponmissdelay <= 0)
4208                                                 Person::players[k]->animTarget = swordslashanim;
4209                                             //staffhit
4210                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4211                                                      animation[Person::players[i]->animTarget].height != lowheight &&
4212                                                      !Person::players[k]->crouchkeydown &&
4213                                                      attackweapon == staff &&
4214                                                      Person::players[k]->weaponmissdelay <= 0 &&
4215                                                      !Person::players[k]->leftkeydown &&
4216                                                      !Person::players[k]->rightkeydown &&
4217                                                      !Person::players[k]->forwardkeydown)
4218                                                 Person::players[k]->animTarget = staffhitanim;
4219                                             //staffspinhit
4220                                             else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4221                                                      animation[Person::players[i]->animTarget].height != lowheight &&
4222                                                      !Person::players[k]->crouchkeydown &&
4223                                                      attackweapon == staff &&
4224                                                      Person::players[k]->weaponmissdelay <= 0)
4225                                                 Person::players[k]->animTarget = staffspinhitanim;
4226                                             //spinkick
4227                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4228                                                      animation[Person::players[i]->animTarget].height != lowheight)
4229                                                 Person::players[k]->animTarget = spinkickanim;
4230                                             //lowkick
4231                                             else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4232                                                      animation[Person::players[i]->animTarget].height == lowheight &&
4233                                                      animation[Person::players[k]->animTarget].attack != normalattack)
4234                                                 Person::players[k]->animTarget = lowkickanim;
4235                                         } else { //AI player
4236                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
4237                                                 randattack = abs(Random() % 5);
4238                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
4239                                                     //sweep
4240                                                     if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
4241                                                         Person::players[k]->animTarget = sweepanim;
4242                                                     //upunch
4243                                                     else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
4244                                                              !attackweapon)
4245                                                         Person::players[k]->animTarget = upunchanim;
4246                                                     //spinkick
4247                                                     else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
4248                                                         Person::players[k]->animTarget = spinkickanim;
4249                                                     //lowkick
4250                                                     else if (animation[Person::players[i]->animTarget].height == lowheight)
4251                                                         Person::players[k]->animTarget = lowkickanim;
4252                                                 }
4253                                                 if (attackweapon) {
4254                                                     //sweep
4255                                                     if ((tutoriallevel != 1 || !attackweapon) &&
4256                                                             distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4257                                                             randattack == 0 &&
4258                                                             animation[Person::players[i]->animTarget].height != lowheight)
4259                                                         Person::players[k]->animTarget = sweepanim;
4260                                                     //knifeslashstart
4261                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4262                                                              attackweapon == knife &&
4263                                                              Person::players[k]->weaponmissdelay <= 0)
4264                                                         Person::players[k]->animTarget = knifeslashstartanim;
4265                                                     //swordslash
4266                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
4267                                                                Person::players[0]->hasvictim &&
4268                                                                Person::players[0]->animTarget == swordslashanim) &&
4269                                                              attackweapon == sword &&
4270                                                              Person::players[k]->weaponmissdelay <= 0)
4271                                                         Person::players[k]->animTarget = swordslashanim;
4272                                                     //staffhit
4273                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
4274                                                                Person::players[0]->hasvictim &&
4275                                                                Person::players[0]->animTarget == swordslashanim) &&
4276                                                              attackweapon == staff &&
4277                                                              Person::players[k]->weaponmissdelay <= 0 &&
4278                                                              randattack < 3)
4279                                                         Person::players[k]->animTarget = staffhitanim;
4280                                                     //staffspinhit
4281                                                     else if (!(Person::players[0]->victim == Person::players[i] &&
4282                                                                Person::players[0]->hasvictim &&
4283                                                                Person::players[0]->animTarget == swordslashanim) &&
4284                                                              attackweapon == staff &&
4285                                                              Person::players[k]->weaponmissdelay <= 0 &&
4286                                                              randattack >= 3)
4287                                                         Person::players[k]->animTarget = staffspinhitanim;
4288                                                     //spinkick
4289                                                     else if ((tutoriallevel != 1 || !attackweapon) &&
4290                                                              distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4291                                                              randattack == 1 &&
4292                                                              animation[Person::players[i]->animTarget].height != lowheight)
4293                                                         Person::players[k]->animTarget = spinkickanim;
4294                                                     //lowkick
4295                                                     else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4296                                                              animation[Person::players[i]->animTarget].height == lowheight &&
4297                                                              animation[Person::players[k]->animTarget].attack != normalattack)
4298                                                         Person::players[k]->animTarget = lowkickanim;
4299                                                 }
4300                                             }
4301                                         }
4302                                         //upunch becomes wolfslap
4303                                         if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
4304                                             Person::players[k]->animTarget = wolfslapanim;
4305                                     }
4306                                     //sneak attacks
4307                                     if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
4308                                             Person::players[i]->howactive < typedead1 &&
4309                                             distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4310                                             !Person::players[i]->skeleton.free &&
4311                                             Person::players[i]->animTarget != getupfrombackanim &&
4312                                             Person::players[i]->animTarget != getupfromfrontanim &&
4313                                             (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
4314                                              Person::players[i]->surprised > 0 ||
4315                                              Person::players[i]->aitype == passivetype ||
4316                                              attackweapon && Person::players[i]->stunned > 0) &&
4317                                             normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
4318                                         //sneakattack
4319                                         if (!attackweapon) {
4320                                             Person::players[k]->animCurrent = sneakattackanim;
4321                                             Person::players[k]->animTarget = sneakattackanim;
4322                                             Person::players[i]->animCurrent = sneakattackedanim;
4323                                             Person::players[i]->animTarget = sneakattackedanim;
4324                                             Person::players[k]->oldcoords = Person::players[k]->coords;
4325                                             Person::players[k]->coords = Person::players[i]->coords;
4326                                         }
4327                                         //knifesneakattack
4328                                         if (attackweapon == knife) {
4329                                             Person::players[k]->animCurrent = knifesneakattackanim;
4330                                             Person::players[k]->animTarget = knifesneakattackanim;
4331                                             Person::players[i]->animCurrent = knifesneakattackedanim;
4332                                             Person::players[i]->animTarget = knifesneakattackedanim;
4333                                             Person::players[i]->oldcoords = Person::players[i]->coords;
4334                                             Person::players[i]->coords = Person::players[k]->coords;
4335                                         }
4336                                         //swordsneakattack
4337                                         if (attackweapon == sword) {
4338                                             Person::players[k]->animCurrent = swordsneakattackanim;
4339                                             Person::players[k]->animTarget = swordsneakattackanim;
4340                                             Person::players[i]->animCurrent = swordsneakattackedanim;
4341                                             Person::players[i]->animTarget = swordsneakattackedanim;
4342                                             Person::players[i]->oldcoords = Person::players[i]->coords;
4343                                             Person::players[i]->coords = Person::players[k]->coords;
4344                                         }
4345                                         if (attackweapon != staff) {
4346                                             Person::players[k]->victim = Person::players[i];
4347                                             Person::players[k]->hasvictim = 1;
4348                                             Person::players[i]->targettilt2 = 0;
4349                                             Person::players[i]->frameTarget = 1;
4350                                             Person::players[i]->frameCurrent = 0;
4351                                             Person::players[i]->target = 0;
4352                                             Person::players[i]->velocity = 0;
4353                                             Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4354                                             Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4355                                             Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4356                                             Person::players[k]->target = Person::players[i]->target;
4357                                             Person::players[k]->velocity = 0;
4358                                             Person::players[k]->targetyaw = Person::players[i]->yaw;
4359                                             Person::players[k]->yaw = Person::players[i]->yaw;
4360                                             Person::players[i]->targetyaw = Person::players[i]->yaw;
4361                                         }
4362                                     }
4363                                     if (animation[Person::players[k]->animTarget].attack == normalattack &&
4364                                             Person::players[k]->victim == Person::players[i] &&
4365                                             (!Person::players[i]->skeleton.free)) {
4366                                         oldattackkey = 1;
4367                                         Person::players[k]->frameTarget = 0;
4368                                         Person::players[k]->target = 0;
4369
4370                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4371                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4372                                         Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4373                                         Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4374                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
4375                                     }
4376                                     if (Person::players[k]->animTarget == knifefollowanim &&
4377                                             Person::players[k]->victim == Person::players[i]) {
4378                                         oldattackkey = 1;
4379                                         Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4380                                         Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4381                                         Person::players[k]->victim = Person::players[i];
4382                                         Person::players[k]->hasvictim = 1;
4383                                         Person::players[i]->animTarget = knifefollowedanim;
4384                                         Person::players[i]->animCurrent = knifefollowedanim;
4385                                         Person::players[i]->targettilt2 = 0;
4386                                         Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
4387                                         Person::players[i]->frameTarget = 1;
4388                                         Person::players[i]->frameCurrent = 0;
4389                                         Person::players[i]->target = 0;
4390                                         Person::players[i]->velocity = 0;
4391                                         Person::players[k]->animCurrent = knifefollowanim;
4392                                         Person::players[k]->animTarget = knifefollowanim;
4393                                         Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4394                                         Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4395                                         Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4396                                         Person::players[k]->target = Person::players[i]->target;
4397                                         Person::players[k]->velocity = 0;
4398                                         Person::players[k]->oldcoords = Person::players[k]->coords;
4399                                         Person::players[i]->coords = Person::players[k]->coords;
4400                                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
4401                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
4402                                         Person::players[k]->yaw = Person::players[k]->targetyaw;
4403                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
4404                                     }
4405                                 }
4406                         }
4407                     const bool hasstaff = attackweapon == staff;
4408                     if (k == 0 && Person::players.size() > 1)
4409                         for (int i = 0; i < Person::players.size(); i++) {
4410                             if (i == k)
4411                                 continue;
4412                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
4413                                     animation[Person::players[k]->animTarget].attack == neutral) {
4414                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4415                                 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
4416                                     if (Person::players[i]->skeleton.free)
4417                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
4418                                                 (Person::players[i]->dead ||
4419                                                  Person::players[i]->skeleton.longdead > 1000 ||
4420                                                  Person::players[k]->isRun() ||
4421                                                  hasstaff ||
4422                                                  (attackweapon &&
4423                                                   (Person::players[i]->skeleton.longdead > 2000 ||
4424                                                    Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
4425                                                    Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
4426                                                   distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
4427                                             Person::players[k]->victim = Person::players[i];
4428                                             Person::players[k]->hasvictim = 1;
4429                                             if (attackweapon && tutoriallevel != 1) {
4430                                                 //crouchstab
4431                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
4432                                                     Person::players[k]->animTarget = crouchstabanim;
4433                                                 //swordgroundstab
4434                                                 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
4435                                                     Person::players[k]->animTarget = swordgroundstabanim;
4436                                                 //staffgroundsmash
4437                                                 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
4438                                                     Person::players[k]->animTarget = staffgroundsmashanim;
4439                                             }
4440                                             if (distance < 2.5 &&
4441                                                     Person::players[k]->crouchkeydown &&
4442                                                     Person::players[k]->animTarget != crouchstabanim &&
4443                                                     !attackweapon &&
4444                                                     Person::players[i]->dead &&
4445                                                     Person::players[i]->skeleton.free &&
4446                                                     Person::players[i]->skeleton.longdead > 1000) {
4447                                                 Person::players[k]->animTarget = killanim;
4448                                                 //TODO: refactor this out, what does it do?
4449                                                 for (int j = 0; j < terrain.numdecals; j++) {
4450                                                     if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4451                                                             terrain.decalalivetime[j] < 2)
4452                                                         terrain.DeleteDecal(j);
4453                                                 }
4454                                                 for (int l = 0; l < objects.numobjects; l++) {
4455                                                     if (objects.model[l].type == decalstype)
4456                                                         for (int j = 0; j < objects.model[l].numdecals; j++) {
4457                                                             if ((objects.model[l].decaltype[j] == blooddecal ||
4458                                                                     objects.model[l].decaltype[j] == blooddecalslow) &&
4459                                                                     objects.model[l].decalalivetime[j] < 2)
4460                                                                 objects.model[l].DeleteDecal(j);
4461                                                         }
4462                                                 }
4463                                             }
4464                                             if (!Person::players[i]->dead || musictype != 2)
4465                                                 if (distance < 3.5 &&
4466                                                         (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
4467                                                         Person::players[k]->staggerdelay <= 0 &&
4468                                                         (Person::players[i]->dead ||
4469                                                          Person::players[i]->skeleton.longdead < 300 &&
4470                                                          Person::players[k]->lastattack != spinkickanim &&
4471                                                          Person::players[i]->skeleton.free) &&
4472                                                         (!Person::players[i]->dead || musictype != stream_fighttheme)) {
4473                                                     Person::players[k]->animTarget = dropkickanim;
4474                                                     for (int j = 0; j < terrain.numdecals; j++) {
4475                                                         if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4476                                                                 terrain.decalalivetime[j] < 2) {
4477                                                             terrain.DeleteDecal(j);
4478                                                         }
4479                                                     }
4480                                                     for (int l = 0; l < objects.numobjects; l++) {
4481                                                         if (objects.model[l].type == decalstype)
4482                                                             for (int j = 0; j < objects.model[l].numdecals; j++) {
4483                                                                 if ((objects.model[l].decaltype[j] == blooddecal ||
4484                                                                         objects.model[l].decaltype[j] == blooddecalslow) &&
4485                                                                         objects.model[l].decalalivetime[j] < 2) {
4486                                                                     objects.model[l].DeleteDecal(j);
4487                                                                 }
4488                                                             }
4489                                                     }
4490                                                 }
4491                                         }
4492                                 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4493                                         Person::players[k]->victim == Person::players[i] &&
4494                                         (!Person::players[i]->skeleton.free ||
4495                                          Person::players[k]->animTarget == killanim ||
4496                                          Person::players[k]->animTarget == crouchstabanim ||
4497                                          Person::players[k]->animTarget == swordgroundstabanim ||
4498                                          Person::players[k]->animTarget == staffgroundsmashanim ||
4499                                          Person::players[k]->animTarget == dropkickanim)) {
4500                                     oldattackkey = 1;
4501                                     Person::players[k]->frameTarget = 0;
4502                                     Person::players[k]->target = 0;
4503
4504                                     XYZ targetpoint = Person::players[i]->coords;
4505                                     if (Person::players[k]->animTarget == crouchstabanim ||
4506                                             Person::players[k]->animTarget == swordgroundstabanim ||
4507                                             Person::players[k]->animTarget == staffgroundsmashanim) {
4508                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
4509                                                         Person::players[i]->jointPos(neck)) / 2 *
4510                                                        Person::players[i]->scale;
4511                                     }
4512                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
4513                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
4514
4515                                     if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
4516                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
4517                                     }
4518
4519                                     if (Person::players[k]->animTarget == staffgroundsmashanim)
4520                                         Person::players[k]->targettilt2 += 10;
4521
4522                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4523                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4524                                     Person::players[k]->lastattack = Person::players[k]->animTarget;
4525
4526                                     if (Person::players[k]->animTarget == swordgroundstabanim) {
4527                                         Person::players[k]->targetyaw += 30;
4528                                     }
4529                                 }
4530                             }
4531                         }
4532                     if (!Person::players[k]->hasvictim) {
4533                         //find victim
4534                         for (int i = 0; i < Person::players.size(); i++) {
4535                             if (i == k || !(i == 0 || k == 0))
4536                                 continue;
4537                             if (!Person::players[i]->skeleton.free) {
4538                                 if (Person::players[k]->hasvictim) {
4539                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
4540                                             distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
4541                                         Person::players[k]->victim = Person::players[i];
4542                                 } else {
4543                                     Person::players[k]->victim = Person::players[i];
4544                                     Person::players[k]->hasvictim = 1;
4545                                 }
4546                             }
4547                         }
4548                     }
4549                     if (Person::players[k]->aitype == playercontrolled)
4550                         //rabbit kick
4551                         if (Person::players[k]->attackkeydown &&
4552                                 Person::players[k]->isRun() &&
4553                                 Person::players[k]->wasRun() &&
4554                                 ((Person::players[k]->hasvictim &&
4555                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
4556                                   distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
4557                                   !Person::players[k]->victim->skeleton.free &&
4558                                   Person::players[k]->victim->animTarget != getupfrombackanim &&
4559                                   Person::players[k]->victim->animTarget != getupfromfrontanim &&
4560                                   animation[Person::players[k]->victim->animTarget].height != lowheight &&
4561                                   Person::players[k]->aitype != playercontrolled && //wat???
4562                                   normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
4563                                   Person::players[k]->rabbitkickenabled) ||
4564                                  Person::players[k]->jumpkeydown)) {
4565                             oldattackkey = 1;
4566                             Person::players[k]->setAnimation(rabbitkickanim);
4567                         }
4568                     //update counts
4569                     if (animation[Person::players[k]->animTarget].attack && k == 0) {
4570                         numattacks++;
4571                         switch (attackweapon) {
4572                         case 0:
4573                             numunarmedattack++;
4574                             break;
4575                         case knife:
4576                             numknifeattack++;
4577                             break;
4578                         case sword:
4579                             numswordattack++;
4580                             break;
4581                         case staff:
4582                             numstaffattack++;
4583                             break;
4584                         }
4585                     }
4586                 }
4587             }
4588         }
4589     }
4590 }
4591
4592 void doPlayerCollisions()
4593 {
4594     static XYZ rotatetarget;
4595     static float collisionradius;
4596     if (Person::players.size() > 1)
4597         for (int k = 0; k < Person::players.size(); k++)
4598             for (int i = k + 1; i < Person::players.size(); i++) {
4599                 //neither player is part of a reversal
4600                 if ((animation[Person::players[i]->animTarget].attack != reversed &&
4601                         animation[Person::players[i]->animTarget].attack != reversal &&
4602                         animation[Person::players[k]->animTarget].attack != reversed &&
4603                         animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
4604                     if ((animation[Person::players[i]->animCurrent].attack != reversed &&
4605                             animation[Person::players[i]->animCurrent].attack != reversal &&
4606                             animation[Person::players[k]->animCurrent].attack != reversed &&
4607                             animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
4608                         //neither is sleeping
4609                         if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
4610                             if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
4611                                 //in same patch, neither is climbing
4612                                 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
4613                                         Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
4614                                         Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
4615                                         Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
4616                                         Person::players[i]->animTarget != climbanim &&
4617                                         Person::players[i]->animTarget != hanganim &&
4618                                         Person::players[k]->animTarget != climbanim &&
4619                                         Person::players[k]->animTarget != hanganim)
4620                                     //players are close (bounding box test)
4621                                     if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
4622                                         if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
4623                                             if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
4624                                                 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
4625                                                     if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
4626                                                         if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
4627                                                             //spread fire from player to player
4628                                                             if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
4629                                                                     < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4630                                                                 if (Person::players[i]->onfire || Person::players[k]->onfire) {
4631                                                                     if (!Person::players[i]->onfire)
4632                                                                         Person::players[i]->CatchFire();
4633                                                                     if (!Person::players[k]->onfire)
4634                                                                         Person::players[k]->CatchFire();
4635                                                                 }
4636                                                             }
4637
4638                                                             XYZ tempcoords1 = Person::players[i]->coords;
4639                                                             XYZ tempcoords2 = Person::players[k]->coords;
4640                                                             if (!Person::players[i]->skeleton.oldfree)
4641                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
4642                                                             if (!Person::players[k]->skeleton.oldfree)
4643                                                                 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
4644                                                             collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4645                                                             if (Person::players[0]->hasvictim)
4646                                                                 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
4647                                                                     collisionradius = 3;
4648                                                             if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
4649                                                                     (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
4650                                                                      distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
4651                                                                 //jump down on a dead body
4652                                                                 if (k == 0 || i == 0) {
4653                                                                     int l = i ? i : k;
4654                                                                     if (Person::players[0]->animTarget == jumpdownanim &&
4655                                                                             !Person::players[0]->skeleton.oldfree &&
4656                                                                             !Person::players[0]->skeleton.free &&
4657                                                                             Person::players[l]->skeleton.oldfree &&
4658                                                                             Person::players[l]->skeleton.free &&
4659                                                                             Person::players[l]->dead &&
4660                                                                             Person::players[0]->lastcollide <= 0 &&
4661                                                                             fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
4662                                                                             distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
4663                                                                         Person::players[0]->coords.y = Person::players[l]->coords.y;
4664                                                                         Person::players[l]->velocity = Person::players[0]->velocity;
4665                                                                         Person::players[l]->skeleton.free = 0;
4666                                                                         Person::players[l]->yaw = 0;
4667                                                                         Person::players[l]->RagDoll(0);
4668                                                                         Person::players[l]->DoDamage(20);
4669                                                                         camerashake += .3;
4670                                                                         Person::players[l]->skeleton.longdead = 0;
4671                                                                         Person::players[0]->lastcollide = 1;
4672                                                                     }
4673                                                                 }
4674
4675                                                                 if (     (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
4676                                                                          (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
4677                                                                          (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
4678                                                                     rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
4679                                                                     if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
4680                                                                             Person::players[i]->skeleton.free) &&
4681                                                                             (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
4682                                                                              Person::players[k]->skeleton.free))
4683                                                                         if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
4684                                                                                 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
4685                                                                                 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
4686                                                                                 (k == 0 ||
4687                                                                                  k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
4688                                                                                  /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
4689                                                                                 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
4690                                                                                 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
4691                                                                                 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
4692                                                                             //If hit by body
4693                                                                             if (     (i != 0 || Person::players[i]->skeleton.free) &&
4694                                                                                      (k != 0 || Person::players[k]->skeleton.free) ||
4695                                                                                      (animation[Person::players[i]->animTarget].height == highheight &&
4696                                                                                       animation[Person::players[k]->animTarget].height == highheight)) {
4697                                                                                 if (tutoriallevel != 1) {
4698                                                                                     emit_sound_at(heavyimpactsound, Person::players[i]->coords);
4699                                                                                 }
4700
4701                                                                                 Person::players[i]->RagDoll(0);
4702                                                                                 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
4703                                                                                     award_bonus(0, aimbonus);
4704                                                                                 }
4705                                                                                 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
4706                                                                                 Person::players[k]->RagDoll(0);
4707                                                                                 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
4708                                                                                     award_bonus(0, aimbonus); // Huh, again?
4709                                                                                 }
4710                                                                                 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
4711
4712                                                                                 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
4713                                                                                     Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
4714                                                                                 }
4715                                                                                 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
4716                                                                                     Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
4717                                                                                 }
4718
4719                                                                             }
4720                                                                         }
4721                                                                     if (     (animation[Person::players[i]->animTarget].attack == neutral ||
4722                                                                               animation[Person::players[i]->animTarget].attack == normalattack) &&
4723                                                                              (animation[Person::players[k]->animTarget].attack == neutral ||
4724                                                                               animation[Person::players[k]->animTarget].attack == normalattack)) {
4725                                                                         //If bumped
4726                                                                         if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
4727                                                                             if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4728                                                                                 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
4729                                                                                 Normalise(&rotatetarget);
4730                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
4731                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
4732                                                                                                    * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4733                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4734                                                                                 if (Person::players[k]->howactive == typeactive || hostile)
4735                                                                                     if (Person::players[k]->isIdle()) {
4736                                                                                         if (Person::players[k]->howactive < typesleeping)
4737                                                                                             Person::players[k]->setAnimation(Person::players[k]->getStop());
4738                                                                                         else if (Person::players[k]->howactive == typesleeping)
4739                                                                                             Person::players[k]->setAnimation(getupfromfrontanim);
4740                                                                                         if (!editorenabled)
4741                                                                                             Person::players[k]->howactive = typeactive;
4742                                                                                     }
4743                                                                                 if (Person::players[i]->howactive == typeactive || hostile)
4744                                                                                     if (Person::players[i]->isIdle()) {
4745                                                                                         if (Person::players[i]->howactive < typesleeping)
4746                                                                                             Person::players[i]->setAnimation(Person::players[k]->getStop());
4747                                                                                         else
4748                                                                                             Person::players[i]->setAnimation(getupfromfrontanim);
4749                                                                                         if (!editorenabled)
4750                                                                                             Person::players[i]->howactive = typeactive;
4751                                                                                     }
4752                                                                             }
4753                                                                             //jump down on player
4754                                                                             if (hostile) {
4755                                                                                 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
4756                                                                                         !Person::players[i]->isCrouch() &&
4757                                                                                         Person::players[i]->animTarget != rollanim &&
4758                                                                                         !Person::players[k]->skeleton.oldfree && !
4759                                                                                         Person::players[k]->skeleton.free &&
4760                                                                                         Person::players[k]->lastcollide <= 0 &&
4761                                                                                         Person::players[k]->velocity.y < -10) {
4762                                                                                     Person::players[i]->velocity = Person::players[k]->velocity;
4763                                                                                     Person::players[k]->velocity = Person::players[k]->velocity * -.5;
4764                                                                                     Person::players[k]->velocity.y = Person::players[i]->velocity.y;
4765                                                                                     Person::players[i]->DoDamage(20);
4766                                                                                     Person::players[i]->RagDoll(0);
4767                                                                                     Person::players[k]->lastcollide = 1;
4768                                                                                     award_bonus(k, AboveBonus);
4769                                                                                 }
4770                                                                                 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
4771                                                                                         !Person::players[k]->isCrouch() &&
4772                                                                                         Person::players[k]->animTarget != rollanim &&
4773                                                                                         !Person::players[i]->skeleton.oldfree &&
4774                                                                                         !Person::players[i]->skeleton.free &&
4775                                                                                         Person::players[i]->lastcollide <= 0 &&
4776                                                                                         Person::players[i]->velocity.y < -10) {
4777                                                                                     Person::players[k]->velocity = Person::players[i]->velocity;
4778                                                                                     Person::players[i]->velocity = Person::players[i]->velocity * -.3;
4779                                                                                     Person::players[i]->velocity.y = Person::players[k]->velocity.y;
4780                                                                                     Person::players[k]->DoDamage(20);
4781                                                                                     Person::players[k]->RagDoll(0);
4782                                                                                     Person::players[i]->lastcollide = 1;
4783                                                                                     award_bonus(i, AboveBonus);
4784                                                                                 }
4785                                                                             }
4786                                                                         }
4787                                                                     }
4788                                                                 }
4789                                                                 Person::players[i]->CheckKick();
4790                                                                 Person::players[k]->CheckKick();
4791                                                             }
4792                                                         }
4793             }
4794 }
4795
4796 void doAI(int i)
4797 {
4798     static bool connected;
4799     if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
4800         Person::players[i]->jumpclimb = 0;
4801         //disable movement in editor
4802         if (editorenabled)
4803             Person::players[i]->stunned = 1;
4804
4805         Person::players[i]->pause = 0;
4806         if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
4807                 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
4808                 !Person::players[0]->onterrain)
4809             Person::players[i]->pause = 1;
4810
4811         //pathfinding
4812         if (Person::players[i]->aitype == pathfindtype) {
4813             if (Person::players[i]->finalpathfindpoint == -1) {
4814                 float closestdistance;
4815                 float tempdist;
4816                 int closest;
4817                 XYZ colpoint;
4818                 closest = -1;
4819                 closestdistance = -1;
4820                 for (int j = 0; j < numpathpoints; j++)
4821                     if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
4822                         closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
4823                         closest = j;
4824                         Person::players[i]->finaltarget = pathpoint[j];
4825                     }
4826                 Person::players[i]->finalpathfindpoint = closest;
4827                 for (int j = 0; j < numpathpoints; j++)
4828                     for (int k = 0; k < numpathpointconnect[j]; k++) {
4829                         DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4830                         if (sq(tempdist) < closestdistance)
4831                             if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4832                                     findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4833                                 closestdistance = sq(tempdist);
4834                                 closest = j;
4835                                 Person::players[i]->finaltarget = colpoint;
4836                             }
4837                     }
4838                 Person::players[i]->finalpathfindpoint = closest;
4839
4840             }
4841             if (Person::players[i]->targetpathfindpoint == -1) {
4842                 float closestdistance;
4843                 float tempdist;
4844                 int closest;
4845                 XYZ colpoint;
4846                 closest = -1;
4847                 closestdistance = -1;
4848                 if (Person::players[i]->lastpathfindpoint == -1) {
4849                     for (int j = 0; j < numpathpoints; j++) {
4850                         if (j != Person::players[i]->lastpathfindpoint)
4851                             if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
4852                                 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
4853                                 closest = j;
4854                             }
4855                     }
4856                     Person::players[i]->targetpathfindpoint = closest;
4857                     for (int j = 0; j < numpathpoints; j++)
4858                         if (j != Person::players[i]->lastpathfindpoint)
4859                             for (int k = 0; k < numpathpointconnect[j]; k++) {
4860                                 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4861                                 if (sq(tempdist) < closestdistance) {
4862                                     if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4863                                             findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4864                                         closestdistance = sq(tempdist);
4865                                         closest = j;
4866                                     }
4867                                 }
4868                             }
4869                     Person::players[i]->targetpathfindpoint = closest;
4870                 } else {
4871                     for (int j = 0; j < numpathpoints; j++)
4872                         if (j != Person::players[i]->lastpathfindpoint &&
4873                                 j != Person::players[i]->lastpathfindpoint2 &&
4874                                 j != Person::players[i]->lastpathfindpoint3 &&
4875                                 j != Person::players[i]->lastpathfindpoint4) {
4876                             connected = 0;
4877                             if (numpathpointconnect[j])
4878                                 for (int k = 0; k < numpathpointconnect[j]; k++)
4879                                     if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
4880                                         connected = 1;
4881                             if (!connected)
4882                                 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
4883                                     for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
4884                                         if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
4885                                             connected = 1;
4886                             if (connected) {
4887                                 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
4888                                 if (closest == -1 || tempdist < closestdistance) {
4889                                     closestdistance = tempdist;
4890                                     closest = j;
4891                                 }
4892                             }
4893                         }
4894                     Person::players[i]->targetpathfindpoint = closest;
4895                 }
4896             }
4897             Person::players[i]->losupdatedelay -= multiplier;
4898
4899             Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
4900             Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4901
4902             //reached target point
4903             if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
4904                 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4905                 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4906                 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4907                 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
4908                 if (Person::players[i]->lastpathfindpoint2 == -1)
4909                     Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4910                 if (Person::players[i]->lastpathfindpoint3 == -1)
4911                     Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4912                 if (Person::players[i]->lastpathfindpoint4 == -1)
4913                     Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4914                 Person::players[i]->targetpathfindpoint = -1;
4915             }
4916             if (     distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
4917                      distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
4918                      distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
4919                      Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
4920                 Person::players[i]->aitype = passivetype;
4921             }
4922
4923             Person::players[i]->forwardkeydown = 1;
4924             Person::players[i]->leftkeydown = 0;
4925             Person::players[i]->backkeydown = 0;
4926             Person::players[i]->rightkeydown = 0;
4927             Person::players[i]->crouchkeydown = 0;
4928             Person::players[i]->attackkeydown = 0;
4929             Person::players[i]->throwkeydown = 0;
4930
4931             if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4932                 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4933
4934             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4935                 Person::players[i]->jumpkeydown = 0;
4936             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4937                 Person::players[i]->jumpkeydown = 1;
4938
4939             if ((tutoriallevel != 1 || cananger) &&
4940                     hostile &&
4941                     !Person::players[0]->dead &&
4942                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4943                     Person::players[i]->occluded < 25) {
4944                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4945                         animation[Person::players[0]->animTarget].height != lowheight &&
4946                         !editorenabled &&
4947                         (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4948                     Person::players[i]->aitype = attacktypecutoff;
4949                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4950                         animation[Person::players[0]->animTarget].height == highheight &&
4951                         !editorenabled)
4952                     Person::players[i]->aitype = attacktypecutoff;
4953
4954                 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4955                     Person::players[i]->losupdatedelay = .2;
4956                     for (int j = 0; j < Person::players.size(); j++)
4957                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4958                             if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4959                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4960                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4961                                         if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4962                                             if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4963                                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4964                                                         *Person::players[i]->scale + Person::players[i]->coords,
4965                                                         DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4966                                                         *Person::players[j]->scale + Person::players[j]->coords) ||
4967                                                     (Person::players[j]->animTarget == hanganim &&
4968                                                      normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4969                                                 Person::players[i]->aitype = searchtype;
4970                                                 Person::players[i]->lastchecktime = 12;
4971                                                 Person::players[i]->lastseen = Person::players[j]->coords;
4972                                                 Person::players[i]->lastseentime = 12;
4973                                             }
4974                 }
4975             }
4976             if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4977                 if (Person::players[i]->creature != wolftype) {
4978                     Person::players[i]->stunned = .6;
4979                     Person::players[i]->surprised = .6;
4980                 }
4981         }
4982
4983         if (Person::players[i]->aitype != passivetype && leveltime > .5)
4984             Person::players[i]->howactive = typeactive;
4985
4986         if (Person::players[i]->aitype == passivetype) {
4987             Person::players[i]->aiupdatedelay -= multiplier;
4988             Person::players[i]->losupdatedelay -= multiplier;
4989             Person::players[i]->lastseentime += multiplier;
4990             Person::players[i]->pausetime -= multiplier;
4991             if (Person::players[i]->lastseentime > 1)
4992                 Person::players[i]->lastseentime = 1;
4993
4994             if (Person::players[i]->aiupdatedelay < 0) {
4995                 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
4996                     Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
4997                     Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4998                     Person::players[i]->aiupdatedelay = .05;
4999
5000                     if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
5001                         if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
5002                             Person::players[i]->pausetime = 4;
5003                         Person::players[i]->waypoint++;
5004                         if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
5005                             Person::players[i]->waypoint = 0;
5006
5007                     }
5008                 }
5009
5010                 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
5011                     Person::players[i]->forwardkeydown = 1;
5012                 else
5013                     Person::players[i]->forwardkeydown = 0;
5014                 Person::players[i]->leftkeydown = 0;
5015                 Person::players[i]->backkeydown = 0;
5016                 Person::players[i]->rightkeydown = 0;
5017                 Person::players[i]->crouchkeydown = 0;
5018                 Person::players[i]->attackkeydown = 0;
5019                 Person::players[i]->throwkeydown = 0;
5020
5021                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5022                     if (!Person::players[i]->avoidsomething)
5023                         Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5024                     else {
5025                         XYZ leftpos, rightpos;
5026                         float leftdist, rightdist;
5027                         leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5028                         rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5029                         leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5030                         rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5031                         if (leftdist < rightdist)
5032                             Person::players[i]->targetyaw += 90;
5033                         else
5034                             Person::players[i]->targetyaw -= 90;
5035                     }
5036                 }
5037             }
5038             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5039                 Person::players[i]->jumpkeydown = 0;
5040             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5041                 Person::players[i]->jumpkeydown = 1;
5042
5043
5044             //hearing sounds
5045             if (!editorenabled) {
5046                 if (Person::players[i]->howactive <= typesleeping)
5047                     if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
5048                         for (int j = 0; j < numenvsounds; j++) {
5049                             float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
5050                             if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
5051                                     2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
5052                                 Person::players[i]->aitype = attacktypecutoff;
5053                         }
5054
5055                 if (Person::players[i]->aitype != passivetype) {
5056                     if (Person::players[i]->howactive == typesleeping)
5057                         Person::players[i]->setAnimation(getupfromfrontanim);
5058                     Person::players[i]->howactive = typeactive;
5059                 }
5060             }
5061
5062             if (Person::players[i]->howactive < typesleeping &&
5063                     ((tutoriallevel != 1 || cananger) && hostile) &&
5064                     !Person::players[0]->dead &&
5065                     distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
5066                     Person::players[i]->occluded < 25) {
5067                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
5068                         animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
5069                     Person::players[i]->aitype = attacktypecutoff;
5070                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
5071                         animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
5072                     Person::players[i]->aitype = attacktypecutoff;
5073
5074                 //wolf smell
5075                 if (Person::players[i]->creature == wolftype) {
5076                     XYZ windsmell;
5077                     for (int j = 0; j < Person::players.size(); j++) {
5078                         if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
5079                             float smelldistance = 50;
5080                             if (j == 0 && Person::players[j]->num_weapons > 0) {
5081                                 if (weapons[Person::players[j]->weaponids[0]].bloody)
5082                                     smelldistance = 100;
5083                                 if (Person::players[j]->num_weapons == 2)
5084                                     if (weapons[Person::players[j]->weaponids[1]].bloody)
5085                                         smelldistance = 100;
5086                             }
5087                             if (j != 0)
5088                                 smelldistance = 100;
5089                             windsmell = windvector;
5090                             Normalise(&windsmell);
5091                             windsmell = windsmell * 2 + Person::players[j]->coords;
5092                             if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
5093                                 Person::players[i]->aitype = attacktypecutoff;
5094                         }
5095                     }
5096                 }
5097
5098                 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
5099                     Person::players[i]->losupdatedelay = .2;
5100                     for (int j = 0; j < Person::players.size(); j++) {
5101                         if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
5102                             if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
5103                                 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
5104                                     if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
5105                                         if ((-1 == checkcollide(
5106                                                     DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5107                                                     Person::players[i]->scale + Person::players[i]->coords,
5108                                                     DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
5109                                                     Person::players[j]->scale + Person::players[j]->coords) &&
5110                                                 !Person::players[j]->isWallJump()) ||
5111                                                 (Person::players[j]->animTarget == hanganim &&
5112                                                  normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
5113                                             Person::players[i]->lastseentime -= .2;
5114                                             if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
5115                                                 Person::players[i]->lastseentime -= .4;
5116                                             else
5117                                                 Person::players[i]->lastseentime -= .6;
5118                                         }
5119                             if (Person::players[i]->lastseentime <= 0) {
5120                                 Person::players[i]->aitype = searchtype;
5121                                 Person::players[i]->lastchecktime = 12;
5122                                 Person::players[i]->lastseen = Person::players[j]->coords;
5123                                 Person::players[i]->lastseentime = 12;
5124                             }
5125                         }
5126                     }
5127                 }
5128             }
5129             //alerted surprise
5130             if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
5131                 if (Person::players[i]->creature != wolftype) {
5132                     Person::players[i]->stunned = .6;
5133                     Person::players[i]->surprised = .6;
5134                 }
5135                 if (Person::players[i]->creature == wolftype) {
5136                     Person::players[i]->stunned = .47;
5137                     Person::players[i]->surprised = .47;
5138                 }
5139                 numseen++;
5140             }
5141         }
5142
5143         //search for player
5144         int j;
5145         if (Person::players[i]->aitype == searchtype) {
5146             Person::players[i]->aiupdatedelay -= multiplier;
5147             Person::players[i]->losupdatedelay -= multiplier;
5148             if (!Person::players[i]->pause)
5149                 Person::players[i]->lastseentime -= multiplier;
5150             Person::players[i]->lastchecktime -= multiplier;
5151
5152             if (Person::players[i]->isRun() && !Person::players[i]->onground) {
5153                 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5154                     XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5155                     test2.y += 5;
5156                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5157                     test.y -= 10;
5158                     j = checkcollide(test2, test, Person::players[i]->laststanding);
5159                     if (j == -1)
5160                         j = checkcollide(test2, test);
5161                     if (j == -1) {
5162                         Person::players[i]->velocity = 0;
5163                         Person::players[i]->setAnimation(Person::players[i]->getStop());
5164                         Person::players[i]->targetyaw += 180;
5165                         Person::players[i]->stunned = .5;
5166                         //Person::players[i]->aitype=passivetype;
5167                         Person::players[i]->aitype = pathfindtype;
5168                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5169                         Person::players[i]->finalpathfindpoint = -1;
5170                         Person::players[i]->targetpathfindpoint = -1;
5171                         Person::players[i]->lastpathfindpoint = -1;
5172                         Person::players[i]->lastpathfindpoint2 = -1;
5173                         Person::players[i]->lastpathfindpoint3 = -1;
5174                         Person::players[i]->lastpathfindpoint4 = -1;
5175                     } else
5176                         Person::players[i]->laststanding = j;
5177                 }
5178             }
5179             //check out last seen location
5180             if (Person::players[i]->aiupdatedelay < 0) {
5181                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
5182                 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5183                 Person::players[i]->aiupdatedelay = .05;
5184                 Person::players[i]->forwardkeydown = 1;
5185
5186                 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
5187                     Person::players[i]->forwardkeydown = 0;
5188                     Person::players[i]->aiupdatedelay = 1;
5189                     Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
5190                     Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
5191                     Person::players[i]->lastchecktime = 3;
5192                 }
5193
5194                 Person::players[i]->leftkeydown = 0;
5195                 Person::players[i]->backkeydown = 0;
5196                 Person::players[i]->rightkeydown = 0;
5197                 Person::players[i]->crouchkeydown = 0;
5198                 Person::players[i]->attackkeydown = 0;
5199                 Person::players[i]->throwkeydown = 0;
5200
5201                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5202                     if (!Person::players[i]->avoidsomething)
5203                         Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5204                     else {
5205                         XYZ leftpos, rightpos;
5206                         float leftdist, rightdist;
5207                         leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5208                         rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5209                         leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5210                         rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5211                         if (leftdist < rightdist)
5212                             Person::players[i]->targetyaw += 90;
5213                         else
5214                             Person::players[i]->targetyaw -= 90;
5215                     }
5216                 }
5217             }
5218             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5219                 Person::players[i]->jumpkeydown = 0;
5220             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5221                 Person::players[i]->jumpkeydown = 1;
5222
5223             if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
5224                 for (int k = 0; k < numenvsounds; k++) {
5225                     if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
5226                         Person::players[i]->aitype = attacktypecutoff;
5227                     }
5228                 }
5229
5230             if (!Person::players[0]->dead &&
5231                     Person::players[i]->losupdatedelay < 0 &&
5232                     !editorenabled &&
5233                     Person::players[i]->occluded < 2 &&
5234                     ((tutoriallevel != 1 || cananger) && hostile)) {
5235                 Person::players[i]->losupdatedelay = .2;
5236                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
5237                     Person::players[i]->aitype = attacktypecutoff;
5238                     Person::players[i]->lastseentime = 1;
5239                 }
5240                 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
5241                     //TODO: factor out canSeePlayer()
5242                     if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
5243                         if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5244                             if ((checkcollide(
5245                                         DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5246                                         Person::players[i]->scale + Person::players[i]->coords,
5247                                         DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
5248                                         Person::players[0]->scale + Person::players[0]->coords) == -1) ||
5249                                     (Person::players[0]->animTarget == hanganim && normaldotproduct(
5250                                          Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
5251                                 /* //TODO: changed j to 0 on a whim, make sure this is correct
5252                                 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
5253                                     Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
5254                                 */
5255                                 Person::players[i]->aitype = attacktypecutoff;
5256                                 Person::players[i]->lastseentime = 1;
5257                             }
5258             }
5259             //player escaped
5260             if (Person::players[i]->lastseentime < 0) {
5261                 //Person::players[i]->aitype=passivetype;
5262                 numescaped++;
5263                 Person::players[i]->aitype = pathfindtype;
5264                 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5265                 Person::players[i]->finalpathfindpoint = -1;
5266                 Person::players[i]->targetpathfindpoint = -1;
5267                 Person::players[i]->lastpathfindpoint = -1;
5268                 Person::players[i]->lastpathfindpoint2 = -1;
5269                 Person::players[i]->lastpathfindpoint3 = -1;
5270                 Person::players[i]->lastpathfindpoint4 = -1;
5271             }
5272         }
5273
5274         if (Person::players[i]->aitype != gethelptype)
5275             Person::players[i]->runninghowlong = 0;
5276
5277         //get help from buddies
5278         if (Person::players[i]->aitype == gethelptype) {
5279             Person::players[i]->runninghowlong += multiplier;
5280             Person::players[i]->aiupdatedelay -= multiplier;
5281
5282             if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
5283                 Person::players[i]->aiupdatedelay = .2;
5284
5285                 //find closest ally
5286                 //TODO: factor out closest search somehow
5287                 if (!Person::players[i]->ally) {
5288                     int closest = -1;
5289                     float closestdist = -1;
5290                     for (int k = 0; k < Person::players.size(); k++) {
5291                         if (k != i && k != 0 && !Person::players[k]->dead &&
5292                                 Person::players[k]->howactive < typedead1 &&
5293                                 !Person::players[k]->skeleton.free &&
5294                                 Person::players[k]->aitype == passivetype) {
5295                             float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
5296                             if (closestdist == -1 || distance < closestdist) {
5297                                 closestdist = distance;
5298                                 closest = k;
5299                             }
5300                             closest = k;
5301                         }
5302                     }
5303                     if (closest != -1)
5304                         Person::players[i]->ally = closest;
5305                     else
5306                         Person::players[i]->ally = 0;
5307                     Person::players[i]->lastseen = Person::players[0]->coords;
5308                     Person::players[i]->lastseentime = 12;
5309                 }
5310
5311
5312                 Person::players[i]->lastchecktime = 12;
5313
5314                 XYZ facing = Person::players[i]->coords;
5315                 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
5316                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5317                 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
5318                 if (-1 != checkcollide(facing, flatfacing))
5319                     Person::players[i]->lastseentime -= .1;
5320
5321                 //no available ally, run back to player
5322                 if (Person::players[i]->ally <= 0 ||
5323                         Person::players[Person::players[i]->ally]->skeleton.free ||
5324                         Person::players[Person::players[i]->ally]->aitype != passivetype ||
5325                         Person::players[i]->lastseentime <= 0) {
5326                     Person::players[i]->aitype = searchtype;
5327                     Person::players[i]->lastseentime = 12;
5328                 }
5329
5330                 //seek out ally
5331                 if (Person::players[i]->ally > 0) {
5332                     Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
5333                     Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5334                     Person::players[i]->aiupdatedelay = .05;
5335                     Person::players[i]->forwardkeydown = 1;
5336
5337                     if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
5338                         Person::players[i]->aitype = searchtype;
5339                         Person::players[i]->lastseentime = 12;
5340                         Person::players[Person::players[i]->ally]->aitype = searchtype;
5341                         if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
5342                             Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
5343                             Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
5344                             Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
5345                         }
5346                     }
5347
5348                     if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5349                         if (!Person::players[i]->avoidsomething)
5350                             Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5351                         else {
5352                             XYZ leftpos, rightpos;
5353                             float leftdist, rightdist;
5354                             leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5355                             rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5356                             leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5357                             rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5358                             if (leftdist < rightdist)
5359                                 Person::players[i]->targetyaw += 90;
5360                             else
5361                                 Person::players[i]->targetyaw -= 90;
5362                         }
5363                     }
5364                 }
5365
5366                 Person::players[i]->leftkeydown = 0;
5367                 Person::players[i]->backkeydown = 0;
5368                 Person::players[i]->rightkeydown = 0;
5369                 Person::players[i]->crouchkeydown = 0;
5370                 Person::players[i]->attackkeydown = 0;
5371             }
5372             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5373                 Person::players[i]->jumpkeydown = 0;
5374             if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
5375                 Person::players[i]->jumpkeydown = 1;
5376         }
5377
5378         //retreiving a weapon on the ground
5379         if (Person::players[i]->aitype == getweapontype) {
5380             Person::players[i]->aiupdatedelay -= multiplier;
5381             Person::players[i]->lastchecktime -= multiplier;
5382
5383             if (Person::players[i]->aiupdatedelay < 0) {
5384                 Person::players[i]->aiupdatedelay = .2;
5385
5386                 //ALLY IS WEPON
5387                 if (Person::players[i]->ally < 0) {
5388                     int closest = -1;
5389                     float closestdist = -1;
5390                     for (int k = 0; k < weapons.size(); k++)
5391                         if (weapons[k].owner == -1) {
5392                             float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
5393                             if (closestdist == -1 || distance < closestdist) {
5394                                 closestdist = distance;
5395                                 closest = k;
5396                             }
5397                             closest = k;
5398                         }
5399                     if (closest != -1)
5400                         Person::players[i]->ally = closest;
5401                     else
5402                         Person::players[i]->ally = -1;
5403                 }
5404
5405                 Person::players[i]->lastseentime = 12;
5406
5407                 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
5408                     if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
5409                         Person::players[i]->aitype = attacktypecutoff;
5410                         Person::players[i]->lastseentime = 1;
5411                     }
5412                 if (!Person::players[0]->dead)
5413                     if (Person::players[i]->ally >= 0) {
5414                         if (weapons[Person::players[i]->ally].owner != -1 ||
5415                                 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
5416                             Person::players[i]->aitype = attacktypecutoff;
5417                             Person::players[i]->lastseentime = 1;
5418                         }
5419                         //TODO: factor these out as moveToward()
5420                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
5421                         Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5422                         Person::players[i]->aiupdatedelay = .05;
5423                         Person::players[i]->forwardkeydown = 1;
5424
5425
5426                         if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5427                             if (!Person::players[i]->avoidsomething)
5428                                 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5429                             else {
5430                                 XYZ leftpos, rightpos;
5431                                 float leftdist, rightdist;
5432                                 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5433                                 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5434                                 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5435                                 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5436                                 if (leftdist < rightdist)
5437                                     Person::players[i]->targetyaw += 90;
5438                                 else
5439                                     Person::players[i]->targetyaw -= 90;
5440                             }
5441                         }
5442                     }
5443
5444                 Person::players[i]->leftkeydown = 0;
5445                 Person::players[i]->backkeydown = 0;
5446                 Person::players[i]->rightkeydown = 0;
5447                 Person::players[i]->attackkeydown = 0;
5448                 Person::players[i]->throwkeydown = 1;
5449                 Person::players[i]->crouchkeydown = 0;
5450                 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
5451                         Person::players[i]->animTarget != removeknifeanim)
5452                     Person::players[i]->throwtogglekeydown = 0;
5453                 Person::players[i]->drawkeydown = 0;
5454             }
5455             if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5456                 Person::players[i]->jumpkeydown = 0;
5457             if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5458                 Person::players[i]->jumpkeydown = 1;
5459         }
5460
5461         if (Person::players[i]->aitype == attacktypecutoff) {
5462             Person::players[i]->aiupdatedelay -= multiplier;
5463             //dodge or reverse rabbit kicks, knife throws, flips
5464             if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
5465                 if ((Person::players[0]->animTarget == rabbitkickanim ||
5466                         Person::players[0]->animTarget == knifethrowanim ||
5467                         (Person::players[0]->isFlip() &&
5468                          normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
5469                         !Person::players[0]->skeleton.free &&
5470                         (Person::players[i]->aiupdatedelay < .1)) {
5471                     Person::players[i]->attackkeydown = 0;
5472                     if (Person::players[i]->isIdle())
5473                         Person::players[i]->crouchkeydown = 1;
5474                     if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
5475                         if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
5476                             if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
5477                                 if (abs(Random() % 2 == 0))
5478                                     Person::players[i]->setAnimation(backhandspringanim);
5479                                 else
5480                                     Person::players[i]->setAnimation(rollanim);
5481                                 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
5482                                 Person::players[i]->wentforweapon = 0;
5483                             }
5484                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
5485                                 Person::players[i]->setAnimation(flipanim);
5486                         }
5487                     }
5488                     Person::players[i]->forwardkeydown = 0;
5489                     Person::players[i]->aiupdatedelay = .02;
5490                 }
5491             //get confused by flips
5492             if (Person::players[0]->isFlip() &&
5493                     !Person::players[0]->skeleton.free &&
5494                     Person::players[0]->animTarget != walljumprightkickanim &&
5495                     Person::players[0]->animTarget != walljumpleftkickanim) {
5496                 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
5497                     if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
5498                         Person::players[i]->stunned = 1;
5499             }
5500             //go for weapon on the ground
5501             if (Person::players[i]->wentforweapon < 3)
5502                 for (int k = 0; k < weapons.size(); k++)
5503                     if (Person::players[i]->creature != wolftype)
5504                         if (Person::players[i]->num_weapons == 0 &&
5505                                 weapons[k].owner == -1 &&
5506                                 weapons[i].velocity.x == 0 &&
5507                                 weapons[i].velocity.z == 0 &&
5508                                 weapons[i].velocity.y == 0) {
5509                             if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
5510                                 Person::players[i]->wentforweapon++;
5511                                 Person::players[i]->lastchecktime = 6;
5512                                 Person::players[i]->aitype = getweapontype;
5513                                 Person::players[i]->ally = -1;
5514                             }
5515                         }
5516             //dodge/reverse walljump kicks
5517             if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
5518                 if (animation[Person::players[i]->animTarget].height != highheight)
5519                     if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
5520                             ((Person::players[0]->animTarget == walljumprightkickanim ||
5521                               Person::players[0]->animTarget == walljumpleftkickanim) &&
5522                              ((Person::players[i]->aiupdatedelay < .15 &&
5523                                difficulty == 2) ||
5524                               (Person::players[i]->aiupdatedelay < .08 &&
5525                                difficulty != 2)))) {
5526                         Person::players[i]->crouchkeydown = 1;
5527                     }
5528             //walked off a ledge (?)
5529             if (Person::players[i]->isRun() && !Person::players[i]->onground)
5530                 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5531                     XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5532                     test2.y += 5;
5533                     XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5534                     test.y -= 10;
5535                     j = checkcollide(test2, test, Person::players[i]->laststanding);
5536                     if (j == -1)
5537                         j = checkcollide(test2, test);
5538                     if (j == -1) {
5539                         Person::players[i]->velocity = 0;
5540                         Person::players[i]->setAnimation(Person::players[i]->getStop());
5541                         Person::players[i]->targetyaw += 180;
5542                         Person::players[i]->stunned = .5;
5543                         Person::players[i]->aitype = pathfindtype;
5544                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5545                         Person::players[i]->finalpathfindpoint = -1;
5546                         Person::players[i]->targetpathfindpoint = -1;
5547                         Person::players[i]->lastpathfindpoint = -1;
5548                         Person::players[i]->lastpathfindpoint2 = -1;
5549                         Person::players[i]->lastpathfindpoint3 = -1;
5550                         Person::players[i]->lastpathfindpoint4 = -1;
5551                     } else
5552                         Person::players[i]->laststanding = j;
5553                 }
5554             //lose sight of player in the air (?)
5555             if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
5556                     animation[Person::players[0]->animTarget].height != highheight &&
5557                     !Person::players[0]->onterrain) {
5558                 Person::players[i]->aitype = pathfindtype;
5559                 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5560                 Person::players[i]->finalpathfindpoint = -1;
5561                 Person::players[i]->targetpathfindpoint = -1;
5562                 Person::players[i]->lastpathfindpoint = -1;
5563                 Person::players[i]->lastpathfindpoint2 = -1;
5564                 Person::players[i]->lastpathfindpoint3 = -1;
5565                 Person::players[i]->lastpathfindpoint4 = -1;
5566             }
5567             //it's time to think (?)
5568             if (Person::players[i]->aiupdatedelay < 0 &&
5569                     !animation[Person::players[i]->animTarget].attack &&
5570                     Person::players[i]->animTarget != staggerbackhighanim &&
5571                     Person::players[i]->animTarget != staggerbackhardanim &&
5572                     Person::players[i]->animTarget != backhandspringanim &&
5573                     Person::players[i]->animTarget != dodgebackanim) {
5574                 //draw weapon
5575                 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
5576                     Person::players[i]->drawkeydown = Random() % 2;
5577                 else
5578                     Person::players[i]->drawkeydown = 0;
5579                 Person::players[i]->rabbitkickenabled = Random() % 2;
5580                 //chase player
5581                 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
5582                 XYZ targetpoint = Person::players[0]->coords;
5583                 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
5584                         distsq(&rotatetarget, &Person::players[i]->coords))
5585                     targetpoint += Person::players[0]->velocity *
5586                                    findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
5587                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
5588                 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5589                 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
5590
5591                 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
5592                     Person::players[i]->forwardkeydown = 1;
5593                 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
5594                           distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
5595                          Person::players[0]->weaponactive != -1)
5596                     Person::players[i]->forwardkeydown = 1;
5597                 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
5598                     Person::players[i]->forwardkeydown = 1;
5599                 else
5600                     Person::players[i]->forwardkeydown = 0;
5601                 //chill out around the corpse
5602                 if (Person::players[0]->dead) {
5603                     Person::players[i]->forwardkeydown = 0;
5604                     if (Random() % 10 == 0)
5605                         Person::players[i]->forwardkeydown = 1;
5606                     if (Random() % 100 == 0) {
5607                         Person::players[i]->aitype = pathfindtype;
5608                         Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5609                         Person::players[i]->finalpathfindpoint = -1;
5610                         Person::players[i]->targetpathfindpoint = -1;
5611                         Person::players[i]->lastpathfindpoint = -1;
5612                         Person::players[i]->lastpathfindpoint2 = -1;
5613                         Person::players[i]->lastpathfindpoint3 = -1;
5614                         Person::players[i]->lastpathfindpoint4 = -1;
5615                     }
5616                 }
5617                 Person::players[i]->leftkeydown = 0;
5618                 Person::players[i]->backkeydown = 0;
5619                 Person::players[i]->rightkeydown = 0;
5620                 Person::players[i]->crouchkeydown = 0;
5621                 Person::players[i]->throwkeydown = 0;
5622
5623                 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
5624                     Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5625                 //attack!!!
5626                 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
5627                     Person::players[i]->attackkeydown = 1;
5628                 else
5629                     Person::players[i]->attackkeydown = 0;
5630                 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
5631                     Person::players[i]->attackkeydown = 0;
5632
5633                 //TODO: wat
5634                 if (Person::players[i]->aitype != playercontrolled &&
5635                         (Person::players[i]->isIdle() ||
5636                          Person::players[i]->isCrouch() ||
5637                          Person::players[i]->isRun())) {
5638                     int target = -2;
5639                     for (int j = 0; j < Person::players.size(); j++)
5640                         if (j != i && !Person::players[j]->skeleton.free &&
5641                                 Person::players[j]->hasvictim &&
5642                                 (tutoriallevel == 1 && reversaltrain ||
5643                                  Random() % 2 == 0 && difficulty == 2 ||
5644                                  Random() % 4 == 0 && difficulty == 1 ||
5645                                  Random() % 8 == 0 && difficulty == 0 ||
5646                                  Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
5647                                  Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
5648                                  (Random() % 2 == 0 || difficulty == 2) ||
5649                                  (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
5650                                  Person::players[j]->weaponactive != -1 ||
5651                                  Person::players[j]->animTarget == swordslashanim &&
5652                                  Person::players[i]->weaponactive != -1 ||
5653                                  Person::players[j]->animTarget == staffhitanim ||
5654                                  Person::players[j]->animTarget == staffspinhitanim))
5655                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
5656                                     Person::players[j]->victim == Person::players[i] &&
5657                                     (Person::players[j]->animTarget == sweepanim ||
5658                                      Person::players[j]->animTarget == spinkickanim ||
5659                                      Person::players[j]->animTarget == staffhitanim ||
5660                                      Person::players[j]->animTarget == staffspinhitanim ||
5661                                      Person::players[j]->animTarget == winduppunchanim ||
5662                                      Person::players[j]->animTarget == upunchanim ||
5663                                      Person::players[j]->animTarget == wolfslapanim ||
5664                                      Person::players[j]->animTarget == knifeslashstartanim ||
5665                                      Person::players[j]->animTarget == swordslashanim &&
5666                                      (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
5667                                       Person::players[i]->weaponactive != -1))) {
5668                                 if (target >= 0)
5669                                     target = -1;
5670                                 else
5671                                     target = j;
5672                             }
5673                     if (target >= 0)
5674                         Person::players[target]->Reverse();
5675                 }
5676
5677                 if (Person::players[i]->collided < 1)
5678                     Person::players[i]->jumpkeydown = 0;
5679                 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
5680                         distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
5681                         Person::players[i]->onterrain &&
5682                         Person::players[i]->creature == rabbittype)
5683                     Person::players[i]->jumpkeydown = 1;
5684                 //TODO: why are we controlling the human?
5685                 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5686                     Person::players[0]->jumpkeydown = 0;
5687                 if (Person::players[0]->animTarget == jumpdownanim &&
5688                         distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
5689                     Person::players[i]->crouchkeydown = 1;
5690                 if (Person::players[i]->jumpkeydown)
5691                     Person::players[i]->attackkeydown = 0;
5692
5693                 if (tutoriallevel == 1)
5694                     if (!canattack)
5695                         Person::players[i]->attackkeydown = 0;
5696
5697
5698                 XYZ facing = Person::players[i]->coords;
5699                 XYZ flatfacing = Person::players[0]->coords;
5700                 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5701                 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
5702                 if (Person::players[i]->occluded >= 2)
5703                     if (-1 != checkcollide(facing, flatfacing)) {
5704                         if (!Person::players[i]->pause)
5705                             Person::players[i]->lastseentime -= .2;
5706                         if (Person::players[i]->lastseentime <= 0 &&
5707                                 (Person::players[i]->creature != wolftype ||
5708                                  Person::players[i]->weaponstuck == -1)) {
5709                             Person::players[i]->aitype = searchtype;
5710                             Person::players[i]->lastchecktime = 12;
5711                             Person::players[i]->lastseen = Person::players[0]->coords;
5712                             Person::players[i]->lastseentime = 12;
5713                         }
5714                     } else
5715                         Person::players[i]->lastseentime = 1;
5716             }
5717         }
5718         if (animation[Person::players[0]->animTarget].height == highheight &&
5719                 (Person::players[i]->aitype == attacktypecutoff ||
5720                  Person::players[i]->aitype == searchtype))
5721             if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
5722                 XYZ test = Person::players[0]->coords;
5723                 test.y -= 40;
5724                 if (-1 == checkcollide(Person::players[0]->coords, test))
5725                     Person::players[i]->stunned = 1;
5726             }
5727         //stunned
5728         if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
5729                 Person::players[i]->stunned > 0 ||
5730                 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
5731             if (Person::players[i]->pause)
5732                 Person::players[i]->lastseentime = 1;
5733             Person::players[i]->targetyaw = Person::players[i]->yaw;
5734             Person::players[i]->forwardkeydown = 0;
5735             Person::players[i]->leftkeydown = 0;
5736             Person::players[i]->backkeydown = 0;
5737             Person::players[i]->rightkeydown = 0;
5738             Person::players[i]->jumpkeydown = 0;
5739             Person::players[i]->attackkeydown = 0;
5740             Person::players[i]->crouchkeydown = 0;
5741             Person::players[i]->throwkeydown = 0;
5742         }
5743
5744
5745         XYZ facing;
5746         facing = 0;
5747         facing.z = -1;
5748
5749         XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5750         facing = flatfacing;
5751
5752         if (Person::players[i]->aitype == attacktypecutoff) {
5753             Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
5754             Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
5755         } else if (Person::players[i]->howactive >= typesleeping) {
5756             Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
5757             Person::players[i]->targetheadpitch = 0;
5758         } else {
5759             if (Person::players[i]->interestdelay <= 0) {
5760                 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
5761                 Person::players[i]->headtarget = Person::players[i]->coords;
5762                 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
5763                 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
5764                 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
5765                 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
5766             }
5767             Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
5768             Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
5769         }
5770     }
5771 }
5772
5773
5774
5775 void updateSettingsMenu()
5776 {
5777     char sbuf[256];
5778     if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
5779         sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
5780     else
5781         sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
5782     Menu::setText(0, sbuf);
5783     if (newdetail == 0) Menu::setText(1, "Detail: Low");
5784     if (newdetail == 1) Menu::setText(1, "Detail: Medium");
5785     if (newdetail == 2) Menu::setText(1, "Detail: High");
5786     if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
5787     if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
5788     if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
5789     if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
5790     if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
5791     if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
5792     Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
5793     Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
5794     Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
5795     Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
5796     sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
5797     Menu::setText(10, sbuf);
5798     sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
5799     Menu::setText(11, sbuf);
5800     Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
5801     if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
5802         sprintf (sbuf, "Back");
5803     else
5804         sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
5805     Menu::setText(8, sbuf);
5806 }
5807
5808 void updateStereoConfigMenu()
5809 {
5810     char sbuf[256];
5811     sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
5812     Menu::setText(0, sbuf);
5813     sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
5814     Menu::setText(1, sbuf);
5815     sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
5816     Menu::setText(2, sbuf);
5817 }
5818
5819 void updateControlsMenu()
5820 {
5821     Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
5822     Menu::setText(1, (string)"Back: "    + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
5823     Menu::setText(2, (string)"Left: "    + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
5824     Menu::setText(3, (string)"Right: "   + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
5825     Menu::setText(4, (string)"Crouch: "  + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
5826     Menu::setText(5, (string)"Jump: "    + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
5827     Menu::setText(6, (string)"Draw: "    + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
5828     Menu::setText(7, (string)"Throw: "   + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
5829     Menu::setText(8, (string)"Attack: "  + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
5830     if (debugmode)
5831         Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
5832 }
5833
5834 /*
5835 Values of mainmenu :
5836 1 Main menu
5837 2 Menu pause (resume/end game)
5838 3 Option menu
5839 4 Controls configuration menu
5840 5 Main game menu (choose level or challenge)
5841 6 Deleting user menu
5842 7 User managment menu (select/add)
5843 8 Choose difficulty menu
5844 9 Challenge level selection menu
5845 10 End of the campaign congratulation (is that really a menu?)
5846 11 Same that 9 ??? => unused
5847 18 stereo configuration
5848 */
5849
5850 void Game::LoadMenu()
5851 {
5852     Menu::clearMenu();
5853     switch (mainmenu) {
5854     case 1:
5855     case 2:
5856         Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
5857         Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
5858         Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
5859         Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
5860         break;
5861     case 3:
5862         Menu::addButton( 0, "", 10 + 20, 440);
5863         Menu::addButton( 1, "", 10 + 60, 405);
5864         Menu::addButton( 2, "", 10 + 70, 370);
5865         Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
5866         Menu::addButton( 4, "", 10   , 335);
5867         Menu::addButton( 5, "", 10 + 60, 300);
5868         Menu::addButton( 6, "", 10 + 70, 265);
5869         Menu::addButton( 9, "", 10   , 230);
5870         Menu::addButton(10, "", 20   , 195);
5871         Menu::addButton(11, "", 10 + 60, 160);
5872         Menu::addButton(13, "", 30   , 125);
5873         Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
5874         Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
5875         Menu::addButton(8, "Back", 10, 10);
5876         updateSettingsMenu();
5877         break;
5878     case 4:
5879         Menu::addButton(0, "", 10   , 400);
5880         Menu::addButton(1, "", 10 + 40, 360);
5881         Menu::addButton(2, "", 10 + 40, 320);
5882         Menu::addButton(3, "", 10 + 30, 280);
5883         Menu::addButton(4, "", 10 + 20, 240);
5884         Menu::addButton(5, "", 10 + 40, 200);
5885         Menu::addButton(6, "", 10 + 40, 160);
5886         Menu::addButton(7, "", 10 + 30, 120);
5887         Menu::addButton(8, "", 10 + 20, 80);
5888         if (debugmode)
5889             Menu::addButton(9, "", 10 + 10, 40);
5890         Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
5891         updateControlsMenu();
5892         break;
5893     case 5: {
5894         LoadCampaign();
5895         Menu::addLabel(-1, accountactive->getName(), 5, 400);
5896         Menu::addButton(1, "Tutorial", 5, 300);
5897         Menu::addButton(2, "Challenge", 5, 240);
5898         Menu::addButton(3, "Delete User", 400, 10);
5899         Menu::addButton(4, "Main Menu", 5, 10);
5900         Menu::addButton(5, "Change User", 5, 180);
5901         Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
5902
5903         //show campaign map
5904         //with (2,-5) offset from old code
5905         Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
5906         //show levels
5907         int numlevels = accountactive->getCampaignChoicesMade();
5908         numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
5909         for (int i = 0; i < numlevels; i++) {
5910             XYZ midpoint = campaignlevels[i].getCenter();
5911             float itemsize = campaignlevels[i].getWidth();
5912             const bool active = i >= accountactive->getCampaignChoicesMade();
5913             if (!active)
5914                 itemsize /= 2;
5915
5916             if (i >= 1) {
5917                 XYZ start = campaignlevels[i - 1].getCenter();
5918                 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);
5919             }
5920             Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
5921                                midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
5922
5923             if (active) {
5924                 Menu::addMapLabel(-2, campaignlevels[i].description,
5925                                   campaignlevels[i].getStartX() + 10,
5926                                   campaignlevels[i].getStartY() - 4);
5927             }
5928         }
5929     }
5930     break;
5931     case 6:
5932         Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5933         Menu::addButton(1, "Yes", 10, 360);
5934         Menu::addButton(2, "No", 10, 320);
5935         break;
5936     case 7:
5937         if (Account::getNbAccounts() < 8)
5938             Menu::addButton(0, "New User", 10, 400);
5939         else
5940             Menu::addLabel(0, "No More Users", 10, 400);
5941         Menu::addLabel(-2, "", 20, 400);
5942         Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5943         for (int i = 0; i < Account::getNbAccounts(); i++)
5944             Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5945         break;
5946     case 8:
5947         Menu::addButton(0, "Easier", 10, 400);
5948         Menu::addButton(1, "Difficult", 10, 360);
5949         Menu::addButton(2, "Insane", 10, 320);
5950         break;
5951     case 9:
5952         for (int i = 0; i < numchallengelevels; i++) {
5953             char temp[255];
5954             string name = "";
5955             sprintf (temp, "Level %d", i + 1);
5956             for (int j = strlen(temp); j < 17; j++)
5957                 strcat(temp, " ");
5958             name += temp;
5959             sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5960             for (int j = strlen(temp); j < (32 - 17); j++)
5961                 strcat(temp, " ");
5962             name += temp;
5963             sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5964             if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5965                 strcat(temp, "0");
5966             name += temp;
5967             sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5968             name += temp;
5969
5970             Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5971         }
5972
5973         Menu::addButton(-1, "             High Score      Best Time", 10, 440);
5974         Menu::addButton(numchallengelevels, "Back", 10, 10);
5975         break;
5976     case 10: {
5977         Menu::addLabel(0, "Congratulations!", 220, 330);
5978         Menu::addLabel(1, "You have avenged your family and", 140, 300);
5979         Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5980         Menu::addButton(3, "Back", 10, 10);
5981         char sbuf[256];
5982         sprintf(sbuf, "Your score:         %d", (int)accountactive->getCampaignScore());
5983         Menu::addLabel(4, sbuf, 190, 200);
5984         sprintf(sbuf, "Highest score:      %d", (int)accountactive->getCampaignHighScore());
5985         Menu::addLabel(5, sbuf, 190, 180);
5986     }
5987     break;
5988     case 18:
5989         Menu::addButton(0, "", 70, 400);
5990         Menu::addButton(1, "", 10, 360);
5991         Menu::addButton(2, "", 40, 320);
5992         Menu::addButton(3, "Back", 10, 10);
5993         updateStereoConfigMenu();
5994         break;
5995     }
5996 }
5997
5998 extern SDL_Rect **resolutions;
5999
6000 void MenuTick()
6001 {
6002     //menu buttons
6003     selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
6004
6005     // some specific case where we do something even if the left mouse button is not pressed.
6006     if ((mainmenu == 5) && (endgame == 2)) {
6007         accountactive->endGame();
6008         endgame = 0;
6009     }
6010     if (mainmenu == 10)
6011         endgame = 2;
6012     if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
6013         stereoseparation -= 0.001;
6014         updateStereoConfigMenu();
6015     }
6016
6017     static int oldmainmenu = mainmenu;
6018
6019     char sbuf[256];
6020
6021     if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
6022         switch (mainmenu) {
6023         case 1:
6024         case 2:
6025             switch (selected) {
6026             case 1:
6027                 if (gameon) { //resume
6028                     mainmenu = 0;
6029                     pause_sound(stream_menutheme);
6030                     resume_stream(leveltheme);
6031                 } else { //new game
6032                     fireSound(firestartsound);
6033                     flash();
6034                     mainmenu = (accountactive ? 5 : 7);
6035                     selected = -1;
6036                 }
6037                 break;
6038             case 2: //options
6039                 fireSound();
6040                 flash();
6041                 mainmenu = 3;
6042                 if (newdetail > 2)
6043                     newdetail = detail;
6044                 if (newdetail < 0)
6045                     newdetail = detail;
6046                 if (newscreenwidth > 3000)
6047                     newscreenwidth = screenwidth;
6048                 if (newscreenwidth < 0)
6049                     newscreenwidth = screenwidth;
6050                 if (newscreenheight > 3000)
6051                     newscreenheight = screenheight;
6052                 if (newscreenheight < 0)
6053                     newscreenheight = screenheight;
6054                 break;
6055             case 3:
6056                 fireSound();
6057                 flash();
6058                 if (gameon) { //end game
6059                     gameon = 0;
6060                     mainmenu = 1;
6061                 } else { //quit
6062                     tryquit = 1;
6063                     pause_sound(stream_menutheme);
6064                 }
6065                 break;
6066             }
6067             break;
6068         case 3:
6069             fireSound();
6070             bool isCustomResolution, found;
6071             switch (selected) {
6072             case 0:
6073                 isCustomResolution = true;
6074                 found = false;
6075                 for (int i = 0; (!found) && (resolutions[i]); i++) {
6076                     if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
6077                         isCustomResolution = false;
6078
6079                     if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
6080                         i++;
6081                         if (resolutions[i] != NULL) {
6082                             newscreenwidth = (int) resolutions[i]->w;
6083                             newscreenheight = (int) resolutions[i]->h;
6084                         } else if (isCustomResolution) {
6085                             if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
6086                                 newscreenwidth = (int) resolutions[0]->w;
6087                                 newscreenheight = (int) resolutions[0]->h;
6088                             } else {
6089                                 newscreenwidth = screenwidth;
6090                                 newscreenheight = screenheight;
6091                             }
6092                         } else {
6093                             newscreenwidth = (int) resolutions[0]->w;
6094                             newscreenheight = (int) resolutions[0]->h;
6095                         }
6096                         found = true;
6097                     }
6098                 }
6099
6100                 if (!found) {
6101                     newscreenwidth = (int) resolutions[0]->w;
6102                     newscreenheight = (int) resolutions[0]->h;
6103                 }
6104                 break;
6105             case 1:
6106                 newdetail++;
6107                 if (newdetail > 2)
6108                     newdetail = 0;
6109                 break;
6110             case 2:
6111                 bloodtoggle++;
6112                 if (bloodtoggle > 2)
6113                     bloodtoggle = 0;
6114                 break;
6115             case 3:
6116                 difficulty++;
6117                 if (difficulty > 2)
6118                     difficulty = 0;
6119                 break;
6120             case 4:
6121                 ismotionblur = !ismotionblur;
6122                 break;
6123             case 5:
6124                 decals = !decals;
6125                 break;
6126             case 6:
6127                 musictoggle = !musictoggle;
6128                 if (musictoggle) {
6129                     emit_stream_np(stream_menutheme);
6130                 } else {
6131                     pause_sound(leveltheme);
6132                     pause_sound(stream_fighttheme);
6133                     pause_sound(stream_menutheme);
6134
6135                     for (int i = 0; i < 4; i++) {
6136                         oldmusicvolume[i] = 0;
6137                         musicvolume[i] = 0;
6138                     }
6139                 }
6140                 break;
6141             case 7: // controls
6142                 flash();
6143                 mainmenu = 4;
6144                 selected = -1;
6145                 keyselect = -1;
6146                 break;
6147             case 8:
6148                 flash();
6149                 SaveSettings();
6150                 mainmenu = gameon ? 2 : 1;
6151                 break;
6152             case 9:
6153                 invertmouse = !invertmouse;
6154                 break;
6155             case 10:
6156                 usermousesensitivity += .2;
6157                 if (usermousesensitivity > 2)
6158                     usermousesensitivity = .2;
6159                 break;
6160             case 11:
6161                 volume += .1f;
6162                 if (volume > 1.0001f)
6163                     volume = 0;
6164                 OPENAL_SetSFXMasterVolume((int)(volume * 255));
6165                 break;
6166             case 12:
6167                 flash();
6168                 newstereomode = stereomode;
6169                 mainmenu = 18;
6170                 keyselect = -1;
6171                 break;
6172             case 13:
6173                 showdamagebar = !showdamagebar;
6174                 break;
6175             }
6176             updateSettingsMenu();
6177             break;
6178         case 4:
6179             if (!waiting) {
6180                 fireSound();
6181                 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
6182                     keyselect = selected;
6183                 if (keyselect != -1)
6184                     setKeySelected();
6185                 if (selected == (debugmode ? 10 : 9)) {
6186                     flash();
6187                     mainmenu = 3;
6188                 }
6189             }
6190             updateControlsMenu();
6191             break;
6192         case 5:
6193             fireSound();
6194             flash();
6195             if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
6196                 startbonustotal = 0;
6197
6198                 loading = 2;
6199                 loadtime = 0;
6200                 targetlevel = 7;
6201                 if (firstload)
6202                     TickOnceAfter();
6203                 else
6204                     LoadStuff();
6205                 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
6206                 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
6207                 visibleloading = 1;
6208                 stillloading = 1;
6209                 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
6210                 campaign = 1;
6211                 mainmenu = 0;
6212                 gameon = 1;
6213                 pause_sound(stream_menutheme);
6214             }
6215             switch (selected) {
6216             case 1:
6217                 startbonustotal = 0;
6218
6219                 loading = 2;
6220                 loadtime = 0;
6221                 targetlevel = -1;
6222                 if (firstload) {
6223                     TickOnceAfter();
6224                 } else
6225                     LoadStuff();
6226                 Loadlevel(-1);
6227
6228                 mainmenu = 0;
6229                 gameon = 1;
6230                 pause_sound(stream_menutheme);
6231                 break;
6232             case 2:
6233                 mainmenu = 9;
6234                 break;
6235             case 3:
6236                 mainmenu = 6;
6237                 break;
6238             case 4:
6239                 mainmenu = (gameon ? 2 : 1);
6240                 break;
6241             case 5:
6242                 mainmenu = 7;
6243                 break;
6244             case 6:
6245                 vector<string> campaigns = ListCampaigns();
6246                 vector<string>::iterator c;
6247                 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
6248                     if (!campaigns.empty())
6249                         accountactive->setCurrentCampaign(campaigns.front());
6250                 } else {
6251                     c++;
6252                     if (c == campaigns.end())
6253                         c = campaigns.begin();
6254                     accountactive->setCurrentCampaign(*c);
6255                 }
6256                 LoadMenu();
6257                 break;
6258             }
6259             break;
6260         case 6:
6261             fireSound();
6262             if (selected == 1) {
6263                 flash();
6264                 accountactive = Account::destroy(accountactive);
6265                 mainmenu = 7;
6266             } else if (selected == 2) {
6267                 flash();
6268                 mainmenu = 5;
6269             }
6270             break;
6271         case 7:
6272             fireSound();
6273             if (selected == 0 && Account::getNbAccounts() < 8) {
6274                 entername = 1;
6275             } else if (selected < Account::getNbAccounts() + 1) {
6276                 flash();
6277                 mainmenu = 5;
6278                 accountactive = Account::get(selected - 1);
6279             } else if (selected == Account::getNbAccounts() + 1) {
6280                 flash();
6281                 if (accountactive)
6282                     mainmenu = 5;
6283                 else
6284                     mainmenu = 1;
6285                 for (int j = 0; j < 255; j++) {
6286                     displaytext[0][j] = 0;
6287                 }
6288                 displaychars[0] = 0;
6289                 displayselected = 0;
6290                 entername = 0;
6291             }
6292             break;
6293         case 8:
6294             fireSound();
6295             flash();
6296             if (selected <= 2)
6297                 accountactive->setDifficulty(selected);
6298             mainmenu = 5;
6299             break;
6300         case 9:
6301             if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
6302                 fireSound();
6303                 flash();
6304
6305                 startbonustotal = 0;
6306
6307                 loading = 2;
6308                 loadtime = 0;
6309                 targetlevel = selected;
6310                 if (firstload)
6311                     TickOnceAfter();
6312                 else
6313                     LoadStuff();
6314                 Loadlevel(selected);
6315                 campaign = 0;
6316
6317                 mainmenu = 0;
6318                 gameon = 1;
6319                 pause_sound(stream_menutheme);
6320             }
6321             if (selected == numchallengelevels) {
6322                 fireSound();
6323                 flash();
6324                 mainmenu = 5;
6325             }
6326             break;
6327         case 10:
6328             if (selected == 3) {
6329                 fireSound();
6330                 flash();
6331                 mainmenu = 5;
6332             }
6333             break;
6334         case 18:
6335             if (selected == 1)
6336                 stereoseparation += 0.001;
6337             else {
6338                 fireSound();
6339                 if (selected == 0) {
6340                     newstereomode = (StereoMode)(newstereomode + 1);
6341                     while (!CanInitStereo(newstereomode)) {
6342                         printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
6343                         newstereomode = (StereoMode)(newstereomode + 1);
6344                         if (newstereomode >= stereoCount)
6345                             newstereomode = stereoNone;
6346                     }
6347                 } else if (selected == 2) {
6348                     stereoreverse = !stereoreverse;
6349                 } else if (selected == 3) {
6350                     flash();
6351                     mainmenu = 3;
6352
6353                     stereomode = newstereomode;
6354                     InitStereo(stereomode);
6355                 }
6356             }
6357             updateStereoConfigMenu();
6358             break;
6359         }
6360     }
6361
6362     if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) {
6363         tryquit = 1;
6364         if (mainmenu == 3) {
6365             SaveSettings();
6366         }
6367     }
6368
6369     OPENAL_SetFrequency(channels[stream_menutheme], 22050);
6370
6371     if (entername) {
6372         inputText(displaytext[0], &displayselected, &displaychars[0]);
6373         if (!waiting) { // the input as finished
6374             if (displaychars[0]) { // with enter
6375                 accountactive = Account::add(string(displaytext[0]));
6376
6377                 mainmenu = 8;
6378
6379                 flash();
6380
6381                 fireSound(firestartsound);
6382
6383                 for (int i = 0; i < 255; i++) {
6384                     displaytext[0][i] = 0;
6385                 }
6386                 displaychars[0] = 0;
6387
6388                 displayselected = 0;
6389             }
6390             entername = 0;
6391             LoadMenu();
6392         }
6393
6394         displayblinkdelay -= multiplier;
6395         if (displayblinkdelay <= 0) {
6396             displayblinkdelay = .3;
6397             displayblink = 1 - displayblink;
6398         }
6399     }
6400
6401     if (entername) {
6402         Menu::setText(0, displaytext[0], 20, 400, -1, -1);
6403         Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
6404     }
6405
6406     if (oldmainmenu != mainmenu)
6407         LoadMenu();
6408     oldmainmenu = mainmenu;
6409
6410 }
6411
6412 void Game::Tick()
6413 {
6414     static XYZ facing, flatfacing;
6415     static int target;
6416
6417     for (int i = 0; i < 15; i++) {
6418         displaytime[i] += multiplier;
6419     }
6420
6421     keyboardfrozen = false;
6422     Input::Tick();
6423
6424     if (Input::isKeyPressed(SDLK_F6)) {
6425         if (Input::isKeyDown(SDLK_LSHIFT))
6426             stereoreverse = true;
6427         else
6428             stereoreverse = false;
6429
6430         if (stereoreverse)
6431             printf("Stereo reversed\n");
6432         else
6433             printf("Stereo unreversed\n");
6434     }
6435
6436     if (Input::isKeyDown(SDLK_F7)) {
6437         if (Input::isKeyDown(SDLK_LSHIFT))
6438             stereoseparation -= 0.001;
6439         else
6440             stereoseparation -= 0.010;
6441         printf("Stereo decreased increased to %f\n", stereoseparation);
6442     }
6443
6444     if (Input::isKeyDown(SDLK_F8)) {
6445         if (Input::isKeyDown(SDLK_LSHIFT))
6446             stereoseparation += 0.001;
6447         else
6448             stereoseparation += 0.010;
6449         printf("Stereo separation increased to %f\n", stereoseparation);
6450     }
6451
6452
6453     if (Input::isKeyPressed(SDLK_TAB) && tutoriallevel) {
6454         if (tutorialstage != 51)
6455             tutorialstagetime = tutorialmaxtime;
6456         emit_sound_np(consolefailsound, 128.);
6457     }
6458
6459     /*
6460     Values of mainmenu :
6461     1 Main menu
6462     2 Menu pause (resume/end game)
6463     3 Option menu
6464     4 Controls configuration menu
6465     5 Main game menu (choose level or challenge)
6466     6 Deleting user menu
6467     7 User managment menu (select/add)
6468     8 Choose difficulty menu
6469     9 Challenge level selection menu
6470     10 End of the campaign congratulation (is that really a menu?)
6471     11 Same that 9 ??? => unused
6472     18 stereo configuration
6473     */
6474
6475     if (!console) {
6476         //campaign over?
6477         if (mainmenu && endgame == 1)
6478             mainmenu = 10;
6479         //go to level select after completing a campaign level
6480         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
6481             mainmenu = 5;
6482             gameon = 0;
6483             winfreeze = 0;
6484             fireSound();
6485             flash();
6486             if (musictoggle) {
6487                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6488                 emit_stream_np(stream_menutheme);
6489                 pause_sound(leveltheme);
6490             }
6491             LoadMenu();
6492         }
6493         //escape key pressed
6494         if (Input::isKeyPressed(SDLK_ESCAPE) &&
6495                 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
6496             selected = -1;
6497             if (mainmenu == 0 && !winfreeze)
6498                 mainmenu = 2; //pause
6499             else if (mainmenu == 1 || mainmenu == 2) {
6500                 mainmenu = 0; //unpause
6501             }
6502             //play menu theme
6503             if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
6504                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6505                 emit_stream_np(stream_menutheme);
6506                 pause_sound(leveltheme);
6507             }
6508             //on resume, play level music
6509             if (!mainmenu) {
6510                 pause_sound(stream_menutheme);
6511                 resume_stream(leveltheme);
6512             }
6513             //finished with settings menu
6514             if (mainmenu == 3) {
6515                 SaveSettings();
6516             }
6517             //effects
6518             if (mainmenu >= 3 && mainmenu != 8) {
6519                 fireSound();
6520                 flash();
6521             }
6522             //go back
6523             switch (mainmenu) {
6524             case 3:
6525             case 5:
6526                 mainmenu = gameon ? 2 : 1;
6527                 break;
6528             case 4:
6529             case 18:
6530                 mainmenu = 3;
6531                 break;
6532             case 6:
6533             case 7:
6534             case 9:
6535             case 10:
6536                 mainmenu = 5;
6537                 break;
6538             }
6539         }
6540     }
6541
6542     if (mainmenu) {
6543         MenuTick();
6544     }
6545
6546     if (!mainmenu) {
6547         if (hostile == 1)
6548             hostiletime += multiplier;
6549         else
6550             hostiletime = 0;
6551         if (!winfreeze)
6552             leveltime += multiplier;
6553
6554         //keys
6555         if (Input::isKeyPressed(SDLK_v) && debugmode) {
6556             freeze = 1 - freeze;
6557             if (freeze) {
6558                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6559             }
6560         }
6561
6562         if (Input::isKeyPressed(chatkey) && !console && !chatting && debugmode)
6563             chatting = 1;
6564
6565         if (chatting) {
6566             inputText(displaytext[0], &displayselected, &displaychars[0]);
6567             if (!waiting) {
6568                 if (displaychars[0]) {
6569                     for (int j = 0; j < 255; j++)
6570                         displaytext[0][j] = 0;
6571                     displaychars[0] = 0;
6572                     displayselected = 0;
6573                 }
6574                 chatting = 0;
6575             }
6576
6577             displayblinkdelay -= multiplier;
6578             if (displayblinkdelay <= 0) {
6579                 displayblinkdelay = .3;
6580                 displayblink = 1 - displayblink;
6581             }
6582         }
6583         if (chatting)
6584             keyboardfrozen = true;
6585
6586         if (Input::isKeyPressed(consolekey) && debugmode) {
6587             console = !console;
6588             if (console) {
6589                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6590             } else {
6591                 freeze = 0;
6592                 waiting = false;
6593             }
6594         }
6595
6596         if (console)
6597             freeze = 1;
6598         if (console && !Input::isKeyDown(SDLK_LMETA)) {
6599             inputText(consoletext[0], &consoleselected, &consolechars[0]);
6600             if (!waiting) {
6601                 if (consolechars[0] > 0) {
6602                     consoletext[0][consolechars[0]] = '\0';
6603                     cmd_dispatch(consoletext[0]);
6604                     for (int k = 14; k >= 1; k--) {
6605                         for (int j = 0; j < 255; j++)
6606                             consoletext[k][j] = consoletext[k - 1][j];
6607                         consolechars[k] = consolechars[k - 1];
6608                     }
6609                     for (int j = 0; j < 255; j++)
6610                         consoletext[0][j] = 0;
6611                     consolechars[0] = 0;
6612                     consoleselected = 0;
6613                 }
6614             }
6615
6616             consoleblinkdelay -= multiplier;
6617             if (consoleblinkdelay <= 0) {
6618                 consoleblinkdelay = .3;
6619                 consoleblink = 1 - consoleblink;
6620             }
6621         }
6622
6623
6624
6625         if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) {
6626             tryquit = 1;
6627             if (mainmenu == 3) {
6628                 SaveSettings();
6629             }
6630         }
6631
6632         static int oldwinfreeze;
6633         if (winfreeze && !oldwinfreeze) {
6634             OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6635             emit_sound_np(consolesuccesssound);
6636         }
6637         if (winfreeze == 0)
6638             oldwinfreeze = winfreeze;
6639         else
6640             oldwinfreeze++;
6641
6642         if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDLK_SPACE)) && !campaign)
6643             if (winfreeze)
6644                 winfreeze = 0;
6645         if ((Input::isKeyDown(SDLK_ESCAPE)) && !campaign && gameon) {
6646             if (console) {
6647                 console = false;
6648                 freeze = 0;
6649             } else if (winfreeze) {
6650                 mainmenu = 9;
6651                 gameon = 0;
6652             }
6653         }
6654
6655
6656
6657         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
6658
6659             //dialogues
6660             static float talkdelay = 0;
6661
6662             if (indialogue != -1)
6663                 talkdelay = 1;
6664             talkdelay -= multiplier;
6665
6666             if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
6667                 for (int i = 0; i < numdialogues; i++) {
6668                     int realdialoguetype;
6669                     bool special;
6670                     if (dialoguetype[i] > 49) {
6671                         realdialoguetype = dialoguetype[i] - 50;
6672                         special = 1;
6673                     } else if (dialoguetype[i] > 39) {
6674                         realdialoguetype = dialoguetype[i] - 40;
6675                         special = 1;
6676                     } else if (dialoguetype[i] > 29) {
6677                         realdialoguetype = dialoguetype[i] - 30;
6678                         special = 1;
6679                     } else if (dialoguetype[i] > 19) {
6680                         realdialoguetype = dialoguetype[i] - 20;
6681                         special = 1;
6682                     } else if (dialoguetype[i] > 9) {
6683                         realdialoguetype = dialoguetype[i] - 10;
6684                         special = 1;
6685                     } else {
6686                         realdialoguetype = dialoguetype[i];
6687                         special = 0;
6688                     }
6689                     if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
6690                             realdialoguetype < Person::players.size() &&
6691                             realdialoguetype > 0 &&
6692                             (dialoguegonethrough[i] == 0 || !special) &&
6693                             (special || Input::isKeyPressed(attackkey))) {
6694                         if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
6695                                 Person::players[realdialoguetype]->howactive >= typedead1 ||
6696                                 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
6697                             whichdialogue = i;
6698                             for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
6699                                 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6700                                 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6701                                 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6702                                 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
6703                                 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
6704                                 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
6705                             }
6706                             directing = 0;
6707                             indialogue = 0;
6708                             dialoguetime = 0;
6709                             dialoguegonethrough[i]++;
6710                             if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6711                                 playdialogueboxsound();
6712                             }
6713                         }
6714                     }
6715                 }
6716
6717             windvar += multiplier;
6718             smoketex += multiplier;
6719             tutorialstagetime += multiplier;
6720
6721             //hotspots
6722             static float hotspotvisual[40];
6723             if (numhotspots) {
6724                 XYZ hotspotsprite;
6725                 if (editorenabled)
6726                     for (int i = 0; i < numhotspots; i++)
6727                         hotspotvisual[i] -= multiplier / 320;
6728
6729                 for (int i = 0; i < numhotspots; i++) {
6730                     //if(hotspottype[i]<=10)
6731                     while (hotspotvisual[i] < 0) {
6732                         hotspotsprite = 0;
6733                         hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
6734                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
6735                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
6736                         hotspotsprite += hotspot[i];
6737                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
6738                         hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
6739                     }
6740                 }
6741
6742                 for (int i = 0; i < numhotspots; i++) {
6743                     if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
6744                         hotspot[i] = Person::players[hotspottype[i]]->coords;
6745                     }
6746                 }
6747             }
6748
6749             //Tutorial
6750             if (tutoriallevel) {
6751                 doTutorial();
6752             }
6753
6754             //bonuses
6755             if (tutoriallevel != 1) {
6756                 if (bonustime == 0 &&
6757                         bonus != solidhit &&
6758                         bonus != spinecrusher &&
6759                         bonus != tracheotomy &&
6760                         bonus != backstab &&
6761                         bonusvalue > 10) {
6762                     emit_sound_np(consolesuccesssound);
6763                 }
6764             } else if (bonustime == 0) {
6765                 emit_sound_np(fireendsound);
6766             }
6767             if (bonustime == 0) {
6768                 if (bonus != solidhit &&
6769                         bonus != twoxcombo &&
6770                         bonus != threexcombo &&
6771                         bonus != fourxcombo &&
6772                         bonus != megacombo)
6773                     bonusnum[bonus]++;
6774                 else
6775                     bonusnum[bonus] += 0.15;
6776                 if (tutoriallevel)
6777                     bonusvalue = 0;
6778                 bonusvalue /= bonusnum[bonus];
6779                 bonustotal += bonusvalue;
6780             }
6781             bonustime += multiplier;
6782
6783             //snow effects
6784             if (environment == snowyenvironment) {
6785                 precipdelay -= multiplier;
6786                 while (precipdelay < 0) {
6787                     precipdelay += .04;
6788                     if (!detail)
6789                         precipdelay += .04;
6790                     XYZ footvel, footpoint;
6791
6792                     footvel = 0;
6793                     footpoint = viewer + viewerfacing * 6;
6794                     footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
6795                     footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
6796                     footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
6797                     Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
6798                 }
6799             }
6800
6801
6802             doAerialAcrobatics();
6803
6804
6805             static XYZ oldviewer;
6806
6807             //control keys
6808             if (indialogue == -1) {
6809                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
6810                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
6811                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
6812                 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
6813                 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
6814                 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
6815                 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
6816                 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
6817             } else {
6818                 Person::players[0]->forwardkeydown = 0;
6819                 Person::players[0]->leftkeydown = 0;
6820                 Person::players[0]->backkeydown = 0;
6821                 Person::players[0]->rightkeydown = 0;
6822                 Person::players[0]->jumpkeydown = 0;
6823                 Person::players[0]->crouchkeydown = 0;
6824                 Person::players[0]->drawkeydown = 0;
6825                 Person::players[0]->throwkeydown = 0;
6826             }
6827
6828             if (!Person::players[0]->jumpkeydown)
6829                 Person::players[0]->jumpclimb = 0;
6830
6831
6832             if (indialogue != -1) {
6833                 cameramode = 1;
6834                 if (directing) {
6835                     facing = 0;
6836                     facing.z = -1;
6837
6838                     facing = DoRotation(facing, -pitch, 0, 0);
6839                     facing = DoRotation(facing, 0, 0 - yaw, 0);
6840
6841                     flatfacing = 0;
6842                     flatfacing.z = -1;
6843
6844                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
6845
6846                     if (Input::isKeyDown(forwardkey))
6847                         viewer += facing * multiplier * 4;
6848                     if (Input::isKeyDown(backkey))
6849                         viewer -= facing * multiplier * 4;
6850                     if (Input::isKeyDown(leftkey))
6851                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
6852                     if (Input::isKeyDown(rightkey))
6853                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
6854                     if (Input::isKeyDown(jumpkey))
6855                         viewer.y += multiplier * 4;
6856                     if (Input::isKeyDown(crouchkey))
6857                         viewer.y -= multiplier * 4;
6858                     if (     Input::isKeyPressed(SDLK_1) ||
6859                              Input::isKeyPressed(SDLK_2) ||
6860                              Input::isKeyPressed(SDLK_3) ||
6861                              Input::isKeyPressed(SDLK_4) ||
6862                              Input::isKeyPressed(SDLK_5) ||
6863                              Input::isKeyPressed(SDLK_6) ||
6864                              Input::isKeyPressed(SDLK_7) ||
6865                              Input::isKeyPressed(SDLK_8) ||
6866                              Input::isKeyPressed(SDLK_9) ||
6867                              Input::isKeyPressed(SDLK_0) ||
6868                              Input::isKeyPressed(SDLK_MINUS)) {
6869                         int whichend;
6870                         if (Input::isKeyPressed(SDLK_1)) whichend = 1;
6871                         if (Input::isKeyPressed(SDLK_2)) whichend = 2;
6872                         if (Input::isKeyPressed(SDLK_3)) whichend = 3;
6873                         if (Input::isKeyPressed(SDLK_4)) whichend = 4;
6874                         if (Input::isKeyPressed(SDLK_5)) whichend = 5;
6875                         if (Input::isKeyPressed(SDLK_6)) whichend = 6;
6876                         if (Input::isKeyPressed(SDLK_7)) whichend = 7;
6877                         if (Input::isKeyPressed(SDLK_8)) whichend = 8;
6878                         if (Input::isKeyPressed(SDLK_9)) whichend = 9;
6879                         if (Input::isKeyPressed(SDLK_0)) whichend = 0;
6880                         if (Input::isKeyPressed(SDLK_MINUS))
6881                             whichend = -1;
6882                         if (whichend != -1) {
6883                             participantfocus[whichdialogue][indialogue] = whichend;
6884                             participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
6885                             participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
6886                         }
6887                         if (whichend == -1) {
6888                             participantfocus[whichdialogue][indialogue] = -1;
6889                         }
6890                         if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6891                             indialogue = -1;
6892                             directing = 0;
6893                             cameramode = 0;
6894                         }
6895                         dialoguecamera[whichdialogue][indialogue] = viewer;
6896                         dialoguecamerayaw[whichdialogue][indialogue] = yaw;
6897                         dialoguecamerapitch[whichdialogue][indialogue] = pitch;
6898                         indialogue++;
6899                         if (indialogue < numdialogueboxes[whichdialogue]) {
6900                             if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6901                                 playdialogueboxsound();
6902                             }
6903                         }
6904
6905                         for (int j = 0; j < Person::players.size(); j++) {
6906                             participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
6907                         }
6908                     }
6909                     //TODO: should these be KeyDown or KeyPressed?
6910                     if (     Input::isKeyDown(SDLK_KP1) ||
6911                              Input::isKeyDown(SDLK_KP2) ||
6912                              Input::isKeyDown(SDLK_KP3) ||
6913                              Input::isKeyDown(SDLK_KP4) ||
6914                              Input::isKeyDown(SDLK_KP5) ||
6915                              Input::isKeyDown(SDLK_KP6) ||
6916                              Input::isKeyDown(SDLK_KP7) ||
6917                              Input::isKeyDown(SDLK_KP8) ||
6918                              Input::isKeyDown(SDLK_KP9) ||
6919                              Input::isKeyDown(SDLK_KP0)) {
6920                         int whichend;
6921                         if (Input::isKeyDown(SDLK_KP1)) whichend = 1;
6922                         if (Input::isKeyDown(SDLK_KP2)) whichend = 2;
6923                         if (Input::isKeyDown(SDLK_KP3)) whichend = 3;
6924                         if (Input::isKeyDown(SDLK_KP4)) whichend = 4;
6925                         if (Input::isKeyDown(SDLK_KP5)) whichend = 5;
6926                         if (Input::isKeyDown(SDLK_KP6)) whichend = 6;
6927                         if (Input::isKeyDown(SDLK_KP7)) whichend = 7;
6928                         if (Input::isKeyDown(SDLK_KP8)) whichend = 8;
6929                         if (Input::isKeyDown(SDLK_KP9)) whichend = 9;
6930                         if (Input::isKeyDown(SDLK_KP0)) whichend = 0;
6931                         participantfacing[whichdialogue][indialogue][whichend] = facing;
6932                     }
6933                     if (indialogue >= numdialogueboxes[whichdialogue]) {
6934                         indialogue = -1;
6935                         directing = 0;
6936                         cameramode = 0;
6937                     }
6938                 }
6939                 if (!directing) {
6940                     pause_sound(whooshsound);
6941                     viewer = dialoguecamera[whichdialogue][indialogue];
6942                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
6943                     yaw = dialoguecamerayaw[whichdialogue][indialogue];
6944                     pitch = dialoguecamerapitch[whichdialogue][indialogue];
6945                     if (dialoguetime > 0.5)
6946                         if (     Input::isKeyPressed(SDLK_1) ||
6947                                  Input::isKeyPressed(SDLK_2) ||
6948                                  Input::isKeyPressed(SDLK_3) ||
6949                                  Input::isKeyPressed(SDLK_4) ||
6950                                  Input::isKeyPressed(SDLK_5) ||
6951                                  Input::isKeyPressed(SDLK_6) ||
6952                                  Input::isKeyPressed(SDLK_7) ||
6953                                  Input::isKeyPressed(SDLK_8) ||
6954                                  Input::isKeyPressed(SDLK_9) ||
6955                                  Input::isKeyPressed(SDLK_0) ||
6956                                  Input::isKeyPressed(SDLK_MINUS) ||
6957                                  Input::isKeyPressed(attackkey)) {
6958                             indialogue++;
6959                             if (indialogue < numdialogueboxes[whichdialogue]) {
6960                                 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6961                                     playdialogueboxsound();
6962                                     if (dialogueboxsound[whichdialogue][indialogue] == -5) {
6963                                         hotspot[numhotspots] = Person::players[0]->coords;
6964                                         hotspotsize[numhotspots] = 10;
6965                                         hotspottype[numhotspots] = -1;
6966
6967                                         numhotspots++;
6968                                     }
6969                                     if (dialogueboxsound[whichdialogue][indialogue] == -6) {
6970                                         hostile = 1;
6971                                     }
6972
6973                                     if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6974                                         indialogue = -1;
6975                                         directing = 0;
6976                                         cameramode = 0;
6977                                     }
6978                                 }
6979                             }
6980                         }
6981                     if (indialogue >= numdialogueboxes[whichdialogue]) {
6982                         indialogue = -1;
6983                         directing = 0;
6984                         cameramode = 0;
6985                         if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
6986                             hostile = 1;
6987                         }
6988                         if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
6989                             windialogue = true;
6990                         }
6991                         if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
6992                             hostile = 1;
6993                             for (int i = 1; i < Person::players.size(); i++) {
6994                                 Person::players[i]->aitype = attacktypecutoff;
6995                             }
6996                         }
6997                     }
6998                 }
6999             }
7000
7001             if (!Person::players[0]->jumpkeydown) {
7002                 Person::players[0]->jumptogglekeydown = 0;
7003             }
7004             if (Person::players[0]->jumpkeydown &&
7005                     Person::players[0]->animTarget != jumpupanim &&
7006                     Person::players[0]->animTarget != jumpdownanim &&
7007                     !Person::players[0]->isFlip())
7008                 Person::players[0]->jumptogglekeydown = 1;
7009
7010
7011             dialoguetime += multiplier;
7012             hawkyaw += multiplier * 25;
7013             realhawkcoords = 0;
7014             realhawkcoords.x = 25;
7015             realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
7016             hawkcalldelay -= multiplier / 2;
7017
7018             if (hawkcalldelay <= 0) {
7019                 emit_sound_at(hawksound, realhawkcoords);
7020
7021                 hawkcalldelay = 16 + abs(Random() % 8);
7022             }
7023
7024             doDebugKeys();
7025
7026             doAttacks();
7027
7028             doPlayerCollisions();
7029
7030             doJumpReversals();
7031
7032             for (int k = 0; k < Person::players.size(); k++)
7033                 if (k != 0 && Person::players[k]->immobile)
7034                     Person::players[k]->coords = Person::players[k]->realoldcoords;
7035
7036             for (int k = 0; k < Person::players.size(); k++) {
7037                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
7038                     if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
7039                         Person::players[k]->DoDamage(1000);
7040                     }
7041                 }
7042             }
7043
7044             //respawn
7045             static bool respawnkeydown;
7046             if (!editorenabled &&
7047                     (whichlevel != -2 &&
7048                      (Input::isKeyDown(SDLK_z) &&
7049                       Input::isKeyDown(SDLK_LMETA) &&
7050                       debugmode) ||
7051                      (Input::isKeyDown(jumpkey) &&
7052                       !respawnkeydown &&
7053                       !oldattackkey &&
7054                       Person::players[0]->dead))) {
7055                 targetlevel = whichlevel;
7056                 loading = 1;
7057                 leveltime = 5;
7058             }
7059             if (!Input::isKeyDown(jumpkey))
7060                 respawnkeydown = 0;
7061             if (Input::isKeyDown(jumpkey))
7062                 respawnkeydown = 1;
7063
7064
7065
7066
7067             static bool movekey;
7068
7069             //?
7070             for (int i = 0; i < Person::players.size(); i++) {
7071                 static float oldtargetyaw;
7072                 if (!Person::players[i]->skeleton.free) {
7073                     oldtargetyaw = Person::players[i]->targetyaw;
7074                     if (i == 0 && indialogue == -1) {
7075                         //TODO: refactor repetitive code
7076                         if (!animation[Person::players[0]->animTarget].attack &&
7077                                 Person::players[0]->animTarget != staggerbackhighanim &&
7078                                 Person::players[0]->animTarget != staggerbackhardanim &&
7079                                 Person::players[0]->animTarget != crouchremoveknifeanim &&
7080                                 Person::players[0]->animTarget != removeknifeanim &&
7081                                 Person::players[0]->animTarget != backhandspringanim &&
7082                                 Person::players[0]->animTarget != dodgebackanim &&
7083                                 Person::players[0]->animTarget != walljumprightkickanim &&
7084                                 Person::players[0]->animTarget != walljumpleftkickanim) {
7085                             if (cameramode)
7086                                 Person::players[0]->targetyaw = 0;
7087                             else
7088                                 Person::players[0]->targetyaw = -yaw + 180;
7089                         }
7090
7091                         facing = 0;
7092                         facing.z = -1;
7093
7094                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7095                         if (cameramode) {
7096                             facing = flatfacing;
7097                         } else {
7098                             facing = DoRotation(facing, -pitch, 0, 0);
7099                             facing = DoRotation(facing, 0, 0 - yaw, 0);
7100                         }
7101
7102                         Person::players[0]->lookyaw = -yaw;
7103
7104                         Person::players[i]->targetheadyaw = yaw;
7105                         Person::players[i]->targetheadpitch = pitch;
7106                     }
7107                     if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
7108                         if (!animation[Person::players[i]->animTarget].attack &&
7109                                 Person::players[i]->animTarget != staggerbackhighanim &&
7110                                 Person::players[i]->animTarget != staggerbackhardanim &&
7111                                 Person::players[i]->animTarget != crouchremoveknifeanim &&
7112                                 Person::players[i]->animTarget != removeknifeanim &&
7113                                 Person::players[i]->animTarget != backhandspringanim &&
7114                                 Person::players[i]->animTarget != dodgebackanim &&
7115                                 Person::players[i]->animTarget != walljumprightkickanim &&
7116                                 Person::players[i]->animTarget != walljumpleftkickanim) {
7117                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
7118                         }
7119
7120                         facing = 0;
7121                         facing.z = -1;
7122
7123                         flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7124
7125                         facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
7126                         facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
7127
7128                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
7129                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
7130                     }
7131                     if (indialogue != -1) {
7132                         Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
7133                         Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
7134                     }
7135
7136                     if (leveltime < .5)
7137                         numenvsounds = 0;
7138
7139                     Person::players[i]->avoidsomething = 0;
7140
7141                     //avoid flaming things
7142                     for (int j = 0; j < objects.numobjects; j++)
7143                         if (objects.onfire[j])
7144                             if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
7145                                 if (     distsq(&Person::players[i]->coords, &objects.position[j]) <
7146                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7147                                     Person::players[i]->collided = 0;
7148                                     Person::players[i]->avoidcollided = 1;
7149                                     if (Person::players[i]->avoidsomething == 0 ||
7150                                             distsq(&Person::players[i]->coords, &objects.position[j]) <
7151                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7152                                         Person::players[i]->avoidwhere = objects.position[j];
7153                                         Person::players[i]->avoidsomething = 1;
7154                                     }
7155                                 }
7156
7157                     //avoid flaming players
7158                     for (int j = 0; j < Person::players.size(); j++)
7159                         if (Person::players[j]->onfire)
7160                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
7161                                 if (     distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7162                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7163                                     Person::players[i]->collided = 0;
7164                                     Person::players[i]->avoidcollided = 1;
7165                                     if (Person::players[i]->avoidsomething == 0 ||
7166                                             distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7167                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7168                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
7169                                         Person::players[i]->avoidsomething = 1;
7170                                     }
7171                                 }
7172
7173                     if (Person::players[i]->collided > .8)
7174                         Person::players[i]->avoidcollided = 0;
7175
7176                     doAI(i);
7177
7178                     if (animation[Person::players[i]->animTarget].attack == reversed) {
7179                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
7180                         Person::players[i]->forwardkeydown = 0;
7181                         Person::players[i]->leftkeydown = 0;
7182                         Person::players[i]->backkeydown = 0;
7183                         Person::players[i]->rightkeydown = 0;
7184                         Person::players[i]->jumpkeydown = 0;
7185                         Person::players[i]->attackkeydown = 0;
7186                         //Person::players[i]->crouchkeydown=0;
7187                         Person::players[i]->throwkeydown = 0;
7188                     }
7189
7190                     if (indialogue != -1) {
7191                         Person::players[i]->forwardkeydown = 0;
7192                         Person::players[i]->leftkeydown = 0;
7193                         Person::players[i]->backkeydown = 0;
7194                         Person::players[i]->rightkeydown = 0;
7195                         Person::players[i]->jumpkeydown = 0;
7196                         Person::players[i]->crouchkeydown = 0;
7197                         Person::players[i]->drawkeydown = 0;
7198                         Person::players[i]->throwkeydown = 0;
7199                     }
7200
7201                     if (Person::players[i]->collided < -.3)
7202                         Person::players[i]->collided = -.3;
7203                     if (Person::players[i]->collided > 1)
7204                         Person::players[i]->collided = 1;
7205                     Person::players[i]->collided -= multiplier * 4;
7206                     Person::players[i]->whichdirectiondelay -= multiplier;
7207                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
7208                         Person::players[i]->avoidcollided = -.3;
7209                         Person::players[i]->whichdirection = abs(Random() % 2);
7210                         Person::players[i]->whichdirectiondelay = .4;
7211                     }
7212                     if (Person::players[i]->avoidcollided > 1)
7213                         Person::players[i]->avoidcollided = 1;
7214                     Person::players[i]->avoidcollided -= multiplier / 4;
7215                     if (!Person::players[i]->skeleton.free) {
7216                         Person::players[i]->stunned -= multiplier;
7217                         Person::players[i]->surprised -= multiplier;
7218                     }
7219                     if (i != 0 && Person::players[i]->surprised <= 0 &&
7220                             Person::players[i]->aitype == attacktypecutoff &&
7221                             !Person::players[i]->dead &&
7222                             !Person::players[i]->skeleton.free &&
7223                             animation[Person::players[i]->animTarget].attack == neutral)
7224                         numresponded = 1;
7225
7226                     if (!Person::players[i]->throwkeydown)
7227                         Person::players[i]->throwtogglekeydown = 0;
7228
7229                     //pick up weapon
7230                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
7231                         if (Person::players[i]->weaponactive == -1 &&
7232                                 Person::players[i]->num_weapons < 2 &&
7233                                 (Person::players[i]->isIdle() ||
7234                                  Person::players[i]->isCrouch() ||
7235                                  Person::players[i]->animTarget == sneakanim ||
7236                                  Person::players[i]->animTarget == rollanim ||
7237                                  Person::players[i]->animTarget == backhandspringanim ||
7238                                  Person::players[i]->isFlip() ||
7239                                  Person::players[i]->isFlip() ||
7240                                  Person::players[i]->aitype != playercontrolled)) {
7241                             for (int j = 0; j < weapons.size(); j++) {
7242                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7243                                         Person::players[i]->aitype == playercontrolled) &&
7244                                         weapons[j].owner == -1 &&
7245                                         Person::players[i]->weaponactive == -1)
7246                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
7247                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
7248                                             if (Person::players[i]->isCrouch() ||
7249                                                     Person::players[i]->animTarget == sneakanim ||
7250                                                     Person::players[i]->isRun() ||
7251                                                     Person::players[i]->isIdle() ||
7252                                                     Person::players[i]->aitype != playercontrolled) {
7253                                                 Person::players[i]->throwtogglekeydown = 1;
7254                                                 Person::players[i]->setAnimation(crouchremoveknifeanim);
7255                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7256                                                 Person::players[i]->hasvictim = 0;
7257                                             }
7258                                             if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7259                                                 Person::players[i]->throwtogglekeydown = 1;
7260                                                 Person::players[i]->hasvictim = 0;
7261
7262                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7263                                                         Person::players[i]->aitype == playercontrolled) &&
7264                                                         weapons[j].owner == -1 ||
7265                                                         Person::players[i]->victim &&
7266                                                         weapons[j].owner == Person::players[i]->victim->id)
7267                                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
7268                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
7269                                                             if (weapons[j].getType() != staff)
7270                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7271
7272                                                             Person::players[i]->weaponactive = 0;
7273                                                             weapons[j].owner = Person::players[i]->id;
7274                                                             if (Person::players[i]->num_weapons > 0)
7275                                                                 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7276                                                             Person::players[i]->num_weapons++;
7277                                                             Person::players[i]->weaponids[0] = j;
7278                                                         }
7279                                             }
7280                                         } else if ((Person::players[i]->isIdle() ||
7281                                                     Person::players[i]->isFlip() ||
7282                                                     Person::players[i]->aitype != playercontrolled) &&
7283                                                    distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
7284                                                    Person::players[i]->coords.y < weapons[j].position.y) {
7285                                             if (!Person::players[i]->isFlip()) {
7286                                                 Person::players[i]->throwtogglekeydown = 1;
7287                                                 Person::players[i]->setAnimation(removeknifeanim);
7288                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7289                                             }
7290                                             if (Person::players[i]->isFlip()) {
7291                                                 Person::players[i]->throwtogglekeydown = 1;
7292                                                 Person::players[i]->hasvictim = 0;
7293
7294                                                 for (int k = 0; k < weapons.size(); k++) {
7295                                                     if (Person::players[i]->weaponactive == -1)
7296                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
7297                                                                 Person::players[i]->aitype == playercontrolled) &&
7298                                                                 weapons[k].owner == -1 ||
7299                                                                 Person::players[i]->victim &&
7300                                                                 weapons[k].owner == Person::players[i]->victim->id)
7301                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
7302                                                                     Person::players[i]->weaponactive == -1) {
7303                                                                 if (weapons[k].getType() != staff)
7304                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7305
7306                                                                 Person::players[i]->weaponactive = 0;
7307                                                                 weapons[k].owner = Person::players[i]->id;
7308                                                                 if (Person::players[i]->num_weapons > 0)
7309                                                                     Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7310                                                                 Person::players[i]->num_weapons++;
7311                                                                 Person::players[i]->weaponids[0] = k;
7312                                                             }
7313                                                 }
7314                                             }
7315                                         }
7316                                     }
7317                             }
7318                             if (Person::players[i]->isCrouch() ||
7319                                     Person::players[i]->animTarget == sneakanim ||
7320                                     Person::players[i]->isRun() ||
7321                                     Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
7322                                     Person::players[i]->animTarget == backhandspringanim) {
7323                                 if (Person::players.size() > 1)
7324                                     for (int j = 0; j < Person::players.size(); j++) {
7325                                         if (Person::players[i]->weaponactive == -1)
7326                                             if (j != i)
7327                                                 if (Person::players[j]->num_weapons &&
7328                                                         Person::players[j]->skeleton.free &&
7329                                                         distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
7330                                                         (((Person::players[j]->skeleton.forward.y < 0 &&
7331                                                            Person::players[j]->weaponstuckwhere == 0) ||
7332                                                           (Person::players[j]->skeleton.forward.y > 0 &&
7333                                                            Person::players[j]->weaponstuckwhere == 1)) ||
7334                                                          Person::players[j]->weaponstuck == -1 ||
7335                                                          Person::players[j]->num_weapons > 1)) {
7336                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
7337                                                         Person::players[i]->throwtogglekeydown = 1;
7338                                                         Person::players[i]->victim = Person::players[j];
7339                                                         Person::players[i]->hasvictim = 1;
7340                                                         Person::players[i]->setAnimation(crouchremoveknifeanim);
7341                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7342                                                     }
7343                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7344                                                         Person::players[i]->throwtogglekeydown = 1;
7345                                                         Person::players[i]->victim = Person::players[j];
7346                                                         Person::players[i]->hasvictim = 1;
7347                                                         int k = Person::players[j]->weaponids[0];
7348                                                         if (Person::players[i]->hasvictim) {
7349                                                             bool fleshstuck;
7350                                                             fleshstuck = 0;
7351                                                             if (Person::players[i]->victim->weaponstuck != -1) {
7352                                                                 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7353                                                                     fleshstuck = 1;
7354                                                                 }
7355                                                             }
7356                                                             if (!fleshstuck) {
7357                                                                 if (weapons[k].getType() != staff)
7358                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7359                                                             }
7360                                                             if (fleshstuck)
7361                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
7362
7363                                                             Person::players[i]->weaponactive = 0;
7364                                                             if (weapons[k].owner != -1) {
7365                                                                 if (Person::players[i]->victim->num_weapons == 1)
7366                                                                     Person::players[i]->victim->num_weapons = 0;
7367                                                                 else
7368                                                                     Person::players[i]->victim->num_weapons = 1;
7369
7370                                                                 Person::players[i]->victim->skeleton.longdead = 0;
7371                                                                 Person::players[i]->victim->skeleton.free = 1;
7372                                                                 Person::players[i]->victim->skeleton.broken = 0;
7373
7374                                                                 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
7375                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
7376                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
7377                                                                 }
7378
7379                                                                 XYZ relative;
7380                                                                 relative = 0;
7381                                                                 relative.y = 10;
7382                                                                 Normalise(&relative);
7383                                                                 XYZ footvel, footpoint;
7384                                                                 footvel = 0;
7385                                                                 footpoint = weapons[k].position;
7386                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
7387                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7388                                                                         if (bloodtoggle)
7389                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
7390                                                                         weapons[k].bloody = 2;
7391                                                                         weapons[k].blooddrip = 5;
7392                                                                         Person::players[i]->victim->weaponstuck = -1;
7393                                                                         Person::players[i]->victim->bloodloss += 2000;
7394                                                                         Person::players[i]->victim->DoDamage(2000);
7395                                                                     }
7396                                                                 }
7397                                                                 if (Person::players[i]->victim->num_weapons > 0) {
7398                                                                     if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
7399                                                                         Person::players[i]->victim->weaponstuck = 0;
7400                                                                     if (Person::players[i]->victim->weaponids[0] == k)
7401                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
7402                                                                 }
7403
7404                                                                 Person::players[i]->victim->weaponactive = -1;
7405
7406                                                                 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
7407                                                                 Person::players[i]->victim->jointVel(neck) += relative * 6;
7408                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
7409                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
7410                                                             }
7411                                                             weapons[k].owner = i;
7412                                                             if (Person::players[i]->num_weapons > 0) {
7413                                                                 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7414                                                             }
7415                                                             Person::players[i]->num_weapons++;
7416                                                             Person::players[i]->weaponids[0] = k;
7417                                                         }
7418                                                     }
7419                                                 }
7420                                     }
7421                             }
7422                         }
7423                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7424                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7425                                 if (Person::players[i]->isIdle() ||
7426                                         Person::players[i]->isRun() ||
7427                                         Person::players[i]->isCrouch() ||
7428                                         Person::players[i]->animTarget == sneakanim ||
7429                                         Person::players[i]->isFlip())
7430                                     if (Person::players.size() > 1)
7431                                         for (int j = 0; j < Person::players.size(); j++) {
7432                                             if (i != j)
7433                                                 if (tutoriallevel != 1 || tutorialstage == 49)
7434                                                     if (hostile)
7435                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
7436                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
7437                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
7438                                                                 !Person::players[j]->skeleton.free &&
7439                                                                 -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)) {
7440                                                             if (!Person::players[i]->isFlip()) {
7441                                                                 Person::players[i]->throwtogglekeydown = 1;
7442                                                                 Person::players[i]->victim = Person::players[j];
7443                                                                 Person::players[i]->setAnimation(knifethrowanim);
7444                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7445                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
7446                                                             }
7447                                                             if (Person::players[i]->isFlip()) {
7448                                                                 if (Person::players[i]->weaponactive != -1) {
7449                                                                     Person::players[i]->throwtogglekeydown = 1;
7450                                                                     Person::players[i]->victim = Person::players[j];
7451                                                                     XYZ aim;
7452                                                                     weapons[Person::players[i]->weaponids[0]].owner = -1;
7453                                                                     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);
7454                                                                     Normalise(&aim);
7455
7456                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
7457
7458                                                                     weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
7459                                                                     weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
7460                                                                     weapons[Person::players[i]->weaponids[0]].missed = 0;
7461                                                                     weapons[Person::players[i]->weaponids[0]].freetime = 0;
7462                                                                     weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7463                                                                     weapons[Person::players[i]->weaponids[0]].physics = 0;
7464                                                                     Person::players[i]->num_weapons--;
7465                                                                     if (Person::players[i]->num_weapons) {
7466                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7467                                                                     }
7468                                                                     Person::players[i]->weaponactive = -1;
7469                                                                 }
7470                                                             }
7471                                                         }
7472                                         }
7473                             }
7474                         }
7475                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7476                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
7477                                 Person::players[i]->throwtogglekeydown = 1;
7478                                 weapons[Person::players[i]->weaponids[0]].owner = -1;
7479                                 weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
7480                                 if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
7481                                     weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
7482                                 weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
7483                                 weapons[Person::players[i]->weaponids[0]].missed = 1;
7484                                 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7485                                 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7486                                 weapons[Person::players[i]->weaponids[0]].physics = 1;
7487                                 Person::players[i]->num_weapons--;
7488                                 if (Person::players[i]->num_weapons) {
7489                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7490                                     if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
7491                                         Person::players[i]->weaponstuck = 0;
7492                                 }
7493
7494                                 Person::players[i]->weaponactive = -1;
7495                                 for (int j = 0; j < Person::players.size(); j++) {
7496                                     Person::players[j]->wentforweapon = 0;
7497                                 }
7498                             }
7499                         }
7500
7501                     }
7502
7503                     //draw weapon
7504                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
7505                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
7506                                 (Person::players[i]->num_weapons == 2) &&
7507                                 (Person::players[i]->weaponactive == -1) &&
7508                                 Person::players[i]->isIdle() ||
7509                                 Person::players[0]->dead &&
7510                                 (Person::players[i]->weaponactive != -1) &&
7511                                 i != 0) {
7512                             bool isgood = true;
7513                             if (Person::players[i]->weaponactive != -1)
7514                                 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
7515                                     isgood = false;
7516                             if (isgood && Person::players[i]->creature != wolftype) {
7517                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7518                                     Person::players[i]->setAnimation(drawrightanim);
7519                                     Person::players[i]->drawtogglekeydown = 1;
7520                                 }
7521                                 if ((Person::players[i]->isIdle() ||
7522                                         (Person::players[i]->aitype != playercontrolled &&
7523                                          Person::players[0]->weaponactive != -1 &&
7524                                          Person::players[i]->isRun())) &&
7525                                         Person::players[i]->num_weapons &&
7526                                         weapons[Person::players[i]->weaponids[0]].getType() == sword) {
7527                                     Person::players[i]->setAnimation(drawleftanim);
7528                                     Person::players[i]->drawtogglekeydown = 1;
7529                                 }
7530                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7531                                     Person::players[i]->setAnimation(crouchdrawrightanim);
7532                                     Person::players[i]->drawtogglekeydown = 1;
7533                                 }
7534                             }
7535                         }
7536                     }
7537
7538                     //clean weapon
7539                     if (Person::players[i]->weaponactive != -1) {
7540                         if (Person::players[i]->isCrouch() &&
7541                                 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
7542                                 bloodtoggle &&
7543                                 Person::players[i]->onterrain &&
7544                                 Person::players[i]->num_weapons &&
7545                                 Person::players[i]->attackkeydown &&
7546                                 musictype != stream_fighttheme) {
7547                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
7548                                 Person::players[i]->setAnimation(crouchstabanim);
7549                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
7550                                 Person::players[i]->setAnimation(swordgroundstabanim);
7551                             Person::players[i]->hasvictim = 0;
7552                         }
7553                     }
7554
7555                     if (!Person::players[i]->drawkeydown)
7556                         Person::players[i]->drawtogglekeydown = 0;
7557
7558                     XYZ absflatfacing;
7559                     if (i == 0) {
7560                         absflatfacing = 0;
7561                         absflatfacing.z = -1;
7562
7563                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
7564                     } else
7565                         absflatfacing = flatfacing;
7566
7567                     if (indialogue != -1) {
7568                         Person::players[i]->forwardkeydown = 0;
7569                         Person::players[i]->leftkeydown = 0;
7570                         Person::players[i]->backkeydown = 0;
7571                         Person::players[i]->rightkeydown = 0;
7572                         Person::players[i]->jumpkeydown = 0;
7573                         Person::players[i]->crouchkeydown = 0;
7574                         Person::players[i]->drawkeydown = 0;
7575                         Person::players[i]->throwkeydown = 0;
7576                     }
7577                     movekey = 0;
7578                     //Do controls
7579                     if (!animation[Person::players[i]->animTarget].attack &&
7580                             Person::players[i]->animTarget != staggerbackhighanim &&
7581                             Person::players[i]->animTarget != staggerbackhardanim &&
7582                             Person::players[i]->animTarget != backhandspringanim &&
7583                             Person::players[i]->animTarget != dodgebackanim) {
7584                         if (!Person::players[i]->forwardkeydown)
7585                             Person::players[i]->forwardstogglekeydown = 0;
7586                         if (Person::players[i]->crouchkeydown) {
7587                             //Crouch
7588                             target = -2;
7589                             if (i == 0) {
7590                                 Person::players[i]->superruntoggle = 1;
7591                                 if (Person::players.size() > 1)
7592                                     for (int j = 0; j < Person::players.size(); j++)
7593                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
7594                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
7595                                                 Person::players[i]->superruntoggle = 0;
7596                             }
7597
7598                             if (Person::players.size() > 1)
7599                                 for (int j = 0; j < Person::players.size(); j++) {
7600                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
7601                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7602                                                 Person::players[j]->victim == Person::players[i] &&
7603                                                 (Person::players[j]->animTarget == sweepanim ||
7604                                                  Person::players[j]->animTarget == upunchanim ||
7605                                                  Person::players[j]->animTarget == wolfslapanim ||
7606                                                  ((Person::players[j]->animTarget == swordslashanim ||
7607                                                    Person::players[j]->animTarget == knifeslashstartanim ||
7608                                                    Person::players[j]->animTarget == staffhitanim ||
7609                                                    Person::players[j]->animTarget == staffspinhitanim) &&
7610                                                   distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
7611                                             if (target >= 0)
7612                                                 target = -1;
7613                                             else
7614                                                 target = j;
7615                                         }
7616                                     }
7617                                 }
7618                             if (target >= 0)
7619                                 Person::players[target]->Reverse();
7620                             Person::players[i]->lowreversaldelay = .5;
7621
7622                             if (Person::players[i]->isIdle()) {
7623                                 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
7624                                 Person::players[i]->transspeed = 10;
7625                             }
7626                             if (Person::players[i]->isRun() ||
7627                                     (Person::players[i]->isStop() &&
7628                                      (Person::players[i]->leftkeydown ||
7629                                       Person::players[i]->rightkeydown ||
7630                                       Person::players[i]->forwardkeydown ||
7631                                       Person::players[i]->backkeydown))) {
7632                                 Person::players[i]->setAnimation(rollanim);
7633                                 Person::players[i]->transspeed = 20;
7634                             }
7635                         }
7636                         if (!Person::players[i]->crouchkeydown) {
7637                             //Uncrouch
7638                             if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
7639                                 Person::players[i]->superruntoggle = 0;
7640                             target = -2;
7641                             if (Person::players[i]->isCrouch()) {
7642                                 if (Person::players.size() > 1)
7643                                     for (int j = 0; j < Person::players.size(); j++) {
7644                                         if (j != i &&
7645                                                 !Person::players[j]->skeleton.free &&
7646                                                 Person::players[j]->victim &&
7647                                                 Person::players[i]->highreversaldelay <= 0) {
7648                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7649                                                     Person::players[j]->victim == Person::players[i] &&
7650                                                     (Person::players[j]->animTarget == spinkickanim) &&
7651                                                     Person::players[i]->isCrouch()) {
7652                                                 if (target >= 0)
7653                                                     target = -1;
7654                                                 else
7655                                                     target = j;
7656                                             }
7657                                         }
7658                                     }
7659                                 if (target >= 0)
7660                                     Person::players[target]->Reverse();
7661                                 Person::players[i]->highreversaldelay = .5;
7662
7663                                 if (Person::players[i]->isCrouch()) {
7664                                     if (!Person::players[i]->wasCrouch()) {
7665                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
7666                                         Person::players[i]->frameCurrent = 0;
7667                                     }
7668                                     Person::players[i]->setAnimation(Person::players[i]->getIdle());
7669                                     Person::players[i]->transspeed = 10;
7670                                 }
7671                             }
7672                             if (Person::players[i]->animTarget == sneakanim) {
7673                                 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7674                                 Person::players[i]->transspeed = 10;
7675                             }
7676                         }
7677                         if (Person::players[i]->forwardkeydown) {
7678                             if (Person::players[i]->isIdle() ||
7679                                     (Person::players[i]->isStop() &&
7680                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7681                                     (Person::players[i]->isLanding() &&
7682                                      Person::players[i]->frameTarget > 0 &&
7683                                      !Person::players[i]->jumpkeydown) ||
7684                                     (Person::players[i]->isLandhard() &&
7685                                      Person::players[i]->frameTarget > 0 &&
7686                                      !Person::players[i]->jumpkeydown &&
7687                                      Person::players[i]->crouchkeydown)) {
7688                                 if (Person::players[i]->aitype == passivetype)
7689                                     Person::players[i]->setAnimation(walkanim);
7690                                 else
7691                                     Person::players[i]->setAnimation(Person::players[i]->getRun());
7692                             }
7693                             if (Person::players[i]->isCrouch()) {
7694                                 Person::players[i]->animTarget = sneakanim;
7695                                 if (Person::players[i]->wasCrouch())
7696                                     Person::players[i]->target = 0;
7697                                 Person::players[i]->frameTarget = 0;
7698                             }
7699                             if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
7700                                 Person::players[i]->setAnimation(climbanim);
7701                                 Person::players[i]->frameTarget = 1;
7702                                 Person::players[i]->jumpclimb = 1;
7703                             }
7704                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7705                                 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
7706                             }
7707                             Person::players[i]->forwardstogglekeydown = 1;
7708                             movekey = 1;
7709                         }
7710                         if (Person::players[i]->rightkeydown) {
7711                             if (Person::players[i]->isIdle() ||
7712                                     (Person::players[i]->isStop() &&
7713                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7714                                     (Person::players[i]->isLanding() &&
7715                                      Person::players[i]->frameTarget > 0 &&
7716                                      !Person::players[i]->jumpkeydown) ||
7717                                     (Person::players[i]->isLandhard() &&
7718                                      Person::players[i]->frameTarget > 0 &&
7719                                      !Person::players[i]->jumpkeydown &&
7720                                      Person::players[i]->crouchkeydown)) {
7721                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
7722                             }
7723                             if (Person::players[i]->isCrouch()) {
7724                                 Person::players[i]->animTarget = sneakanim;
7725                                 if (Person::players[i]->wasCrouch())
7726                                     Person::players[i]->target = 0;
7727                                 Person::players[i]->frameTarget = 0;
7728                             }
7729                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7730                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7731                             }
7732                             Person::players[i]->targetyaw -= 90;
7733                             if (Person::players[i]->forwardkeydown)
7734                                 Person::players[i]->targetyaw += 45;
7735                             if (Person::players[i]->backkeydown)
7736                                 Person::players[i]->targetyaw -= 45;
7737                             movekey = 1;
7738                         }
7739                         if ( Person::players[i]->leftkeydown) {
7740                             if (Person::players[i]->isIdle() ||
7741                                     (Person::players[i]->isStop() &&
7742                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7743                                     (Person::players[i]->isLanding() &&
7744                                      Person::players[i]->frameTarget > 0 &&
7745                                      !Person::players[i]->jumpkeydown) ||
7746                                     (Person::players[i]->isLandhard() &&
7747                                      Person::players[i]->frameTarget > 0 &&
7748                                      !Person::players[i]->jumpkeydown &&
7749                                      Person::players[i]->crouchkeydown)) {
7750                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
7751                             }
7752                             if (Person::players[i]->isCrouch()) {
7753                                 Person::players[i]->animTarget = sneakanim;
7754                                 if (Person::players[i]->wasCrouch())
7755                                     Person::players[i]->target = 0;
7756                                 Person::players[i]->frameTarget = 0;
7757                             }
7758                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7759                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7760                             }
7761                             Person::players[i]->targetyaw += 90;
7762                             if (Person::players[i]->forwardkeydown)
7763                                 Person::players[i]->targetyaw -= 45;
7764                             if (Person::players[i]->backkeydown)
7765                                 Person::players[i]->targetyaw += 45;
7766                             movekey = 1;
7767                         }
7768                         if (Person::players[i]->backkeydown) {
7769                             if (Person::players[i]->isIdle() ||
7770                                     (Person::players[i]->isStop() &&
7771                                      Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7772                                     (Person::players[i]->isLanding() &&
7773                                      Person::players[i]->frameTarget > 0 &&
7774                                      !Person::players[i]->jumpkeydown) ||
7775                                     (Person::players[i]->isLandhard() &&
7776                                      Person::players[i]->frameTarget > 0 &&
7777                                      !Person::players[i]->jumpkeydown &&
7778                                      Person::players[i]->crouchkeydown)) {
7779                                 Person::players[i]->setAnimation(Person::players[i]->getRun());
7780                             }
7781                             if (Person::players[i]->isCrouch()) {
7782                                 Person::players[i]->animTarget = sneakanim;
7783                                 if (Person::players[i]->wasCrouch())
7784                                     Person::players[i]->target = 0;
7785                                 Person::players[i]->frameTarget = 0;
7786                             }
7787                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7788                                 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
7789                             }
7790                             if (Person::players[i]->animTarget == hanganim) {
7791                                 Person::players[i]->animCurrent = jumpdownanim;
7792                                 Person::players[i]->animTarget = jumpdownanim;
7793                                 Person::players[i]->target = 0;
7794                                 Person::players[i]->frameCurrent = 0;
7795                                 Person::players[i]->frameTarget = 1;
7796                                 Person::players[i]->velocity = 0;
7797                                 Person::players[i]->velocity.y += gravity;
7798                                 Person::players[i]->coords.y -= 1.4;
7799                                 Person::players[i]->grabdelay = 1;
7800                             }
7801                             if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
7802                                 Person::players[i]->targetyaw += 180;
7803                             movekey = 1;
7804                         }
7805                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
7806                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
7807                                     Person::players[i]->isRun() ||
7808                                     Person::players[i]->animTarget == walkanim ||
7809                                     Person::players[i]->isCrouch() ||
7810                                     Person::players[i]->animTarget == sneakanim) &&
7811                                     Person::players[i]->jumppower > 1) &&
7812                                     ((Person::players[i]->animTarget != rabbitrunninganim &&
7813                                       Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
7814                                 Person::players[i]->jumpstart = 0;
7815                                 Person::players[i]->setAnimation(jumpupanim);
7816                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
7817                                 Person::players[i]->transspeed = 20;
7818                                 Person::players[i]->FootLand(0, 1);
7819                                 Person::players[i]->FootLand(1, 1);
7820
7821                                 facing = 0;
7822                                 facing.z = -1;
7823                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
7824
7825                                 if (movekey)
7826                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
7827                                 if (!movekey)
7828                                     Person::players[i]->velocity = 0;
7829
7830                                 //Dodge sweep?
7831                                 target = -2;
7832                                 if (Person::players.size() > 1)
7833                                     for (int j = 0; j < Person::players.size(); j++) {
7834                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
7835                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7836                                                     (Person::players[j]->victim == Person::players[i]) &&
7837                                                     (Person::players[j]->animTarget == sweepanim)) {
7838                                                 if (target >= 0)
7839                                                     target = -1;
7840                                                 else
7841                                                     target = j;
7842                                             }
7843                                         }
7844                                     }
7845                                 if (target >= 0)
7846                                     Person::players[i]->velocity.y = 1;
7847                                 else
7848                                     if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
7849                                     Person::players[i]->velocity.y = 7;
7850                                     Person::players[i]->crouchtogglekeydown = 1;
7851                                 } else Person::players[i]->velocity.y = 5;
7852
7853                                 if (mousejump && i == 0 && debugmode) {
7854                                     if (!Person::players[i]->isLanding())
7855                                         Person::players[i]->tempdeltav = deltav;
7856                                     if (Person::players[i]->tempdeltav < 0)
7857                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
7858                                 }
7859
7860                                 Person::players[i]->coords.y += .2;
7861                                 Person::players[i]->jumppower -= 1;
7862
7863                                 if (!i)
7864                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
7865
7866                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
7867                             }
7868                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
7869                                 Person::players[i]->setAnimation(Person::players[i]->getLanding());
7870                                 Person::players[i]->frameTarget = 2;
7871                                 Person::players[i]->landhard = 0;
7872                                 Person::players[i]->jumpstart = 1;
7873                                 Person::players[i]->tempdeltav = deltav;
7874                             }
7875                             if (Person::players[i]->animTarget == jumpupanim &&
7876                                     (((!floatjump &&
7877                                        !editorenabled) ||
7878                                       !debugmode) ||
7879                                      Person::players[i]->aitype != playercontrolled)) {
7880                                 if (Person::players[i]->jumppower > multiplier * 6) {
7881                                     Person::players[i]->velocity.y += multiplier * 6;
7882                                     Person::players[i]->jumppower -= multiplier * 6;
7883                                 }
7884                                 if (Person::players[i]->jumppower <= multiplier * 6) {
7885                                     Person::players[i]->velocity.y += Person::players[i]->jumppower;
7886                                     Person::players[i]->jumppower = 0;
7887                                 }
7888                             }
7889                             if (((floatjump || editorenabled) && debugmode) && i == 0)
7890                                 Person::players[i]->velocity.y += multiplier * 30;
7891                         }
7892
7893                         if (!movekey) {
7894                             if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
7895                                 Person::players[i]->setAnimation(Person::players[i]->getStop());
7896                             if (Person::players[i]->animTarget == sneakanim) {
7897                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
7898                                 if (Person::players[i]->animCurrent == sneakanim)
7899                                     Person::players[i]->target = 0;
7900                                 Person::players[i]->frameTarget = 0;
7901                             }
7902                         }
7903                         if (Person::players[i]->animTarget == walkanim &&
7904                                 (Person::players[i]->aitype == attacktypecutoff ||
7905                                  Person::players[i]->aitype == searchtype ||
7906                                  (Person::players[i]->aitype == passivetype &&
7907                                   Person::players[i]->numwaypoints <= 1)))
7908                             Person::players[i]->setAnimation(Person::players[i]->getStop());
7909                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
7910                             Person::players[i]->setAnimation(Person::players[i]->getStop());
7911                     }
7912                 }
7913                 if (Person::players[i]->animTarget == rollanim)
7914                     Person::players[i]->targetyaw = oldtargetyaw;
7915             }
7916
7917             //Rotation
7918             for (int k = 0; k < Person::players.size(); k++) {
7919                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
7920                     if (Person::players[k]->yaw > Person::players[k]->targetyaw)
7921                         Person::players[k]->yaw -= 360;
7922                     else
7923                         Person::players[k]->yaw += 360;
7924                 }
7925
7926                 //stop to turn in right direction
7927                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
7928                     Person::players[k]->setAnimation(Person::players[k]->getStop());
7929
7930                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
7931                     Person::players[k]->targettilt = 0;
7932
7933                 if (Person::players[k]->animTarget != jumpupanim &&
7934                         Person::players[k]->animTarget != backhandspringanim &&
7935                         Person::players[k]->animTarget != jumpdownanim &&
7936                         !Person::players[k]->isFlip()) {
7937                     Person::players[k]->targettilt = 0;
7938                     if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
7939                         Person::players[k]->jumppower = 0;
7940                     Person::players[k]->jumppower += multiplier * 7;
7941                     if (Person::players[k]->isCrouch())
7942                         Person::players[k]->jumppower += multiplier * 7;
7943                     if (Person::players[k]->jumppower > 5)
7944                         Person::players[k]->jumppower = 5;
7945                 }
7946
7947                 if (Person::players[k]->isRun())
7948                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
7949
7950                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
7951                 Person::players[k]->grabdelay -= multiplier;
7952             }
7953
7954             //do animations
7955             for (int k = 0; k < Person::players.size(); k++) {
7956                 Person::players[k]->DoAnimations();
7957                 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
7958                 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
7959             }
7960
7961             //do stuff
7962             objects.DoStuff();
7963
7964             for (int j = numenvsounds - 1; j >= 0; j--) {
7965                 envsoundlife[j] -= multiplier;
7966                 if (envsoundlife[j] < 0) {
7967                     numenvsounds--;
7968                     envsoundlife[j] = envsoundlife[numenvsounds];
7969                     envsound[j] = envsound[numenvsounds];
7970                 }
7971             }
7972             if (slomo)
7973                 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7974             else
7975                 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7976
7977             if (tutoriallevel == 1) {
7978                 XYZ temp;
7979                 XYZ temp2;
7980                 XYZ temp3;
7981                 XYZ oldtemp;
7982                 XYZ oldtemp2;
7983                 temp.x = 1011;
7984                 temp.y = 84;
7985                 temp.z = 491;
7986                 temp2.x = 1025;
7987                 temp2.y = 75;
7988                 temp2.z = 447;
7989                 temp3.x = 1038;
7990                 temp3.y = 76;
7991                 temp3.z = 453;
7992                 oldtemp = temp;
7993                 oldtemp2 = temp2;
7994                 if (tutorialstage >= 51)
7995                     if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7996                         OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7997                         OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7998
7999                         emit_stream_np(stream_menutheme);
8000
8001                         gameon = 0;
8002                         mainmenu = 5;
8003
8004                         fireSound();
8005
8006                         flash();
8007                     }
8008                 if (tutorialstage < 51)
8009                     if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
8010                         emit_sound_at(fireendsound, Person::players[0]->coords);
8011
8012                         Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
8013
8014                         flash();
8015                     }
8016                 if (tutorialstage >= 14 && tutorialstage < 50)
8017                     if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
8018                         emit_sound_at(fireendsound, Person::players[1]->coords);
8019
8020                         for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
8021                             if (Random() % 2 == 0) {
8022                                 if (!Person::players[1]->skeleton.free)
8023                                     temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
8024                                 if (Person::players[1]->skeleton.free)
8025                                     temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
8026                                 if (!Person::players[1]->skeleton.free)
8027                                     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;
8028                                 if (Person::players[1]->skeleton.free)
8029                                     temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
8030                                 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
8031                             }
8032                         }
8033
8034                         Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
8035                         for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
8036                             Person::players[1]->skeleton.joints[i].velocity = 0;
8037                             if (Random() % 2 == 0) {
8038                                 if (!Person::players[1]->skeleton.free)
8039                                     temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
8040                                 if (Person::players[1]->skeleton.free)
8041                                     temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
8042                                 if (!Person::players[1]->skeleton.free)
8043                                     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;
8044                                 if (Person::players[1]->skeleton.free)
8045                                     temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
8046                                 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
8047                             }
8048                         }
8049                     }
8050             }
8051
8052
8053             //3d sound
8054             static float gLoc[3];
8055             gLoc[0] = viewer.x;
8056             gLoc[1] = viewer.y;
8057             gLoc[2] = viewer.z;
8058             static float vel[3];
8059             vel[0] = (viewer.x - oldviewer.x) / multiplier;
8060             vel[1] = (viewer.y - oldviewer.y) / multiplier;
8061             vel[2] = (viewer.z - oldviewer.z) / multiplier;
8062
8063             //Set orientation with forward and up vectors
8064             static XYZ upvector;
8065             upvector = 0;
8066             upvector.z = -1;
8067
8068             upvector = DoRotation(upvector, -pitch + 90, 0, 0);
8069             upvector = DoRotation(upvector, 0, 0 - yaw, 0);
8070
8071             facing = 0;
8072             facing.z = -1;
8073
8074             facing = DoRotation(facing, -pitch, 0, 0);
8075             facing = DoRotation(facing, 0, 0 - yaw, 0);
8076
8077
8078             static float ori[6];
8079             ori[0] = -facing.x;
8080             ori[1] = facing.y;
8081             ori[2] = -facing.z;
8082             ori[3] = -upvector.x;
8083             ori[4] = upvector.y;
8084             ori[5] = -upvector.z;
8085
8086             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
8087             OPENAL_Update();
8088
8089             oldviewer = viewer;
8090         }
8091     }
8092
8093     if (Input::isKeyPressed(SDLK_F1))
8094         Screenshot();
8095 }
8096
8097 void Game::TickOnce()
8098 {
8099     if (mainmenu)
8100         yaw += multiplier * 5;
8101     else if (directing || indialogue == -1) {
8102         yaw += deltah * .7;
8103         if (!invertmouse)
8104             pitch += deltav * .7;
8105         if (invertmouse)
8106             pitch -= deltav * .7;
8107         if (pitch > 90)
8108             pitch = 90;
8109         if (pitch < -70)
8110             pitch = -70;
8111     }
8112 }
8113
8114 void Game::TickOnceAfter()
8115 {
8116     static XYZ colviewer;
8117     static XYZ coltarget;
8118     static XYZ target;
8119     static XYZ col;
8120     static XYZ facing;
8121     static float changedelay;
8122     static bool alldead;
8123     static float unseendelay;
8124     static float cameraspeed;
8125
8126     if (!mainmenu) {
8127         static int oldmusictype = musictype;
8128
8129         if (environment == snowyenvironment)
8130             leveltheme = stream_snowtheme;
8131         if (environment == grassyenvironment)
8132             leveltheme = stream_grasstheme;
8133         if (environment == desertenvironment)
8134             leveltheme = stream_deserttheme;
8135
8136         realthreat = 0;
8137
8138         musictype = leveltheme;
8139         for (int i = 0; i < Person::players.size(); i++) {
8140             if ((Person::players[i]->aitype == attacktypecutoff ||
8141                     Person::players[i]->aitype == getweapontype ||
8142                     Person::players[i]->aitype == gethelptype ||
8143                     Person::players[i]->aitype == searchtype) &&
8144                     !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
8145                     (Person::players[i]->animTarget != sneakattackedanim &&
8146                      Person::players[i]->animTarget != knifesneakattackedanim &&
8147                      Person::players[i]->animTarget != swordsneakattackedanim)) {
8148                 musictype = stream_fighttheme;
8149                 realthreat = 1;
8150             }
8151         }
8152         if (Person::players[0]->dead)
8153             musictype = stream_menutheme;
8154
8155
8156         if (musictype == stream_fighttheme)
8157             unseendelay = 1;
8158
8159         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
8160             unseendelay -= multiplier;
8161             if (unseendelay > 0)
8162                 musictype = stream_fighttheme;
8163         }
8164
8165
8166         if (loading == 2) {
8167             musictype = stream_menutheme;
8168             musicvolume[2] = 512;
8169             musicvolume[0] = 0;
8170             musicvolume[1] = 0;
8171             musicvolume[3] = 0;
8172         }
8173
8174         if (musictoggle)
8175             if (musictype != oldmusictype && musictype == stream_fighttheme)
8176                 emit_sound_np(alarmsound);
8177         musicselected = musictype;
8178
8179         if (musicselected == leveltheme)
8180             musicvolume[0] += multiplier * 450;
8181         else
8182             musicvolume[0] -= multiplier * 450;
8183         if (musicselected == stream_fighttheme)
8184             musicvolume[1] += multiplier * 450;
8185         else
8186             musicvolume[1] -= multiplier * 450;
8187         if (musicselected == stream_menutheme)
8188             musicvolume[2] += multiplier * 450;
8189         else
8190             musicvolume[2] -= multiplier * 450;
8191
8192         for (int i = 0; i < 3; i++) {
8193             if (musicvolume[i] < 0)
8194                 musicvolume[i] = 0;
8195             if (musicvolume[i] > 512)
8196                 musicvolume[i] = 512;
8197         }
8198
8199         if (musicvolume[2] > 128 && !loading && !mainmenu)
8200             musicvolume[2] = 128;
8201
8202         if (musictoggle) {
8203             if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
8204                 emit_stream_np(leveltheme, musicvolume[0]);
8205             if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
8206                 emit_stream_np(stream_fighttheme, musicvolume[1]);
8207             if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
8208                 emit_stream_np(stream_menutheme, musicvolume[2]);
8209             if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
8210                 pause_sound(leveltheme);
8211             if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
8212                 pause_sound(stream_fighttheme);
8213             if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
8214                 pause_sound(stream_menutheme);
8215
8216             if (musicvolume[0] != oldmusicvolume[0])
8217                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
8218             if (musicvolume[1] != oldmusicvolume[1])
8219                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
8220             if (musicvolume[2] != oldmusicvolume[2])
8221                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
8222
8223             for (int i = 0; i < 3; i++)
8224                 oldmusicvolume[i] = musicvolume[i];
8225         } else {
8226             pause_sound(leveltheme);
8227             pause_sound(stream_fighttheme);
8228             pause_sound(stream_menutheme);
8229
8230             for (int i = 0; i < 4; i++) {
8231                 oldmusicvolume[i] = 0;
8232                 musicvolume[i] = 0;
8233             }
8234         }
8235
8236         killhotspot = 2;
8237         for (int i = 0; i < numhotspots; i++) {
8238             if (hotspottype[i] > 10 && hotspottype[i] < 20) {
8239                 if (Person::players[hotspottype[i] - 10]->dead == 0)
8240                     killhotspot = 0;
8241                 else if (killhotspot == 2)
8242                     killhotspot = 1;
8243             }
8244         }
8245         if (killhotspot == 2)
8246             killhotspot = 0;
8247
8248
8249         winhotspot = false;
8250         for (int i = 0; i < numhotspots; i++)
8251             if (hotspottype[i] == -1)
8252                 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
8253                     winhotspot = true;
8254
8255         int numalarmed = 0;
8256         for (int i = 1; i < Person::players.size(); i++)
8257             if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
8258                 numalarmed++;
8259         if (numalarmed > maxalarmed)
8260             maxalarmed = numalarmed;
8261
8262         if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
8263             if (Person::players[0]->dead && changedelay <= 0) {
8264                 changedelay = 1;
8265                 targetlevel = whichlevel;
8266             }
8267             alldead = true;
8268             for (int i = 1; i < Person::players.size(); i++) {
8269                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
8270                     alldead = false;
8271                     break;
8272                 }
8273             }
8274
8275
8276             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
8277                 changedelay = 1;
8278                 targetlevel = whichlevel + 1;
8279                 if (targetlevel > numchallengelevels - 1)
8280                     targetlevel = 0;
8281             }
8282             if (winhotspot || windialogue) {
8283                 changedelay = 0.1;
8284                 targetlevel = whichlevel + 1;
8285                 if (targetlevel > numchallengelevels - 1)
8286                     targetlevel = 0;
8287             }
8288
8289
8290             if (killhotspot) {
8291                 changedelay = 1;
8292                 targetlevel = whichlevel + 1;
8293                 if (targetlevel > numchallengelevels - 1)
8294                     targetlevel = 0;
8295             }
8296
8297             if (changedelay > 0 && !Person::players[0]->dead && !won) {
8298                 //high scores, awards, win
8299                 if (campaign) {
8300                     accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
8301                     scoreadded = 1;
8302                 } else {
8303                     accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
8304                 }
8305                 won = 1;
8306             }
8307         }
8308
8309         if (!winfreeze) {
8310
8311             if (leveltime < 1) {
8312                 loading = 0;
8313                 changedelay = .1;
8314                 alldead = false;
8315                 winhotspot = false;
8316                 killhotspot = 0;
8317             }
8318
8319             if (!editorenabled && gameon && !mainmenu) {
8320                 if (changedelay != -999)
8321                     changedelay -= multiplier / 7;
8322                 if (Person::players[0]->dead)
8323                     targetlevel = whichlevel;
8324                 if (loading == 2 && !campaign) {
8325                     flash();
8326
8327                     fireSound(firestartsound);
8328
8329                     if (!Person::players[0]->dead && targetlevel != whichlevel)
8330                         startbonustotal = bonustotal;
8331                     if (Person::players[0]->dead)
8332                         Loadlevel(whichlevel);
8333                     else
8334                         Loadlevel(targetlevel);
8335
8336                     fireSound();
8337
8338                     loading = 3;
8339                 }
8340                 if (loading == 2 && targetlevel == whichlevel) {
8341                     flash();
8342                     loadtime = 0;
8343
8344                     fireSound(firestartsound);
8345
8346                     Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
8347
8348                     fireSound();
8349
8350                     loading = 3;
8351                 }
8352                 if (changedelay <= -999 &&
8353                         whichlevel != -2 &&
8354                         !loading &&
8355                         (Person::players[0]->dead ||
8356                          (alldead && maptype == mapkilleveryone) ||
8357                          (winhotspot) ||
8358                          (killhotspot)))
8359                     loading = 1;
8360                 if ((Person::players[0]->dead ||
8361                         (alldead && maptype == mapkilleveryone) ||
8362                         (winhotspot) ||
8363                         (windialogue) ||
8364                         (killhotspot)) &&
8365                         changedelay <= 0) {
8366                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
8367                         winfreeze = true;
8368                         changedelay = -999;
8369                     }
8370                     if (Person::players[0]->dead)
8371                         loading = 1;
8372                 }
8373             }
8374
8375             if (campaign) {
8376                 // campaignchoosenext determines what to do when the level is complete:
8377                 // 0 = load next level
8378                 // 1 = go back to level select screen
8379                 // 2 = stealthload next level
8380                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
8381                     if (campaignlevels[actuallevel].nextlevel.empty())
8382                         endgame = 1;
8383                 } else if (mainmenu == 0 && winfreeze) {
8384                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
8385
8386                     if (!stealthloading) {
8387                         fireSound(firestartsound);
8388
8389                         flash();
8390                     }
8391
8392                     startbonustotal = 0;
8393
8394                     LoadCampaign();
8395
8396                     loading = 2;
8397                     loadtime = 0;
8398                     targetlevel = 7;
8399                     if (!firstload)
8400                         LoadStuff();
8401                     whichchoice = 0;
8402                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
8403                     visibleloading = 1;
8404                     stillloading = 1;
8405                     Loadlevel(campaignlevels[actuallevel].mapname.c_str());
8406                     campaign = 1;
8407                     mainmenu = 0;
8408                     gameon = 1;
8409                     pause_sound(stream_menutheme);
8410
8411                     stealthloading = 0;
8412                 }
8413             }
8414
8415             if (loading == 3)
8416                 loading = 0;
8417
8418         }
8419
8420         oldmusictype = musictype;
8421     }
8422
8423     facing = 0;
8424     facing.z = -1;
8425
8426     facing = DoRotation(facing, -pitch, 0, 0);
8427     facing = DoRotation(facing, 0, 0 - yaw, 0);
8428     viewerfacing = facing;
8429
8430     if (!cameramode) {
8431         if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
8432             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;
8433         else
8434             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;
8435         target.y += .1;
8436         if (Person::players[0]->skeleton.free) {
8437             for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
8438                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
8439                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
8440             }
8441             target.y += .1;
8442         }
8443         if (Person::players[0]->skeleton.free != 2/*&&!autocam*/) {
8444             cameraspeed = 20;
8445             if (findLengthfast(&Person::players[0]->velocity) > 400) {
8446                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
8447             }
8448             if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
8449                 target.y += 1.4;
8450             coltarget = target - cameraloc;
8451             if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
8452                 cameraloc = target;
8453             else {
8454                 Normalise(&coltarget);
8455                 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
8456                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
8457                 else
8458                     cameraloc = cameraloc + coltarget * multiplier * 8;
8459             }
8460             if (editorenabled)
8461                 cameraloc = target;
8462             cameradist += multiplier * 5;
8463             if (cameradist > 2.3)
8464                 cameradist = 2.3;
8465             viewer = cameraloc - facing * cameradist;
8466             colviewer = viewer;
8467             coltarget = cameraloc;
8468             objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
8469             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8470                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8471                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8472                     colviewer = viewer;
8473                     coltarget = cameraloc;
8474                     if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
8475                         viewer = col;
8476                 }
8477             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8478                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8479                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8480                     colviewer = viewer;
8481                     if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
8482                         viewer = colviewer;
8483                     }
8484                 }
8485             cameradist = findDistance(&viewer, &target);
8486             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
8487             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
8488                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
8489             }
8490         }
8491         /*
8492         //what did autocam do?
8493         if(Person::players[0]->skeleton.free!=2&&autocam){
8494             cameraspeed=20;
8495             if(findLengthfast(&Person::players[0]->velocity)>400){
8496                 cameraspeed=20+(findLength(&Person::players[0]->velocity)-20)*.96;
8497             }
8498             if(Person::players[0]->skeleton.free==0&&Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim)target.y+=1.4;
8499             cameradist+=multiplier*5;
8500             if(cameradist>3.3)cameradist=3.3;
8501             coltarget=target-cameraloc;
8502             if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8503             else if(findLengthfast(&coltarget)>1)
8504             {
8505                 Normalise(&coltarget);
8506                 if(Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim&&Person::players[0]->animCurrent!=climbanim&&Person::players[0]->currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
8507                 else cameraloc=cameraloc+coltarget*multiplier*8;
8508             }
8509             if(editorenabled)cameraloc=target;
8510             viewer=cameraloc;
8511             colviewer=viewer;
8512             coltarget=cameraloc;
8513             objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8514             if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8515                 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8516                     int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8517                     colviewer=viewer;
8518                     coltarget=cameraloc;
8519                     if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
8520                 }
8521             if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8522                 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8523                     int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8524                     colviewer=viewer;
8525                     if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.yaw[i])!=-1){
8526                         viewer=colviewer;
8527                     }
8528                 }
8529             cameradist=findDistance(&viewer,&target);
8530             viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8531             if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8532                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8533             }
8534         }
8535         */
8536         if (camerashake > .8)
8537             camerashake = .8;
8538         //if(woozy>10)woozy=10;
8539         //woozy+=multiplier;
8540         woozy += multiplier;
8541         if (Person::players[0]->dead)
8542             camerashake = 0;
8543         if (Person::players[0]->dead)
8544             woozy = 0;
8545         camerashake -= multiplier * 2;
8546         blackout -= multiplier * 2;
8547         //if(Person::players[0]->isCrouch())woozy-=multiplier*8;
8548         if (camerashake < 0)
8549             camerashake = 0;
8550         if (blackout < 0)
8551             blackout = 0;
8552         //if(woozy<0)woozy=0;
8553         if (camerashake) {
8554             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
8555             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
8556             viewer.z += (float)(Random() % 100) * .0005 * camerashake;
8557         }
8558     }
8559 }
8560