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